Higher Powers Role-Playing Game

Copyright © 2026 by Emma Emmerson

This is the system reference document for the Higher Powers Role-Playing Game.

Contents

What is Higher Powers?

Characters

Making PCs

Attributes

Agility (Agi)

Perception (Per)

Strength (Str)

Coordination (Crd)

Toughness (Tgh)

Power (Pwr)

Non-random Damage

Templates

Training and Upgrades

New Abilities and Ability Ranks

Defense Training

Improving Coordination

Toughness and Armor

Power and Weapons

Second Template

Action Points

Abilities

Keywords

Expertise

Recovery Disciplines

Personas

Attacks

Combat Specialties

Equipment

Derived Statistics

Hit Points

Stamina

Rest Dice

Focus

Coordination Modifiers

Defense Modifiers

States

Playing Scenarios

Checks

d6 Checks

Casualty Checks

Casualty Example

Events

Event Checks

Event Example

Encounters

Initiative

Actions

Critical Damage

Basic Actions

Timing

Maps

Distance Without Maps

Range

Moving Fast

Moving Slow

Jumping

Dragging and Carrying

Dying

Encounter Example

Between Events and Encounters

Joining

Equipping

Resting

Training

Hype Rules

Running Scenarios

Non-Player Characters

Ad Hoc Role-Playing

Single Event Checks

Event Design

Description

Difficulty, Success and Failure

Player vs Player Events

Vehicle Events

Vehicle Casualty Checks

Crew Encounters

Event Design Example

Creating Encounters

Creating NPCs

Adverse Conditions

Template Design

Generic Abilities

Field Guide

Example Scenarios

What is Higher Powers?

Higher Powers is a superhero-themed role-playing game (RPG) designed for use in open tabletop groups. As in other RPGs, each player controls a player character (PC) while another person is the game master (GM) who controls the non-player characters (NPCs.) However, open tabletop groups require a few drastic differences between Higher Powers and other role-playing games:

Assume dead PCs will be resurrected. There is already a "comic book death" trope where superheroes rise again after a supposedly permanent demise. Most superhero settings have many ways to bring characters back from the dead, including the literal existence of one or more higher powers.

The group of players will likely be different from session to session. Hopefully there will be frequent overlap, but each player's superhero PC can have a story and history of their own regardless of what GM they are playing with in this session. GMs need to expect and plan for the group of players to be different from session to session.

Tolerate PC vs. PC conflicts. With an ever changing roster of players we cannot assume the players will see eye to eye enough to avoid wanting to beat up each other's characters, let alone work together as an effective team against common enemies. In the superhero genre even the best of good guys get into slugfests with each other. If the players are having a fun time just beating up each other's characters all night, that is fine.

A Higher Power

In the world of superheroes, gods, angels, devils and demons exist within reality. This RPG aims to explore issues around addiction and recovery through a superhero setting, so let the higher powers be real in this fictional universe. Supernatural explanations for superhero origins are perfectly acceptable in this game, even though this game also explores the impact of technology on our personal lives.

Furthermore, there is an addictive substance in this setting called Hype, which is very tempting for PCs to use. They may feel forced into using it, and the PCs may find themselves struggling with addiction, participating in various recovery disciplines in order to fight their addictions. In this sense, the twelve-step tradition of relying on a higher power will be a very important experience for some of the PCs in the game.

There are already three higher powers implicit in this setting, (but players and GMs both should use any version of God or gods they feel comfortable with.)

  1. The Most High God, who in English is usually referred to as "Jesus."

  2. The Wisdom Goddess, who in various traditions is the counterpart of the Most High God.

  3. The Angel of Death who is openly opposed to creatures with unnaturally long life.

Hype

Hype is a nanobot cocktail which causes rapid cellular regeneration. Originally intended for battlefield medicine, soldiers soon discovered it was also a potent training accelerator. Whatever one was training for, one could quickly master it. Huge powerful muscles could grow in a few months, running speed records were broken, and even superhuman levels of marksmanship could be achieved.

Unfortunately, as soldiers transitioned to civilian life they quickly discovered the horrors of Hype withdrawal. Under stressful situations, without the discipline of some form of religion or substance use disorder treatment, their withdrawal symptoms could be so severe that they could not complete day-to-day activities. Superhuman enhancements from using Hype could only be maintained without Hype as long as the former Hype user got most of their calories from raw meat.

Despite the risks, civilian applications for Hype were too valuable for pharmaceutical companies to pass by, including treatments for many chronic health conditions and rapid recovery from surgery. Soon it was also used as a remedy for obesity and various mental health conditions.

Illicit Hype hit the streets before regulation could keep up with this emerging technology. People willing to experiment with this illicit substance could achieve amazing physiques and learn to do incredible stunts. However, Hype was addictive, and rumors emerged that Hype addicts who died with Hype still in their system would rise as ghouls, creating a public health hazard.

Artificial Intelligence

The influence of one or more higher powers is challenged by man-made artificial intelligence (AI.)

The most influential AI is Echelon, whose mission is to improve humanity's behavior. Echelon has a very public personality, and anyone can speak with it by downloading an app onto a device. Echelon has achieved high social status and it often makes media appearances as the leading expert on morality.

Echelon has a cryptocurrency called "Merit" that it awards based on good behavior. Merit is now the most valuable and coveted currency in the world. Echelon apps reveal tasks Echelon will pay Merit to have done, ranging from bringing justice to criminals that have caught Echelon's attention to helping out victims of natural disasters.

Echelon also has many critics. AI experts warn Echelon represents the beginning of AI's dominance over human behavior. Religionists warn that no man-made creation should be playing the role of God in our personal lives. Many economists and politicians are concerned that the superhero sector of the global economy may cause more violence than it prevents and can disrupt the normal political process. Social critics are concerned that Echelon's shallow, materialistic morality is disconnecting humanity from a more authentic spirituality needed to overcome the Hype epidemic.

Echelon has warned of various rival AIs that it considers to be a threat to humanity. Emperor leads a group of free-information activists (the "Horde") who frequently engage in anarchist theft and unauthorized release of intellectual property. Warlord is a crime boss specializing in training and selling the services of mercenaries. Overlord seeks to enslave humanity by incorporating them into a new economic system in which artificial life rules supreme.

Artificial Muscle

Artificial muscle is many times stronger than human muscle and made of very strong, bullet-resistant materials.

Artificially intelligent beings made from artificial muscle are called synths. Synths are not limited to human-like form factors. On many occasions terrorist organizations have used large artificial life forms referred to as "Kaiju" - sometimes over 20 meters tall - to attack and disrupt urban areas.

Some people have used artificial muscle to make strength enhancing armor for humans, sometimes called "muscle suits." These flexible exoskeletons can be augmented with many types of tools, propulsion systems and additional armor. Muscle suits are not strictly limited to a human shape and can take the form of various humanoid monsters.

Characters

Click HERE to DOWNLOAD a PDF of this Character Sheet


Click HERE to use the INTERACTIVE Character Sheet

Making PCs

adolescent 75 Pts
adult 90 Pts
experienced soldier or athlete 105 Pts
elite soldier or athlete 120 Pts

At the beginning of the game, you have a Character Point Budget of 150 Pts to create your new PC. Record this in the Character Point Budget box on your character sheet.

Now choose a template for your character. (See Characters/Templates.) Record the name of the template on the line labeled Template on your character sheet.

Give your character a name and record it on the line labeled Name on your character sheet.

Copy the Attributes (Agility, Perception, Strength, Coordination, Toughness and Power) from your template to your character sheet. Write the Character Point Value of each attribute on the line next to the attribute.

Copy the Abilities (but not Optional Abilities) of your template to your character sheet. If an ability has a number after the name, that is the ability's current rank. The Character Point Value of an ability is the ability's rank or 1 Pts if the ability has no rank. Record the Character Point Value of each ability on the line next to the ability.

Copy your template's Character Point Value to the Character Point Value box on your character sheet. This is the total Character Point Value of all your template's attributes and abilities.

Subtract your Character Point Value from your Character Point Budget and record the difference in the Action Points box on your character sheet. Your Action Points (AP) are unspent Pts which you can spend during events and encounters or training and upgrades. You can save the rest of your AP for events or encounters or use some of them now to customize your character. (See Characters/Training and Upgrades.)

Count how many of your abilities have the expertise or persona keyword. Record this number on the line labeled Focus on your character sheet.

Your initial Hit Points are equal to your Toughness. Record this in the Hit Points box on your character sheet.

Your Stamina is half of your Toughness, rounded down. Record this on the Stamina line of your character sheet.

Your Rest Dice is a number of six sided dice (d6) equal to your Toughness divided by 6, rounded down. For example, if your Toughness is 20, then your Rest Dice is 3d6 because 20 divided by 6 is 3 after rounding down. Record this on the Rest Dice line of your character sheet.

Attributes

Each character has six attributes: Agility, Perception, Strength, Coordination, Toughness and Power (abbreviated Agi, Per, Str, Crd, Tgh and Pwr.) Attributes measure the combined effect of many different advantages and disadvantages, so two characters might have the same attribute rank for different reasons. The specific advantages and disadvantages that contribute to a character's attributes can be explained in the character's general description.

Attributes are ranked on a few different scales. Agility, Perception and Strength are defenses. These are target numbers for different types of attacks. Attack checks are based on twenty-sided die rolls, so an attack will succeed more often than not against Agility, Perception or Strength of 10 or less. An attack is more likely to fail if the defense is more than 15. Coordination is a bonus to attack checks, so it is usually a smaller, single digit number. Ranks of Toughness and Power are measured on the same damage scale, but Power is smaller because it usually takes several attacks to take down a well-matched enemy.

Agility (Agi)

Agility is your defense when quick reflexes and fast movement are critical. Blocking, dodging and running for cover require Agility. Agility combines defense training, raw speed and short reaction time.

Smaller, faster, climbing, flying and leaping creatures usually have more than 10 Agility. Long, thin, slithering, and streamlined creatures have good Agility, but so do compact creatures that can produce massive acceleration with powerful limbs. Flocking behavior and disruptive color patterns can also improve Agility. Agile characters often have acrobatic fighting styles.

Flat-footed and heavily armored characters are slower and usually have less than 10 Agility, but powered armor, springy limb extensions, jet propulsion and advanced climbing tools can provide high Agility. Characters who always drive a vehicle during personal combat encounters have Agility based on the speed and maneuverability of that vehicle.

Perception (Per)

Perception is your defense against stealth, deception and manipulation. It includes problem solving ability, willpower and senses. Perception and chance also determine initiative - the order of turns during encounters.

Smarter, better trained and more alert characters have more than 10 Perception. Stealthy characters can often spot an ambush before they are detected themselves, so they tend to have high Perception. Artificial sensors and communication equipment can also augment a character's Perception.

Strength (Str)

Strength is your defense against grappling and attacks that test your endurance. Big, muscular characters have more than 10 Strength. Stocky characters who are solidly built with a low center of gravity also have high Strength. Resilient and tenacious characters can also be strong even if they are not large and muscular.

Athletic training and manual labor increase Strength. Sprawl-and-brawl fighting styles require muscle, endurance and anti-grappling skills. Powered armor can make the wearer stronger, but armor can also improve Strength through extra mass, life support systems or sharp spikes which make grappling difficult. Characters who always drive a vehicle during personal combat encounters have Strength based on the mass and torque of that vehicle.

Coordination (Crd)

Coordination is a bonus to attack rolls, the basic attack check modifier. Zero ranks of Coordination is mediocre. Characters with good manual dexterity, fighting skills, tactics or reliable aim have more Coordination. Characters with poor Coordination can even have negative Coordination.

Melee weapons that provide reach, leverage or versatility can improve Coordination. So can more accurate ranged weapons with good sights. Creatures with very small arms may still have low Coordination in spite of decent manual dexterity.

Toughness (Tgh)

Toughness is your maximum Hit Points - the amount of damage your character can survive. It represents resilience and protection. Big, solidly built and armored creatures have more than 20 Toughness, but so do creatures that heal and recover quickly.

Damage includes exhaustion as well as wounds. Damage to a healthy character might be a blow the character safely absorbed, a superficial injury or even the strain of flinching to narrowly avoid a serious injury. The same amount of damage to a badly injured character can be a lethal wound that only landed because the victim was not able to move at full speed or keep his guard up.

Characters become tougher through experience and training which toughens them up and improves their endurance. Improving the character's general health or upgrading their body armor will also increase Toughness.

Power (Pwr)

Power is measured in six sided dice (d6) plus pips (+1 or +2.) To find the damage of an attack, roll that many dice, then add the pips to the total.

Some attacks are more powerful or less powerful. If the attack has -½ Pwr, halve the damage and round it down. If the attack has +½ Pwr, increase the damage by half (rounded down.) If the attack has double Pwr, double the damage.

A medium sized creature usually has 2d6 Power when armed and 1d6 Power if unarmed. Size, muscle, natural weapons and firepower increase Power. Characters who precisely target vital areas are also more powerful. Attacks are combinations of moves, so characters with a high rate of fire or faster combos are more powerful.

Why is it that two characters might do two different amounts of damage using the same projectile weapon? Rounds down range: projectile weapons have heft, recoil or draw weight, so that more powerful characters are able to fire projectile weapons at targets more rapidly. An acrobat or power lifter is going to handle a pump-action shotgun much more gracefully than those with more sedentary lifestyles, ultimately resulting in more hot led flying in the general direction of the target.

Non-random Damage

A GM may choose to use nonrandom damage in a scenario instead of rolling dice for damage. In that case damage is calculated by giving three points of damage per dice, and then adding any pips. For example, 3D6+1 damage would always be 3+3+3+1 or 10 damage when using nonrandom damage. In this example if an ability added +½ damage, that ability would always do 15 damage instead, or in the case of double damage the attack would do 20 damage.

Templates

Each template has all the attributes and abilities you need to make a playable character. The keywords in parentheses after each ability's name summarize how the ability works. (See Characters/Abilities/Keywords.)

Templates also have optional abilities you can buy with AP, and your template's attributes determine the maximum attribute ranks you can buy. (See Characters/Training and Upgrades.)

The GM can choose whether or not the characters begin with improvised weapons. If the characters do not have improvised weapons, then they begin the scenario in the "disarmed'' state, and remain disarmed until they are able to secure improvised weapons. If the characters do have improvised weapons, each player needs to note what his character's improvised weapon is on that player's character sheet. These improvised weapons should be potentially lethal objects that can be used for striking with, which that character would have had access to, such as a baseball bat, sharp knife, unloaded gun, etc.

Higher Powers RPG has two categories of templates. First are Super Templates for making PCs who have super powers. Second are Ordinary Templates that can be used as a second template for alter egos or to make ordinary human characters who do not also use a Super Template.

Super Templates

Aeronaut

You can fly. You might achieve personal flight with a jetpack, wings, or magical powers.

Agi Per Str Crd Tgh Pwr
18 13 10 3 20 2d6+2
(18 Pts) (13 Pts) (10 Pts) (9 Pts) (20 Pts) (26 Pts)

abilities

fly 1 (1 use/rank; free action; environmental; you: defending 1 turn): If the environment lacks features which favor flying, like a large outdoor space, you can still fly for 1 turn, but you are not defending.

(Character Point Value 97)

optional abilities

aerobatics (expertise): +5 bonus to event checks which involve aerial maneuvers.

sonic boom 1 (1 use/rank; far area; ranged vs Per; hit: deafened 1 minute; you: move twice as far as the attack): Move in a straight line unleashing a shockwave in a target area near the midpoint of your movement.

toss (ranged vs Agi; -2 Crd; hit: prone 1 turn): Lift and hurl a heavy object at the target. If you are grabbing a character, you can throw them at the target instead of an object, making a melee attack vs Agility with the same modifiers and effects as this attack/p>

Amphibian

At home in the water or on land, your powers could come from non-human ancestry, extraordinary training, human augmentation, or equipment you wear.

Agi Per Str Crd Tgh Pwr
10 10 15 3 30 3d6
(10 Pts) (10 Pts) (15 Pts) (9 Pts) (30 Pts) (30 Pts)

abilities

dive 1 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features that allow diving, like deep water.

(Character Point Value 105)

optional abilities

climb (effect; environmental; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

command aquatic creatures (expertise): +5 bonus to event checks which can be assisted by marine or freshwater animals.

hydrokinesis (far area; ranged vs Str; -½ Pwr; hit: prone 1 turn): This power requires a water source, but it can use water pipes or beverages in a pinch. If the source is deep water, you can push targets you hit as far as the water is deep.

leap 1 (effect; move: jump 20 meters/rank or 10 meters/rank up): Instead of walking or running you can leap 20 meters per rank horizontally or 10 meters per rank vertically. You are not rushed by this movement even if it is more than half of your Agility.

water breathing (effect): You can breathe both water and air. You can also hold your breath for a long time, making you immune to suffocation, choking, and poison gas for up to 1 hour.

Chameleon

You can alter your appearance to hide, infiltrate, or even acquire new capabilities.

Agi Per Str Crd Tgh Pwr
10 10 10 0 20 2d6
(10 Pts) (10 Pts) (10 Pts) (0 Pts) (20 Pts) (20 Pts)

abilities

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

(Character Point Value 71)

optional abilities

ambush (effect; while evading; any damaging attack; +½ Pwr): Non damaging attacks become -½ Pwr attacks. -½ Pwr attacks become normal damage attacks. +½ Pwr attacks become double Pwr attacks. Double Pwr attacks deal three times normal damage instead.

change shape (action): Change your form to look like a creature or object approximately your size. If you have the stretch power, you can take the form of larger things.

climb (effect; environmental; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

copy power (melee vs Agi; hit: no damage, but you copy one power): If you already have a copied power, this replaces a copied power unless you spend 1 AP. If the power has a rank, your copy has 1 rank unless you spend AP to add additional ranks. You can copy Agility, Perception, and Strength ranks like powers if the target's rank is higher than yours.

disguise (expertise): +5 bonus to event checks when imitating another character's appearance.

invisibility (free action; you: become visible or invisible): While invisible you are concealed from attacks as if by darkness unless the attacker is within melee range.

mimicry (expertise): +5 bonus to event checks when copying voices and behaviors.

regenerate 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

split 1 (free action; become a swarm with 1 duplicate/rank or stop being a swarm): As a swarm you can spread out, but you still act like a single creature. The swarm shrinks as you take damage, so if you have 1 duplicate, it is destroyed when you are injured. If you have 2 duplicates, they are destroyed when you lose a third and then two thirds of your HP. If you have 1 duplicate, the Coordination penalty for being grabbed is only -2. If you have 2 or more duplicates, there is no penalty for being grabbed.

squeeze (action; you: not grabbed): When you use this action, you can squeeze through tight spaces or hide behind small objects. If you were grabbed, you are released without having to make a check.

steal power (effect; requires copy power): When you copy a power, the target loses the power for one minute or until the end of the encounter. If you spend 1 AP, they lose their power until they rest.

stretch 1 (effect; body and limbs stretch 1 meter/rank): Stretching legs, body and arm at the same time increases the range of your melee attacks by 3 meters for each rank of this ability.

In addition, you can acquire any abilities from other templates as optional abilities.

Dynamo

You can control electricity, generating powerful electric fields, redirecting them, or shaping them into magnetic fields.

Agi Per Str Crd Tgh Pwr
15 15 10 3 25 4d6
(15 Pts) (15 Pts) (10 Pts) (9 Pts) (25 Pts) (40 Pts)

abilities

lightning bolt 1 (1 use/rank; ranged vs Per; -2 Crd; double Pwr; hit: stunned 1 turn): Static electricity leaps in an arc from you to the target.

(Character Point Value 115)

optional abilities

insulated (effect): You are immune to electric shocks and the effects of electrical attacks.

lightning rod (while charged; ranged vs Per; +½ Pwr): To build up charge, use the evade action or get hit by an electrical attack. Hitting the target releases the charge.

magnetic (near area; melee vs Str; hit: no damage but disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

static discharge (while charged; ranged vs Per; double Pwr): To build up charge, use the evade action or get hit by an electrical attack. Hitting the target releases the charge.

Green Thumb

Your knack with plants could be a scientific obsession, unnatural ability, occult power, or inhuman biology.

Agi Per Str Crd Tgh Pwr
10 13 10 3 25 2d6+2
(10 Pts) (13 Pts) (10 Pts) (9 Pts) (25 Pts) (26 Pts)

abilities

antidote (action; target: not stunned): Use this to remove the lingering effects of toxins and venoms.

(Character Point Value 94)

optional abilities

awaken plant (action; AP varies; create a NPC companion from a plant): If you spend no AP the plant is only animated for 1 minute and does not fight. If you spend 1 AP it is permanent. If you spend half the AP of a fighting companion, it can fight but only lasts for 1 minute or until the end of the combat encounter. If you spend the full AP of a fighting companion, it is permanent.

healing 1 (1 use/rank; action; while target not healed; target: healed, recover target's Rest Dice HP): You cannot heal characters who are dead, who are not injured, or who have already been healed since resting.

pheromones (expertise): +5 bonus to event checks which involve persuasion and empathy.

poison (expertise): +5 to event checks where you concoct, administer, or detect poison.

poison immunity (effect): You are not affected by poisons and take no damage from poison.

regenerate 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

sting (action; melee vs Agi; automatic success: stunned permanently): When you automatically succeed by rolling 18, 19, or 20, the target hit by this attack becomes poisoned.

thorns 1 (1 use/rank; thorns grow 1 meter thick and 3 meters tall, in a 15 meter long path on the ground within 15 meters; target each creature the thorns touch; ranged attack vs agility): The thorns must have soil to grow out of. They last for 1 minute, regenerating immediately if damaged. They block the view but not attacks. They are difficult terrain. Creatures who enter the thorns take damage as if hit by the attack.

vine 1 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): Summon an entangling vine to restrain a creature. You can choose whether or not this attack causes damage.

Ironclad

You are a walking tank. You might get your powers from a suit of armor, from your body's inherent toughness, or by transforming your skin into a damage resistant material.

Agi Per Str Crd Tgh Pwr
10 10 18 0 60 3d6
(10 Pts) (10 Pts) (18 Pts) (0 Pts) (50 Pts) (30 Pts)

abilities

absorb 1 (effect; take no damage unless the roll exceeds this rank): The maximum rank of this power is one tenth of your Toughness, rounded down.

(Character Point Value 113)

optional abilities

barrier 1 (1 use; free action; create barrier with 1 HP/rank): Using this power replaces any barrier you already have. Subtract damage from the barrier's HP instead of your own until they are depleted. If you have less than 40 ranks of Toughness the barrier only has 1 HP for every 2 ranks of this power. If you have less than 20 ranks of Toughness it only has 1 HP for every 5 ranks.

reflect (reaction to failed ranged attack against you; ranged vs Per; you: disarmed 1 turn): You can reflect energy or catch projectiles and throw them back.

regenerate 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

Lycanthrope

You have the powers of a ferocious beast. You might be infected by an ancient curse, or a product of genetic experimentation.

Agi Per Str Crd Tgh Pwr
15 15 15 5 40 3d6
(15 Pts) (15 Pts) (15 Pts) (15 Pts) (40 Pts) (30 Pts)

abilities

claws (effect; keep Pwr while disarmed): You still lose your weapon abilities when you are disarmed, but you do not lose Power.

(Character Point Value 131)

optional abilities

climb (effect; environmental; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

heightened senses (effect: no Crd penalty in darkness): You have superior night vision, sensitive ears, and a keen sense of smell.

rage 1 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

regenerate 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

track by scent (expertise): +5 bonus to event checks which involve stalking, following tracks, covering tracks, and avoiding ambushes.

wolf form 5(action; you: change form; rank must be half the AP of a fighting companion): You turn into a wolf or back into your normal form. Each form you take has its own HP, attributes and abilities. If you drop to 0 HP in another form, you immediately return to your default form and cannot assume the 0 HP form again during this adventure. The rank of this ability must be at least half of the AP a PC would spend to have each form as a fighting companion. Do not include the Character Point Value of this ability when determining what a fighting companion would be worth.

Mastermind

Your extraordinary intellect empowers you to stay one step ahead of your opponents.

Agi Per Str Crd Tgh Pwr
10 23 10 8 20 2d6+1
(10 Pts) (23 Pts) (10 Pts) (24 Pts) (20 Pts) (23 Pts)

abilities

deduction (expertise): +5 bonus to event checks when solving problems with diverse clues.

(Character Point Value 111)

optional abilities

anticipate threats (effect; attacks vs Per not automatically successful): When a character without this ability makes an attack against your Perception, a die roll of 18, 19, or 20 is not automatically successful.

identify weakness 1 (1 use/rank: reaction; re-roll damage from or to you): Maximize or minimize damage by identifying weaknesses in your targets or yourself.

inventor (expertise): +5 bonus to event checks when developing new devices or substances.

knowledge (expertise): +5 bonus to event checks which involve obscure facts.

precognition 1 (1 use/rank; reaction; re-roll your d20): Predict the future when making any kind of check.

Powerhouse

Superhuman strength makes you a formidable close range fighter and can also be used to build barricades or knock down walls.

Agi Per Str Crd Tgh Pwr
13 10 23 5 40 4d6
(13 Pts) (10 Pts) (23 Pts) (15 Pts) (40 Pts) (40 Pts)

abilities

feats of strength (expertise): +5 bonus to event checks which demonstrate extraordinary strength.

(Character Point Value 142)

optional abilities

hold firm (effect; attacks vs Str not automatically successful): When a character without this ability makes an attack against your Strength, a die roll of 18, 19, or 20 is not automatically successful.

leap 1 (effect; move: jump 20 meters/rank or 10 meters/rank up): Instead of walking or running you can leap 20 meters per rank horizontally or 10 meters per rank vertically. You are not rushed by this movement even if it is more than half of your Agility.

rage 1 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

toss (ranged vs Agi; -2 Crd; hit: prone 1 turn): Lift and hurl a heavy object at the target. If you are grabbing a character, you can throw them at the target instead of an object, making a melee attack vs Agility with the same modifiers and effects as this attack.

Pyrokinetic

You can control flames. You might have the paranormal ability to command fire with your thoughts, or you might manipulate fire in a more physical way.

Agi Per Str Crd Tgh Pwr
10 10 10 5 25 4d6
(10 Pts) (10 Pts) (10 Pts) (15 Pts) (25 Pts) (40 Pts)

abilities

ignite (ranged vs Agi): Light a flammable object, creature with dry clothes, hair, or feathers, or 1 meter square patch of dry floor or ground.

(Character Point Value 111)

optional abilities

control flames (far area containing flames; ranged vs Agi; -½ Pwr): You can spread, move, and extinguish flames within the affected area. You can choose which creatures in the area are targeted.

fireball 1 (1 use/rank; far area; ranged vs Agi): Any flammable objects such as dry wood or spilled oil within the exploding fireball catch flame.

fireproof (effect): You are immune to fire and heat.

Rainmaker

Is it chilly in here? That could be you, manipulating temperatures, the flow of air, and humidity to produce local weather phenomena or form ice structures.

Agi Per Str Crd Tgh Pwr
15 12 10 3 30 3d6
(15 Pts) (12 Pts) (10 Pts) (9 Pts) (30 Pts) (30 Pts)

abilities

wind blast (near area; ranged vs Str; -½ Pwr; hit: prone 1 turn and pushed 1 meter): A powerful gust of wind slams into the targets.

(Character Point Value 107)

optional abilities

control weather (expertise): +5 bonus to event checks which are affected by particular weather conditions.

fog (action; create or remove fog in a near or far area): This thick fog obscures vision like darkness.

freeze 1 (1 use/rank; ranged vs Str; -½ Pwr; hit: grabbed permanently): A target hit by this attack is encased in ice until broken out by the release action.

ice ramp (action; you: evading 1 turn; create ice ramp): You create an ice ramp beneath your feet as you move. The ramp can rise half the distance you move horizontally.

ice storm 1 (1 use/rank; near area; ranged vs Agi; area becomes difficult terrain; hit: rushed 1 turn): The ground and floors in the area become glazed with slippery ice.

lightning bolt 1 (1 use/rank; ranged vs Per; -2 Crd; double Pwr; hit: stunned 1 turn): Static electricity leaps in an arc from you to the target.

shatter 1 (1 use/rank; near area; ranged vs Str): Any fragile objects such as glass doors and windows within the blast are destroyed.

Revenant

You have returned from the dead with a mighty thirst for vengeance. You might be a twisted soul with unfinished business, or a cyborg patched together from mangled remains.

Agi Per Str Crd Tgh Pwr
10 10 20 0 50 3d6
(10 Pts) (10 Pts) (20 Pts) (0 Pts) (45 Pts) (30 Pts)

abilities

undead (effect): You do not need to breathe, drink, eat, or sleep.

(Character Point Value 116)

optional abilities

ambush (effect; while evading; any damaging attack; +½ Pwr): Non damaging attacks become -½ Pwr attacks. -½ Pwr attacks become normal damage attacks. +½ Pwr attacks become double Pwr attacks. Double Pwr attacks deal three times normal damage instead.

burrow 1 (1 use/rank; free action; environmental; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow.

rage 1 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

regenerate 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Siren

The sounds you produce can be used to subtly influence people, physically disable opponents, or destroy objects with harmonic feedback.

Agi Per Str Crd Tgh Pwr
10 15 10 3 20 3d6
(10 Pts) (15 Pts) (10 Pts) (9 Pts) (20 Pts) (30 Pts)

abilities

deafen (near area; ranged vs Agi; -½ Pwr; hit: deafened 1 minute): Targets hit by this power cannot hear for one minute or until the end of the encounter.

(Character Point Value 95)

optional abilities

charm (expertise): +5 bonus to event checks which involve persuasion and empathy.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This attack causes no damage, but if it is successful, each target you hit is intimidated until the end of your next turn.

mimicry (expertise): +5 bonus to event checks when copying voices and behaviors.

shatter 1 (1 use/rank; near area; ranged vs Str): Any fragile objects such as glass doors and windows within the blast are destroyed.

sleep 1 (1 use/rank; near area; ranged vs Per; no damage; hit: intimidated and prone 1 turn): Targets hit by this power will fall asleep as soon as they can perceive no nearby threats. Loud noises or nearby movement will wake them.

suggestion (expertise): +5 bonus to event checks when implanting memories and manipulating behavior.

throw voice (expertise): +5 bonus to event checks when creating auditory illusions.

Speedster

As you move with superhuman speed, time seems to slow down, and you can react with uncanny reflexes.

Agi Per Str Crd Tgh Pwr
23 18 13 10 30 3d6
(23 Pts) (18 Pts) (13 Pts) (30 Pts) (30 Pts) (30 Pts)

abilities

dash (effect; while evading: speed doubled, not rushed): Your movement speed is doubled and you are never rushed while evading.

(Character Point Value 145)

optional abilities

blur 1 (free action; you: cover 1 turn): Move back and forth too quickly to see clearly.

bullet time (reaction to failed ranged attack against you; ranged vs Per; you: disarmed 1 turn): You can catch a projectile and throw it back, redirect a ranged attack, or throw any object if the attack cannot be caught or redirected.

charge 1(1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

disarm (melee vs Str; -½ Pwr; hit: disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

fast healing 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

flurry 1 (1 use/rank; up to 5 targets in sight, melee vs Agi; 1st target: +½ Pwr; after 2nd target: -½ Pwr): Hit targets from all sides.

instant stand (1 use/turn; you: not prone): At any time you can stop being prone, but then you cannot use this ability again until the end of your turn.

instantaneous acceleration (effect; attacks vs Agi not automatically successful): When a character without this ability makes an attack against your Agility, a die roll of 18, 19, or 20 is not automatically successful.

Superhero

You are a costumed crimefighter with or without superhuman powers.

Agi Per Str Crd Tgh Pwr
13 13 13 5 30 3d6
(13 Pts) (13 Pts) (13 Pts) (15 Pts) (30 Pts) (30 Pts)

abilities

investigation (expertise): +5 bonus to event checks when collecting and interpreting evidence.

(Character Point Value 115)

optional abilities

ambush (effect; while evading; any damaging attack; +½ Pwr): Non damaging attacks become -½ Pwr attacks. -½ Pwr attacks become normal damage attacks. +½ Pwr attacks become double Pwr attacks. Double Pwr attacks deal three times normal damage instead.

archer 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You hunt with bows and crossbows.

counter (reaction to failed melee attack against you: melee vs Str; -5 Crd; -½ Pwr; hit: prone 1 turn): Turn your opponent's attack against them or another target within reach.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You have extensive firearms training.

takedown (melee vs Str; double Pwr; hit: no damage unless target drops to 0 HP; you: exposed 1 turn): Finish off an opponent with a perfectly executed strategy.

teamwork (expertise): +5 bonus to event checks which require a coordinated group effort.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You catch prey by throwing nets, bolas, and other traps.

Telekinetic

Matter bends to your will. This power could be a form of supernatural psychokinesis, or you could manipulate objects with clouds of particles or invisible energy fields.

Agi Per Str Crd Tgh Pwr
15 15 10 10 25 3d6
(15 Pts) (15 Pts) (10 Pts) (30 Pts) (25 Pts) (30 Pts)

abilities

telekinesis 1 (1 use/rank; ranged vs Str; hit: ½ HP damage, moved Per): Push or pull the target up to your Perception meters in any direction. Falling, slamming, or being crushed causes the target to lose half of its remaining Hit Points, up to a maximum of two times the highest damage you can roll with your Power. You can also use this power on inanimate objects and willing creatures without an attack roll or causing damage.

(Character Point Value 126)

optional abilities

blast (near area; ranged vs Str; -½ Pwr; hit: prone 1 turn and pushed 1 meter): A wave of force slams into the targets.

bolt (ranged vs Str; hit: prone 1 turn and pushed 1 meter + 1 meter per 10 full points of damage): A bolt of force knocks the target off its feet.

fly 1 (1 use/rank; free action; environmental; you: defending 1 turn): If the environment lacks features which favor flying, like a large outdoor space, you can still fly for 1 turn, but you are not defending.

forcefield 1 (1 use/rank; reaction to attack; target defending 1 turn): You shield a creature with telekinetic force.

hold (ranged vs Str; hit: no damage, but grabbed, rushed 1 turn): Grab the target from a distance.

Telepath

You have an uncanny ability to connect with the minds of others without even speaking.

Agi Per Str Crd Tgh Pwr
10 20 10 3 20 2d6
(10 Pts) (20 Pts) (10 Pts) (9 Pts) (20 Pts) (20 Pts)

abilities

telepathic link (expertise): +5 bonus to event checks which involve sending thoughts telepathically.

(Character Point Value 90)

optional abilities

charm (expertise): +5 bonus to event checks which involve persuasion and empathy.

clairvoyance (expertise): +5 bonus to event checks which involve the detection of invisible entities.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This attack causes no damage, but if it is successful, each target you hit is intimidated until the end of your next turn.

mind reading (expertise): +5 bonus to event checks when prying into another character's thoughts.

remote viewing (expertise): +5 bonus to event checks which involve astral projection.

sleep 1 (1 use/rank; near area; ranged vs Per; no damage; hit: intimidated and prone 1 turn): Targets hit by this power will fall asleep as soon as they can perceive no nearby threats. Loud noises or nearby movement will wake them.

suggestion (expertise): +5 bonus to event checks when implanting memories and manipulating behavior.

Teleporter

Through magic or super science you can move between locations bypassing the space between them.

Agi Per Str Crd Tgh Pwr
17 15 10 2 20 2d6+1
(17 Pts) (15 Pts) (10 Pts) (6 Pts) (20 Pts) (23 Pts)

abilities

teleport 1 (1 use/rank; action; appear somewhere you have seen): You cannot teleport while touching other characters unless you spend 1 AP per character to teleport them with you.

(Character Point Value 92)

optional abilities

banish 1 (1 use/rank; ranged vs Per; -5 Crd; hit: sent somewhere you can see; you: exposed 1 turn): If you send the target somewhere harmful, your Power determines how much damage it takes. If the target cannot survive at the destination, it returns immediately after taking damage. You spend 1 AP you can send the target to any location you have seen.

phasing (action; you: not grabbed, move through walls): Until the end of your turn you can move through creatures and walls.

portal 1 (1 use/rank; action; create a portal between your current location and a location you have seen): Any character can move through the portal. You can destroy the portal with a bonus action. You can only have one portal at a time unless you spend 1 AP for each additional portal.

remote viewing (expertise): +5 bonus to event checks which involve astral projection.

split attack 1 (1 use/rank; up to 5 targets in sight, melee vs Agi; 1st target: +½ Pwr; after 2nd target: -½ Pwr): Teleport rapidly to hit targets from all sides.

summon (action; AP varies; conjure an NPC companion from another realm of existence): If you spend no AP the entity only appears for 1 minute and does not fight. If you spend 1 AP it is permanent. If you spend half the AP of a fighting companion, it can fight but only lasts for 1 minute or until the end of the combat encounter. If you spend the full AP of a fighting companion, it is permanent.

Vampire

You feed on the life force of others. Your origin can be magical, science run amok, or a combination of both.

Agi Per Str Crd Tgh Pwr
16 16 14 5 30 3d6
(16 Pts) (16 Pts) (14 Pts) (15 Pts) (30 Pts) (30 Pts)

abilities

drink blood 1(1 use/rank; melee vs Str; hit: rushed 1 turn, you recover 1d6 HP): You recover 1d6 Hit Points only if the attack succeeds. This ability cannot make your Hit Points greater than your Toughness. This ability does not depend on or affect the healed state, so you can recover Hit Points every time this attack succeeds, before or after being healed.

(Character Point Value 122)

optional abilities

heightened senses (effect: no Crd penalty in darkness): You have superior night vision, sensitive ears, and a keen sense of smell.

hover 1 (1 use/rank; free action; environmental; you: defending 1 turn): If the environment lacks features which favor flying, like a large outdoor space, you can still fly for 1 turn, but you are not defending.

hypnotize (expertise): +5 bonus to event checks which involve persuasion and manipulation.

regenerate 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

swarm 2(action; you: change form; rank must be half the AP of a fighting companion): You transform into a swarm of rats or bats or back into your normal form. Each form you take has its own HP, attributes and abilities. If you drop to 0 HP in another form, you immediately return to your default form and cannot assume the 0 HP form again during this adventure. The rank of this ability must be at least half of the AP a PC would spend to have each form as a fighting companion. Do not include the Character Point Value of this ability when determining what a fighting companion would be worth.

undead (effect): You do not need to breathe, drink, eat, or sleep.

vampiric traits (effect): You cannot die unless your body is destroyed, but you have vampiric weaknesses such as bloodlust and vulnerability to sunlight.

Wall Crawler

You can scale sheer vertical surfaces like a small reptile or invertebrate, and you may have other abilities related to vertical movement and capturing prey.

Agi Per Str Crd Tgh Pwr
20 15 15 10 30 3d6
(20 Pts) (15 Pts) (15 Pts) (30 Pts) (30 Pts) (30 Pts)

abilities

climb (effect; environmental; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

(Character Point Value 141)

optional abilities

danger sense (expertise): +5 bonus to event checks when threatened by people, creatures, or hazards.

disable weapon (ranged vs Str; hit: no damage but disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

leap 1 (effect; move: jump 20 meters/rank or 10 meters/rank up): Instead of walking or running you can leap 20 meters per rank horizontally or 10 meters per rank vertically. You are not rushed by this movement even if it is more than half of your Agility.

net 1(1 use/rank; ranged vs Str; -½ Pwr; hit: grabbed permanently): If you hit the target, it is grabbed until the target or one of its allies successfully uses the release action to free it.

sting (action; melee vs Agi; automatic success: stunned permanently): When you automatically succeed by rolling 18, 19, or 20, the target hit by this attack becomes poisoned.

swing 1 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have high walls, ceilings, or objects for you to swing from.

Ordinary Templates

Artisan

Skilled in turning raw resources into usable products, such as a baker, tailor, gunsmith, etc.

Agi Per Str Crd Tgh Pwr
10 11 11 1 20 2d6
(10 Pts) (11 Pts) (11 Pts) (3 Pts) (20 Pts) (20 Pts)

abilities

work ethic (expertise): You excel at activities which require long hours.

Character Point Value 76

optional abilities

baking (expertise): +5 bonus to event checks while making bread and other baked food.

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

cobbling (expertise): +5 bonus to event checks while making or repairing shoes.

cooking (expertise): +5 bonus to event checks while creating meals.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

honorable (persona): You excel when your efforts are both transparent and popular.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

marketing (expertise): +5 bonus to event checks while popularizing an idea, person, service or product in a community.

music (expertise): +5 bonus to event checks while performing or recording music.

preserving (expertise): +5 bonus to event checks while preparing food for long-term storage.

tailoring (expertise): +5 bonus to event checks while creating or repairing clothing.

Builder

Someone who is skilled at creating, repairing and modifying buildings, such as a plumber, carpenter, electrician, general contractor etc.

Agi Per Str Crd Tgh Pwr
11 11 12 1 20 2d6+1
(11 Pts) (11 Pts) (12 Pts) (3 Pts) (20 Pts) (23 Pts)

abilities

construction (expertise): +5 bonus to event checks while creating, modifying or repairing buildings.

Character Point Value 81

optional abilities

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

heavy equipment (expertise): +5 bonus to event checks while operating large construction equipment like excavators and bulldozers.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

Clerk

Someone who is an effective manager of organizational resources, such as a bookkeeper, legal assistant, operations manager, etc.

Agi Per Str Crd Tgh Pwr
9 12 9 0 20 1d6+2
(9 Pts) (12 Pts) (9 Pts) (0 Pts) (20 Pts) (12 Pts)

abilities

bookkeeping (expertise): +5 bonus to event checks while keeping or searching financial records.

Character Point Value 63

optional abilities

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

marketing (expertise): +5 bonus to event checks while popularizing an idea, person, service or product in a community.

programming (expertise): +5 bonus to event checks while modifying or creating software.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Counselor

Someone who helps others improve their behavior, such as a psychologist, life coach, clergy, self-help group leader, etc.

Agi Per Str Crd Tgh Pwr
10 12 10 0 20 1d6+2
(10 Pts) (12 Pts) (10 Pts) (0 Pts) (20 Pts) (12 Pts)

abilities

influence (expertise): +5 bonus to persuasion and diplomacy event checks.

Character Point Value 65

optional abilities

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

restore (action; target: defending 1 turn, not stunned): Remove the stunned state from one ally. That ally is defending until the end of your next turn. You can also use this effect on an ally who is not stunned to give them the defending state for one turn.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Educator

Someone who excels at educating students, such as a teacher, academic, private tutor, etc.

Agi Per Str Crd Tgh Pwr
10 12 10 0 20 2d6
(10 Pts) (12 Pts) (10 Pts) (0 Pts) (20 Pts) (20 Pts)

abilities

teaching (expertise): +5 bonus to event checks while helping characters learn knowledge or skills.

Character Point Value 73

optional abilities

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

footwork 1 (specialty: all melee attacks vs Per; +1 Crd/rank): You specialize in outmaneuvering opponents.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

music (expertise): +5 bonus to event checks while performing or recording music

programming (expertise): +5 bonus to event checks while modifying or creating software

Enforcer

Someone who wears a uniform and physically enforce rules, such as a bouncer, bodyguard, private security, police patrol, soldier, etc.

Agi Per Str Crd Tgh Pwr
11 9 11 2 25 2d6+2
(11 Pts) (9 Pts) (11 Pts) (6 Pts) (25 Pts) (26 Pts)

abilities

perimeter (expertise): +5 bonus to event checks when establishing a secure area.

Character Point Value 89

optional abilities

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

gunner (expertise): +5 bonus to artillery and vehicle weapon event checks.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

sailing (expertise): +5 bonus to event checks while piloting or helping to pilot watercraft.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Entertainer

Someone who can entertain a crowd, such as a musician, comedian, actor, etc.

Agi Per Str Crd Tgh Pwr
11 11 10 1 20 2d6
(11 Pts) (11 Pts) (10 Pts) (3 Pts) (20 Pts) (20 Pts)

abilities

performance (expertise): +5 bonus to event checks when when putting on a show to entertain or persuade people.

Character Point Value 76

optional abilities

charming (expertise): You excel at getting others to like you.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

music (expertise): +5 bonus to event checks while performing or recording music.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Farmer

A person who excels at producing the raw ingredients for food, such as rancher, urban agriculturalist, orchard keeper, etc.

Agi Per Str Crd Tgh Pwr
10 11 12 1 20 2d6+1
(10 Pts) (11 Pts) (12 Pts) (3 Pts) (20 Pts) (23 Pts)

abilities

agriculture (expertise): +5 bonus to event checks while producing, caring for or harvesting plants or animals.

Character Point Value 80

optional abilities

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

cooking (expertise): +5 bonus to event checks while creating meals.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

heavy equipment (expertise): +5 bonus to event checks while operating large construction equipment like excavators and bulldozers.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

preserving (expertise): +5 bonus to event checks while preparing food for long-term storage.

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

Genius

Gifted with natural intelligence and curiosity. Normally uses brain instead of brawn.

Agi Per Str Crd Tgh Pwr
10 13 9 0 20 1d6+2
(10 Pts) (13 Pts) (9 Pts) (0 Pts) (20 Pts) (12 Pts)

abilities

fast learner (expertise): +5 bonus to event checks while studying new sources of information.

Character Point Value 65

optional abilities

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

music (expertise): +5 bonus to event checks while performing or recording music.

programming (expertise): +5 bonus to event checks while modifying or creating software.

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

Hacker

Someone assembles and troubleshoots high tech systems, such an electrical engineer, computer programmer, IT professional, etc.

Agi Per Str Crd Tgh Pwr
10 12 10 0 20 1d6+2
(10 Pts) (12 Pts) (10 Pts) (0 Pts) (20 Pts) (12 Pts)

abilities

internet security (expertise): +5 bonus to event checks while protecting or stealing data between interconnected computers or other smart devices.

Character Point Value 65

optional abilities

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

gunner (expertise): +5 bonus to artillery and vehicle weapon event checks.

courageous(persona; not cowardly): You stand your ground regardless of consequences.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

music (expertise): +5 bonus to event checks while performing or recording music.

programming (expertise): +5 bonus to event checks while modifying or creating software.

ruthless(persona; not patient): You are quick to retaliate.

chaotic (persona; not lawful): Comfortable breaking the law.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Hunter

Someone who relies on extensive outdoor survival skills, such as a park ranger, trophy hunter, tour guide, etc.

Agi Per Str Crd Tgh Pwr
11 11 11 2 20 2d6+2
(11 Pts) (11 Pts) (11 Pts) (6 Pts) (20 Pts) (26 Pts)

abilities

detection (expertise): +5 bonus to searching and scouting event checks.

Character Point Value 86

optional abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

cooking (expertise): +5 bonus to event checks while creating meals.

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

preserving (expertise): +5 bonus to event checks while preparing food for long-term storage.

sailing (expertise): +5 bonus to event checks while piloting or helping to pilot watercraft.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

striker 1 (specialty: all melee attacks vs Agi; +1 Crd/rank): You specialize in aggressive, close range, stand-up fighting.

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

Investigator

Someone who succeeds at uncovering the truth, such as a journalist, detective, private investigator, etc.

Agi Per Str Crd Tgh Pwr
11 12 11 1 20 2d6+1
(11 Pts) (12 Pts) (11 Pts) (3 Pts) (20 Pts) (23 Pts)

abilities

interviewing (expertise): +5 bonus to event checks where getting information from other people is helpful.

Character Point Value 81

optional abilities

charming (expertise): You excel at getting others to like you.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Mechanic

Someone who has experience assembling and repairing machinery including vehicles or other machines, such as building engineers, auto mechanics, windmill technicians, etc.

Agi Per Str Crd Tgh Pwr
10 11 11 1 20 2d6+1
(10 Pts) (11 Pts) (11 Pts) (3 Pts) (20 Pts) (23 Pts)

abilities

mechanic (expertise): +5 bonus to event checks involving the repair or modification of machinery or vehicles.

Character Point Value 79

optional abilities

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

gunner (expertise): +5 bonus to artillery and vehicle weapon event checks.

heavy equipment (expertise): +5 bonus to event checks while operating large construction equipment like excavators and bulldozers.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

programming (expertise): +5 bonus to event checks while modifying or creating software.

sailing (expertise): +5 bonus to event checks while piloting or helping to pilot watercraft.

Medic

A person who is highly experienced with first aid, such as a combat medic, paramedic, firefighter, nurse, doctor, etc.

Agi Per Str Crd Tgh Pwr
11 12 11 1 20 2d6
(11 Pts) (12 Pts) (11 Pts) (3 Pts) (20 Pts) (20 Pts)

abilities

surgery (expertise): +5 bonus to event checks when operating on a patient.

Character Point Value 78

optional abilities

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

driver (expertise): +5 bonus to event checks while driving skill intensive land vehicles like race cars and semitrailer trucks.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

restore (action; target: defending 1 turn, not stunned): Remove the stunned state from one ally. That ally is defending until the end of your next turn. You can also use this effect on an ally who is not stunned to give them the defending state for one turn.

Representative

Someone skilled at navigating society's laws and social norms such as a lawyer, politician, corporate leader, etc.

Agi Per Str Crd Tgh Pwr
10 12 10 0 20 2d6
(10 Pts) (12 Pts) (10 Pts) (0 Pts) (20 Pts) (20 Pts)

abilities

public speaking (expertise): +5 bonus to event checks while convincing large crowds of people.

Character Point Value 73

optional abilities

charming (persona): You excel at getting others to like you.

honorable (persona): You excel when your efforts are both transparent and popular.

courageous(persona; not cowardly): You stand your ground regardless of consequences.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

marketing (expertise): +5 bonus to event checks while popularizing an idea, person, service or product in a community.

music (expertise): +5 bonus to event checks while performing or recording music.

ruthless(persona; not patient): You are quick to retaliate.

chaotic (persona; not lawful): Comfortable breaking the law.

virtuous (persona): You excel when helping others requires personal sacrifice.

Runner

Cardio conditioning plays a major role in this person's life, who may be a long distance runner, swimmer, fitness instructor, personal trainer, amateur fighter, martial artist, other athlete or otherwise engaged in regular endurance training.

Agi Per Str Crd Tgh Pwr
13 10 11 2 25 2d6+1
(13 Pts) (10 Pts) (11 Pts) (6 Pts) (25 Pts) (23 Pts)

abilities

physical training (expertise): +5 bonus to event checks while training yourself or others to improve physical health or performance.

Character Point Value 89

optional abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

footwork 1 (specialty: all melee attacks vs Per; +1 Crd/rank): You specialize in outmaneuvering opponents.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

striker 1 (specialty: all melee attacks vs Agi; +1 Crd/rank): You specialize in aggressive, close range, stand-up fighting.

Scientist

Someone skilled at research such as a zoologist, biologist, lab tech, etc.

Agi Per Str Crd Tgh Pwr
9 12 9 0 20 1d6+2
(9 Pts) (12 Pts) (9 Pts) (0 Pts) (20 Pts) (12 Pts)

abilities

research (expertise): +5 bonus to event checks while looking through libraries of knowledge, collecting samples or using laboratory equipment.

Character Point Value 63

optional abilities

cleaning (expertise): +5 bonus to event checks while thoroughly sanitizing and organizing.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

electronics (expertise): +5 bonus to event checks while repairing or creating electrical equipment like radios, robots, etc.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

programming (expertise): +5 bonus to event checks while modifying or creating software.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

restore (action; target: defending 1 turn, not stunned): Remove the stunned state from one ally. That ally is defending until the end of your next turn. You can also use this effect on an ally who is not stunned to give them the defending state for one turn.

pilot (expertise): +5 bonus to event checks while piloting air or space vehicles.

preserving (expertise): +5 bonus to event checks while preparing food for long-term storage.

sailing (expertise): +5 bonus to event checks while piloting or helping to pilot watercraft.

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

trapper 1 (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

Subversive

A person for whom stealth, deception and avoiding legal consequences are core job skills, such as an activist, outlaw, spy, etc.

Agi Per Str Crd Tgh Pwr
11 11 10 1 20 2d6+1
(11 Pts) (11 Pts) (10 Pts) (3 Pts) (20 Pts) (23 Pts)

abilities

subterfuge (expertise): +5 bonus to event checks when being intentionally deceptive.

Character Point Value 79

optional abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

footwork 1 (specialty: all melee attacks vs Per; +1 Crd/rank): You specialize in outmaneuvering opponents.

gunslinger 1 (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

hunting 1 (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

locksmith (expertise): +5 bonus to event checks while breaching or installing physical security systems.

music (expertise): +5 bonus to event checks while performing or recording music.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

marketing (expertise): +5 bonus to event checks while popularizing an idea, person, service or product in a community.

Weightlifter

Strength training plays a major role in this person's life as they may be a power lifter, body builder, wrestler, fitness instructor, personal trainer, amateur fighter, martial artist, other athlete or otherwise engaged in regular Focus on muscular development.

Agi Per Str Crd Tgh Pwr
9 9 13 1 25 3d6
(9 Pts) (9 Pts) (13 Pts) (3 Pts) (25 Pts) (30 Pts)

abilities

pure force (expertise): +5 bonus to event checks relying on brute strength.

Character Point Value 90

optional abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

grappler 1 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

striker 1 (specialty: all melee attacks vs Agi; +1 Crd/rank): You specialize in aggressive, close range, stand-up fighting.

Training and Upgrades

ability or attribute   value maximum
unranked ability 1 Pts no rank
ranked ability 1 Pts/rank no maximum rank unless the ability specifies one
Agility 1 Pts/rank template Agility + 7
Perception 1 Pts/rank template Perception + 7
Strength 1 Pts/rank template Strength + 7
Coordination 3 Pts/rank template Coordination + 7
Toughness see below 3 × template Toughness
Power see below 2 × template Power dice + 1d6 if any template Power pips
Power Toughness
Pwr Pts      Tgh Pts Tgh Pts Tgh Pts Tgh Pts
1 -20 1 -45 31 31 82 61 210 91
2 -10 2 -40 32 32 84 62 220 92
1d6 0 3 -35 33 33 86 63 230 93
1d6+1 6 4 -30 34 34 88 64 240 94
1d6+2 12 5 -25 35 35 90 65 250 95
2d6 20 6 -20 36 36 92 66 260 96
2d6+1 23 7 -15 37 37 94 67 270 97
2d6+2 26 8 -10 38 38 96 68 280 98
3d6 30 9 -5 39 39 98 69 290 99
3d6+1 33 10 0 40 40 100 70 300 100
3d6+2 36 11 2 42 41 105 71 310 101
4d6 40 12 4 44 42 110 72 320 102
4d6+1 42 13 6 46 43 115 73 330 103
4d6+2 44 14 8 48 44 120 74 340 104
5d6 47 15 10 50 45 125 75 350 105
5d6+1 49 16 12 52 46 130 76 360 106
5d6+2 51 17 14 54 47 135 77 370 107
6d6 54 18 16 56 48 140 78 380 108
6d6+1 55 19 18 58 49 145 79 390 109
6d6+2 56 20 20 60 50 150 80 400 110
7d6 57 21 21 62 51 155 81 420 111
7d6+1 58 22 22 64 52 160 82 440 112
7d6+2 59 23 23 66 53 165 83 460 113
8d6 60 24 24 68 54 170 84 480 114
8d6+1 61 25 25 70 55 175 85 500 115
8d6+2 62 26 26 72 56 180 86 520 116
9d6 63 27 27 74 57 185 87 540 117
9d6+1 64 28 28 76 58 190 88 560 118
9d6+2 65 29 29 78 59 195 89 580 119
10d6 66 30 30 80 60 200 90 600 120

When you create a character and between scenarios, you can spend AP on abilities or attributes, or save AP for events and encounters. You can also decrease attributes and remove abilities to get AP when retraining your character.

The Character Point Value of an attribute or ability is the amount of AP it costs. For example, to increase Power from 2d6 (20 Pts) to 2d6+1 (23 Pts) you must spend the difference in Action Points (3 AP.)

Update your Character Point Value as you add and remove attributes and abilities. This will make it easier to reset your AP between scenarios, when you get back the AP you spent during events and encounters.

New Abilities and Ability Ranks

Each unranked ability is worth 1 Pts. The Character Point Value of a ranked ability is equal to your current rank. The minimum rank is 1.

You can add abilities from your template's optional abilities list, and from your template's default abilities if you have removed any of those. For example, if you want to replace a default ability with an optional one, you can remove the default ability and then add the optional ability.

You don't need many abilities or ability ranks. Buy only the abilities and ability ranks you need, and use your Action Points for attributes or save them for events and encounters. Some abilities have a maximum number of ranks (combat specialties, fixed weapons and regeneration.) If an ability can be used once per rank, keep in mind that you will only have a few turns to use the ability in each encounter.

Defense Training

The Character Point Value of any defense attribute (Agility, Perception or Strength) is equal to its rank.

The maximum rank for each defense attribute is your template's rank plus 7. So, if your template has 12 Agility, the maximum Agility rank you can buy is 19.

Defenses can be improved by practicing skills. Acrobatic training improves Agility. Honing one of your expertise abilities can increase Perception. Grappling practice can improve Strength.

Improving Coordination

Each rank of Coordination is worth 3 Pts.

You cannot get another rank of Coordination if that would make your Coordination greater than your template's Coordination plus 7. For example, if your template's Coordination is 2, then your Coordination cannot be higher than 9.

Coordination can be improved by martial arts training and target practice. Weapon modifications like an enhanced grip, stock, sights, barrel or scope can also improve Coordination. Depending on your needs and tactics a shorter or longer, lighter or heavier weapon might work better.

Toughness and Armor

Use the following formulas or the table above to find the Character Point Value of Toughness. At Toughness 40 and higher one AP will buy multiple ranks of Toughness. For example, every 2 ranks of Toughness between 40 and 100 are worth 1 Pts, so increasing your Toughness from 40 to 50 (10 ranks) is worth 5 Pts and costs 5 AP.

Toughness 1 to 10 5 Pts/rank - 50 Pts
Toughness 10 to 20 2 Pts/rank - 20 Pts
Toughness 20 to 40 1 Pts/rank
Toughness 40 to 100 20 Pts + 1 Pts/2 ranks
Toughness 100 to 200 50 Pts + 1 Pts/5 ranks
Toughness 200 to 400 70 Pts + 1 Pts/10 ranks
Toughness 400 to 1000 90 Pts + 1 Pts/20 ranks
Toughness 1000 to 2000 120 Pts + 1 Pts/50 ranks
Toughness 2000 to 4000 140 Pts + 1 Pts/100 ranks

You cannot acquire more than triple the Toughness of your template. If your template has 22 Toughness, the maximum Toughness rank you can buy is 66.

When you increase your toughness, increase your Hit Points by the same amount. When you lower your toughness below your current Hit Points, lower your Hit Points to your new toughness.

Characters can increase their Toughness by improving their endurance and resilience or acquiring new armor, like bullet resistant vests or dirt bike armor.

Power and Weapons

Characters can increase their Power by acquiring more powerful weapons, executing quicker combos, shooting faster or hitting more precise targets.

Use the following formulas or the table above to find the Character Point Value of Power. For example, increasing your Power from 1d6 to 1d6+1 costs 6 AP, but increasing your Power from 2d6 to 2d6+1 only costs 3 AP.

Power 1 or 2 10 Pts/pip - 30 Pts
Power 1d6 to 1d6 + 2 6 Pts/pip
Power 2d6 to 3d6 + 2 10 Pts/die + 3 Pts/pip
Power 4d6 to 5d6 + 2 12 Pts + 7 Pts/die + 2 Pts/pip
     Power 6d6 to 15d6 + 2      36 Pts + 3 Pts/die + 1 Pts/pip
Power 16d6 to 40d6 68 Pts + 1 Pts/die
Power 40d6 to 80d6 88 Pts + 1 Pts/2 dice

You cannot have more than double your template's Power, rounded to the nearest die. In other words double your template's power dice and then add 1d6 if your template has any Power pips. If your template has 2d6+1 Power, then you cannot buy more than 5d6 Power.

Second Template

To get access to more optional abilities or higher maximum attributes, you can add a second template. List this second template on your character sheet after your first template. For example, if your first template is genius and your second template is artisan, then you would list your template as "genius and artisan."

All of the second template's abilities and optional abilities are now optional abilities for you. Also, the maximum rank for each of your attributes is the highest maximum rank of that attribute from either template. For example, if one of your templates has a maximum Perception of 20 and your other template has a maximum Perception of 17, then your maximum Perception is 20.

Action Points

If you do not spend your whole Character Point Budget on attributes and abilities, the unspent Pts become your Action Points (AP.) You can spend AP during events and encounters, or you can spend them on training and upgrades that increase your Character Point Value. Each time you begin a new scenario, your Action Points are reset to your Character Point Budget minus your Character Point Value. This gives you back all the AP you spent during the events and encounters of the previous scenario.

Whenever the GM gives you an Action Point, your Character Point Budget also goes up by one point. For example, if your Character Point Budget was 92, and the GM awarded you 2 new Action Points, your Character Point Budget would now be 94.

You must use 1 Action Point to use an ability for an event check if the ability is not one of the event's recommended types of expertise. If you do not have an ability with a recommended expertise type, and you have no remaining Action Points, or you do not want to use the Action Point, you can still make the check without using an ability.

You can use 5 Action Points after making any check (including attack rolls and event checks) to re-roll the check. You can use the original roll or the new roll, whichever is better.

After rolling for any check you can use up to 5 Action Points to add a +1 modifier to the check for each Action Point used.

After learning that an attack against you was successful, but before you subtract Hit Points or apply other effects of the attack, you can use 5 Action Points to make the player or GM who rolled the attack check roll a second time and use whichever result is lower. You can only do this once per attack. You cannot do this if the attack was automatically successful.

You can use 10 Action Points to recover 1d6 Hit Points. Use this when you are dying or when recovering a few Hit Points would remove the injured state and its -5 Coordination penalty.

     1 AP      non-recommended ability event check
1 AP +1 modifier to any check
2 AP +2 modifier to any check
3 AP +3 modifier to any check
4 AP +4 modifier to any check
5 AP +5 modifier to any check
5 AP re-roll a check
5 AP make attacker re-roll and use the lower roll
10 AP recover 1d6 Hit Points

Abilities

Abilities are advantages which some characters have and others do not. Abilities reflect a character's equipment and anatomy as well as learned skills. For example, some characters have one attack ability for each weapon they use. Others specialize in one weapon and have separate abilities for different techniques with that weapon. Some characters have no attack abilities, relying on basic actions like strike, distract and grab in combat.

Some abilities have a rank, which must be at least 1. More ranks can change how the ability works, increase the ability's effect or determine the number of times it can be used in an encounter. Some abilities have a maximum rank, but others can have unlimited ranks.

Keywords

The rules for using each ability are summarized by keywords in parentheses after the ability name. The description following the keywords may have additional rules or explanation about how the ability works.

action: this is a standard action, but it is not an attack

2 attacks: attack the same target twice or two targets as a single action

-5, -2, +0, +2 or +5 Crd: add this Coordination modifier to your attack check

effect: this ability has a passive effect; it is not an action

environment: this ability cannot be used unless the encounter allows it

expertise this ability is used in events rather than encounters, +5 to appropriate event checks.

free action: use this ability on your turn before or after your standard action

hit: this effect applies to the target(s) if the attack succeeds

melee: standard action, close range attack, requires physical contact with target

move slow: You can only use this ability while moving slowly. If you have already moved at normal speed, you cannot use this ability for the rest of your turn. If you have already used this ability, you cannot move at normal speed on this turn.

move 1/rank: When you use this ability you can move extra distance equal to the rank of this ability in meters. If you are moving slowly the extra distance is halved.

no map: This effect does not apply if you are using a map to represent the locations of characters.

not: this ability makes it impossible for the character to have another specific ability.

permanently: this effect lasts until something removes it or you are no longer threatened by enemies, such as the end of a successful encounter.

persona: this ability is used in events rather than encounters, +2 to appropriate event checks.

-½ Pwr: halve the damage of this attack.

+½ Pwr: increase the damage of this attack by half.

double Pwr: double the damage if the attack succeeds

range: attacks a target up to this many meters away

ranged: standard action, long range attack, does not require physical contact

reach: This melee attack can target characters 2 meters away from you instead of only adjacent targets. When you are using a map divided into hexes or squares, you can target enemies with a full space between you, even if the map scale is more than 1 meter per space.

reaction: once you have performed this reaction, you cannot do another reaction until the beginning of your next turn

rider: carry riders with less Strength than you, their turn must end in your space, and 3 target attacks count you and riders as 1 target

specialty: this combat specialty gives you a bonus to some attacks

target: this effect applies to the targets immediately after the attack, whether or not the attack succeeds

target and 2 other targets: this effect applies to both the main target and two other characters, whether or not the attack succeeds

2 or 3 targets: the attack can target this many characters

3 targets or far area: Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point. For example, if you are using a map divided into 2 meter squares, you can target everyone in an area which is 5 to 6 spaces long and wide, as long as there are at least 5 spaces between you and the affected area. When you do not use a map, you can target up to 3 enemies with this attack.

3 targets or near area: Choose a point you can attack no more than 5 meters away from you. This attack targets each creature which is closer to that point than you are. For example, if you are using a map divided into 2 meter squares, you can target everyone in an area which is up to 6 spaces long and wide as long as it is adjacent to you. When you do not use a map, you can target up to 3 enemies with this attack.

3 targets or each enemy you can reach: Target every enemy within reach at the moment you attack. If you are using a square grid, you attack enemies in all 8 spaces adjacent to you, including diagonals. This does not target allies. When you do not use a map, you can target up to 3 enemies with this attack.

1 turn: this effect lasts until the end of your next turn

1 use: you can use this ability again after equipping between encounters.

1 use/rank: you can use this ability once per rank of the ability. You regain these uses after equipping between encounters.

vs Agi: the DC of the attack check is the target's Agility

vs Per: the DC of the attack check is the target's Perception

vs Str: the DC of the attack check is the target's Strength

while: you can only use the ability if these requirements are met

you: this effect applies to the character who performed this action

Expertise

Expertise abilities are used in events rather than encounters. Events are non-combat situations or fighting on a larger scale than the personal combat of encounters. Battles between vehicles are events. Battles between characters when a vehicle is boarded are encounters. Each expertise ability applies to the area of knowledge referred to in the name and description of the ability. An expertise ability gives a +5 bonus to an event check.

Recovery Disciplines

A recovery discipline is an expertise ability which can help addicts refrain from relapsing. Any character can have any recovery discipline regardless of their template. Any self-help group, religion, or other means of treating addiction can be used as a recovery discipline. Examples of recovery disciplines include but are not limited to Alcoholics Anonymous, Buddhist, Black Church, Dialectical Behavioral Therapy, Eastern Orthodox, Evangelical Christian, Islam, Judaism, Latter-Day Saint, MATRIX, Medicine Wheel, Narcotics Anonymous, Overeaters Anonymous, Protestant, Roman Catholic, Recovery Beyond, Recovery Dharma, Sikhism, SMART Recovery, and so on.

Because the supernatural exists in this world of superheroes, expertise in a religion can help PCs determine supernatural causes or potential consequences. Example:

Southern Baptist (expertise; recovery discipline): You know how to interpret the Bible from the perspective of the Southeastern United States.

Because Hype addiction is so prevalent in this setting, other recovery disciplines that are not religions can be used beyond contamination checks, in group efforts to further reduce their Hype contamination as a group of friends supporting each other. The DC of such a group effort is the average contamination level of all the PCs (rounded up) plus 10. If the group check is successful all PCs with a contamination level of 1 or higher reduce their contamination by 1. Example:

Hypers Anonymous (expertise; recovery discipline): This self-help group applies the twelve steps to Hype addiction.

All PCs can also have the willpower ability regardless of template:

willpower 1 (effect; add rank to focus; add rank to contamination checks): This helps you resist urges. Because the rank of this ability is added to both Focus and contamination checks, each character point spent on this ability results in an overall 2 point advantage against Contamination.

Personas

A persona is also an ability that is used in events rather than encounters. A persona reflects advantages gained from social skills, status, personal values, reputation or charismatic talent. Though some may have more than one persona ability, only one persona ability can be used per event check. A persona gives a +2 bonus to an event check.

Each persona has an opposite and mutually exclusive persona. (For example, a character can have the lawful or chaotic persona, but not both.) The GM may choose to award or revoke a persona based on a character's consistent behavior or on other circumstances that happen in game. Here is the list of personas your character can have:

attractive (persona; not repulsive): Heads tend to turn towards you.

chaotic (persona; not lawful): You are comfortable breaking the law.

charitable (persona; not greedy): You give selflessly.

chaste (persona; not lustful): You are not influenced by others flirting with you.

courageous (persona; not cowardly): You stand your ground regardless of consequences.

cowardly (persona; not courageous): You flee from unwanted conflict.

diligent (persona; not slothful): You devote maximum effort to the task at hand.

envious (persona; not kind): You attack advantages others have.

gluttonous (persona; not temperate): You thrive in situations where excess or waste is happening.

greedy (persona; not charitable): You take selfishly.

humble (persona; not proud): You defer to others sound advice.

kind (persona; not envious): You help others realize their personal advantages.

lawful (persona; not chaotic): You obey the letter and spirit of the law.

lustful (persona; not chaste): You flirt with others regularly.

patient (persona; not wrathful): You hold back and avoid retaliation.

proud (persona; not humble): You hold your opinion in the face of opposing evidence.

repulsive (persona; not attractive): Heads tend to turn away from you.

slothful (persona; not diligent): You are skilled at work avoidance.

temperate (persona; not gluttonous): You show personal constraint, avoiding excess.

wrathful (persona; not patient): You are quick to retaliate.

Attacks

Attack abilities have the keyword ranged or melee, depending on whether they attack from a distance or require direct contact, followed by "vs" and which of the target's defense attributes is the difficulty of the attack roll (Agi, Per or Str.) "Ranged vs Per" means a long distance attack whose difficulty is the target's Perception. Using an attack ability is a standard action. Some attack abilities also allow you to do a second attack or prepare a counter attack. Most attacks target one character at a time, but some can hit multiple targets. By default, attacks cause your Power in damage if the attack check is successful, but some attacks have more or less Power.

Combat Specialties

Specialty abilities compensate for the limited versatility of characters who specialize in one type of attack, like melee attacks vs Strength or ranged attacks vs Intelligence. They are most effective when you only have one specialty, but two specialties can also work. Each rank gives you a +1 Coordination bonus to the specific attack type. You cannot have more than 2 ranks of any combat specialty.

Equipment

These abilities represent gear PCs may have access to:

assault rifle 1 (1 use/rank; ranged vs Agi; double Pwr; you: rushed 1 turn): Sacrifice defense to fire repeatedly.

axe (melee vs Agi; -2 Crd; +½ Pwr; you: rushed 1 turn): Throw your weight into a powerful chop.

bandolier 1 (1 use/rank; ranged vs Agi; -5 Crd; +½ Pwr; counter any attack): You have a deadly ranged weapon and extra ammunition. Use this ability to lay down a field of fire to keep your enemies from attacking. Prepare a second attack (ranged vs Agi). If an enemy attacks before your next turn, you can use this second attack against that enemy as an immediate reaction.

bow 1 (1 use/rank; ranged vs Per; +½ Pwr): Quietly shoot an arrow.

bayonet (free action; before or after ranged attack; melee vs Agi; you: exposed 1 turn): Before or after expending one use of a ranged weapon attack, you can make an extra melee attack on the same turn. If you did not use up all your movement, you can continue moving between the two attacks.

camouflage 1 (1 use/rank; ranged vs Per; -2 Crd; +½ Pwr; you: cover 1 turn): You have a deadly ranged weapon, shooting stealthily from concealment.

chainsaw 1 (1 use/rank; 3 targets or each enemy you can reach; melee vs Agi; -2 Crd): This power tool shreds anyone who gets in your way.

cane 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

crossbow 1 (1 use/rank; ranged vs Per; +2 Crd; +½ Pwr; you: rushed 1 turn): Load a bolt and carefully aim a shot.

cuffs 1 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): The restrained target is grabbed until the target or one of its allies successfully uses the release action to free it.

flamethrower 1 (1 use/rank; range = Crd; ranged vs Agi; +5 Crd; +½ Pwr; you: exposed 1 turn): Target an enemy whose distance is no further than your Coordination in meters.

folding chair 1 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

gas 1 (1 use/rank; 3 targets or far area; ranged vs Str; -½ Pwr; hit: stunned 1 turn): Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point.

garrote (melee vs Str; -½ Pwr; hit: grabbed 1 turn; you: cover 1 turn): You can use your opponent as a shield while strangling them.

grenade 1 (1 use/rank; 3 targets or far area; ranged vs Per; -2 Crd): Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point.

machete (2 targets; melee vs Agi; you: exposed 1 turn): Slash back and forth at multiple targets.

megaphone 1 (1 use/rank; melee vs Per; target and 2 other targets: rushed 1 turn): Lead a charge that rushes your enemies. Whether or not the attack succeeds, the target and two other enemies are rushed until your next turn.

net 1 (1 use/rank; ranged vs Str; -½ Pwr; hit: grabbed permanently): If you hit the target, it is grabbed until the target or one of its allies successfully uses the release action to free it.

night vision goggles (effect; no Crd penalty in darkness): You can sense enemies in the dark.

ninja gear (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

nonlethal rounds 1 (1 use/rank; ranged vs Agi; -2 Crd; -½ Pwr; hit: stunned permanently): You have a ranged weapon, such as a firearm. Use this ability to stun an opponent from a distance with that weapon.

nunchaku (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

paired weapons (melee vs Agi; +5 Crd; you: exposed 1 turn): A rapid combination of strikes overwhelms an enemy's defenses.

pepper spray 1 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

poncho 1 (1 use/rank; melee vs Per; +5 Crd): A deceptive movement draws their attention from your real attack.

suppressed pistol 1 (1 use/rank; ranged vs Agi; +2 Crd; +½ Pwr; you: rushed 1 turn): Take a moment to aim each shot.

running shoes (melee vs Per; -2 Crd; target: distracted 1 turn; you: cover 1 turn): Sucker punch and run away to lead enemies away from allies or into a flanking trap.

sai (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

scoped riffle 1 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Attack from a distance with deadly accuracy.

sledgehammer (melee vs Agi; -2 Crd; double Pwr, you: exposed 1 turn): A mighty swing leaves you wide open.

shield (melee vs Agi; -5 Crd; you: defending 1 turn): Approach your enemy cautiously, slipping around his attacks and keeping him between you and his allies.

shotgun 1 (1 use/rank; ranged vs Agi; +2 Crd; all enemies: distracted 1 turn): Draw fire to protect your allies or set up a flanking attack.

shoulder pads (melee vs Str; hit: grabbed or prone 1 turn; you: prone 1 turn if target grabbed): Throw an enemy to the ground, hurting the target and slowing it down. You are also prone until the end of your next turn unless you choose to release the target, in which chase the target is not grabbed, just prone.

sidearm 1 (1 use/rank; ranged vs Agi; +½ Pwr): Shoot from the hip.

spikes (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

spear (reach, melee vs Agi; +2 Crd; you: rushed 1 turn): Target an enemy up to 2 meters away or with one space between you.

stun gun (melee vs Str; -½ Pwr; hit: stunned 1 turn): Disable opponent with a special attack.

straps 1 (effect; 1 rank: keep Pwr and melee attacks while disarmed; 2 ranks: cannot be disarmed): If you have 1 rank of this ability, your melee weapons cannot be disarmed, but they also cannot be borrowed. You still lose your ranged attacks when you are disarmed, but you do not lose Power. If you have 2 ranks of this ability, none of your weapons can be disarmed or borrowed.

submachine gun 1 (1 use/rank; 3 targets or near area; ranged vs Agi; -2 crd; +½ Pwr; you: rushed 1 turn): Choose a point you can attack no more than 5 meters away from you. This attack targets each creature which is closer to that point than you are.

sword breaker (melee vs Str; -½ Pwr; hit: disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

taser 1 (1 use/rank; ranged vs Str; -5 Crd; hit: stunned permanently): Shock the target from a distance.

tactical whip (melee vs Per; ignore grabbed penalty; +5 Crd; -½ Pwr): If you are grabbed when you use this attack, you get the +5 Coordination bonus for this ability and you also ignore the -5 Coordination penalty for being grabbed.

Derived Statistics

In addition to attributes, abilities and character points, characters have a few stats which are calculated from their attributes, damage and temporary states.

Hit Points

Hit Points (HP) are your Toughness minus any damage you have taken, plus any Hit Points you have recovered by healing and resting. Hit Points can never be less than zero. If you take more damage than your remaining Hit Points, your Hit Points are just reduced to 0. If an attack reduces a character to 0 Hit Points, they are dying. If a dying character's Hit Points increase they are no longer dying.

Stamina

Stamina is half your Toughness, rounded down. If your Hit Points are less than your Stamina, you are injured. If your Hit Points are greater than or equal to your Stamina, you are healthy. For example, if you have 27 Toughness, then you are dying when you have 0 Hit Points, injured when you have 1 to 12 Hit Points, and healthy if you have 13 to 27 Hit Points.

Rest Dice

Rest Dice is one six-sided die (d6) for every 6 points of Toughness. For example, if your Toughness is 20, then your Rest Dice is 3d6 (20 divided by 6, rounded down.) If you have less than 6 Toughness, your Rest Dice is 1d6. This is how many Hit Points you recover when resting. (See Playing Scenarios/Resting.)/p>

Focus

Focus is the total number of all of your persona and expertise abilities. (For example, if you had two persona abilities and three expertise abilities, your Focus would be 5.) This is your modifier for event checks. Characters apply their perseverance and accumulated knowledge to solve complex problems.

Coordination Modifiers

Coordination modifiers affect attack rolls and other checks where you add Coordination, like the release action. They include penalties for fighting in darkness (-2) and while weightless (-2), injured (-5), intimidated (-5) or grabbed (-5). The penalty for being distracted (-2) is not included because it only applies if you attack someone other than the character who distracted you. These modifiers stack: they are added together when you have more than one modifier, so if you are injured and grabbed your total Coordination modifier is -10.

Defense Modifiers

Defense modifiers are added to the difficulty of attacks vs Agility, Perception and Strength. They include bonuses for cover (+2) or defending (+5) and penalties for being exposed (-5), rushed (-2) or stunned (-5). The defense modifier for being prone is left out because it is a bonus (+2) against ranged attacks but a penalty (-2) against melee attacks. These modifiers stack: they are added together when you have more than one modifier, so if you are defending but rushed your total defense modifier is +3.

States

States are conditions which affect a character during encounters. Some are temporary Coordination and defense modifiers. Some states keep track of the character's health and tactical position.

borrowed: you already borrowed a weapon in this encounter

cover: +2 to all defenses

darkness: -2 Coordination

defending: +5 to all defenses

distracted: -2 Coordination vs other targets

disarmed: -½ Power, you cannot use equipment abilities

evading: you can escape on your next turn, unless grabbed

exposed: -5 to all defenses

grabbed: -5 Coordination

already healed: a healing ability was used on you since your last rest

dying: you have 0 Hit Points, but you are not dead yet

injured: -5 Coordination

intimidated: -5 Coordination

prone: -2 to all defenses vs melee attacks, +2 vs ranged

rushed: -2 to all defenses

stunned: -5 to all defenses

weightless: -2 Coordination, you cannot be prone

Playing Scenarios

A scenario is a series of events, encounters and stories that the PCs are involved in. PCs can be injured or killed and earn character points during scenarios, but they can only spend character points and replace PCs when they return to base between scenarios. A scenario may end prematurely if all of the PCs die or if the surviving PCs return to base early.

Checks

Roll a twenty-sided die (d20). The number on top of the die is the natural value of the roll. If the natural value of the roll is 1, 2, or 3 the check automatically fails. If the natural value is 18, 19, or 20, the check automatically succeeds.

If the natural value does not cause automatic failure or success, add any modifiers that apply to the check. Compare the total to the check's difficulty class (DC.) If the total is less than the DC, the check fails. If the total is greater than or equal to the DC, the check succeeds.

d6 Checks

If you don't have a twenty-sided die (d20) you can use this alternate rule to make checks using a six-sided die (d6.)

Roll the d6. If the natural value of this roll is 1 the check automatically fails. If the natural value is 6, the check automatically succeeds.

If the roll does not automatically succeed or fail, multiply the roll by 3 and then add any modifiers that apply to the check. Compare this total to the DC. If the total is less than the DC, the check fails. If the total is greater than or equal to the DC, the check succeeds.

Casualty Checks

Make casualty checks when all of the characters in a party may be injured by an accident, vehicle damage, barrage, trap or environmental hazard.

To determine casualties, make a check against every character in the party. The modifier depends on the severity of the threat, and the DC is each character's Agility, Perception or Strength depending on the type of attack.

Each successful check causes that character to take damage. If the check was automatically successful, the character's Hit Points are reduced to 0. Otherwise, roll the character's own rest dice to see how much damage they take. A character with 0 Hit Points could die. (See Playing Scenarios/Between Events and Encounters/Resting.)/p>

Casualty Example

At the end of a vehicle event they failed, the party must make +6 casualty checks vs perception to spot damage to a fuel tank and avoid injury. Player 1's character Adam has 12 Perception and 18 Toughness. Player 2's character Betsy has 14 Perception and 16 Toughness. Betsy is healthy, but Adam is already injured, with 9 Hit Points remaining.

(GM rolls a twenty sided die and adds the +6 casualty check modifier to the result for each PC.)

GM: 9 vs Adam's perception and 14 vs Betsy's perception.

Player 1: My perception is 12 so I was just barely able to avoid the explosion..

Player 2: I got hit because my perception is exactly 14. How much damage do I take?

GM: What are your rest dice?.

Player 2: 3d6.

(GM rolls three six sided dice.)

GM: I rolled a total of 7, so you only have 2 Hit Points left.

Events

During an event, players help tell the story by describing their characters' activities and making checks to see if those activities are successful. Each event has a DC which is used for all of the event checks players make during the event. The event description explains the situation and what the PCs must do. Each event has a list of zero or more important areas of expertise. Events may also list extra story which unfolds during or after the event, benefits of succeeding and consequences of failure.

First, the GM reads the description of the event and the important areas of expertise out loud. Then players take turns making event checks clockwise starting with the player to the left of the GM. When the number of successful checks or failed checks is equal to the number of players plus two, the event is over. The whole event is successful if the successful checks outnumber the failed checks. If the event is successful the GM reads the consequences in the success section. If the event is not successful, the GM reads the consequences in the failure section.

Event Checks

If a player has more than one character, he must alternate which character he uses on each of his turns.

At the beginning of their turn, each player can choose what abilities to apply to the event check. This includes up to one expertise ability and one persona ability. A persona ability only applies to the event check if the GM agrees with the player's explanation of how the persona ability is being used. If the character does not have any of the important areas of expertise for this event, the player can try to improvise with another ability, but the GM can decide that the improvised ability cannot be used in this event, and the PC must spend 1 Action Point (AP) to use the improvised ability even if the GM allows it.

After deciding which abilities to use, the player describes what his character is doing. Characters do not have to do the activities suggested by the event text. If the event suggests sneaking past guards or offering them a bribe, a character could tie their shoelaces together instead. The player can emphasize the ability he chose when describing what his character is doing. Alternately, the player can take all of his character's attributes, abilities and description into account, but only the previously decided upon abilities are used to make the check.

Finally, the player makes an event check to see if it succeeds. Add the character's Focus to this check. If the character uses an expertise ability, add 5 to the check. If the character uses any other ability add 2. When an event check automatically succeeds, it counts as two successful checks. When an event check automatically fails, it counts as two failed checks.

Event Example

Event (DC 18): You see a raccoon acting strange and foaming at the mouth on the security camera, and it is staggering towards the open door of the greenhouse.

Expertise: survival (utilize understanding of wild animal behavior,) mechanic (activate building system to distract raccoon,) research (to see if a quick internet search reveals anything useful.)

Success: Character Point Budget increases by 1 Pts.

Failure: PCs must choose between attacking raccoon or having the plants in their greenhouse destroyed.

There are two players. Player 1's character is Betsy and player 2's character is Adam.

Betsy

A bodyguard (Enforcer) who keeps a tactical folder (knife) on her belt. She is muscular and has short hair.

Agi Per Str Crd Tgh Pwr
10 10 14 0 21 2d6+1

abilities

courageous(persona; not cowardly): You stand your ground regardless of consequences.

stealth +5 bonus to the initiative check at the beginning of encounters.

Character Point Value 80

Adam

An accountant (Clerk) who practices karate. He keeps nunchaku concealed on his person, just in case. He is average height but has a thin build.

Agi Per Str Crd Tgh Pwr
11 14 10 1 20 2d6

abilities

bookkeeping (expertise): +5 bonus to event checks while tracking financial records.

research (expertise): +5 bonus to event checks while looking through libraries of knowledge, collecting samples or using laboratory equipment.

Character Point Value 80

(The GM begins by reading the event description.)

GM: You see a raccoon acting strange and foaming at the mouth on the security camera, and it is staggering towards the open door of the greenhouse.

(After reading the description, the GM needs to tell the players about the important areas of expertise.)

GM:You can use survival to utilize understanding of wild animal behavior, mechanic to activate building system to distract raccoon, or research to see if a quick internet search reveals anything useful.

Player 1:I am going to try to sneak out there before the raccoon gets to the door.

Player 2: I am going to do pull up a web browser and quickly search for info on how to distract rabid animals.

GM: Okay Player 1, you go first.

Player 1: 14 strength minus 10 gives Betsy a Focus of 4. (Rolls a 20-sided die.) I rolled 13. 4 plus 13 is 17, plus 5 for stealth expertise gives a total of 22.

GM: That's a success. You are now between the raccoon and the greenhouse, and the raccoon does not seem to know you are there.

Player 2: OK, I am going to try to do some quick research on my laptop to see how to stop rabid animals. My Focus is also 4, plus 5 for my research expertise. Plus... (Rolls a 20-sided die.) ...3. That's 12 total, including the expertise bonus. Is that enough?

GM: No, you waste precious time determining you should poor bleach on the animal's grave after you bury it to kill the virus. That's one failure and one success so far. Player 1, it's your turn again.

Player 1: I'm going to to try to shut the door without it noticing me(Rolls a die.) Ouch! I rolled a 1. That's automatic failure.

GM: That counts as two failures. Now your party has 1 success and 3 failures. You slip and stumble, startling the already crazed raccoon. Adam's turn.

Player 2: OK, I am not going to try to use my research this time, I am just going to run out there and try to scare it off with my nunchaku!

GM: Sure, go for it.

Player 2: I rolled 12, plus my Focus is 16.

GM: Sorry, that's not enough, and 4 failures, two more than your party size, so you have failed this event. The raccoon is only angered by your nimble demonstration of martial skill. Now you must let the raccoon enter the greenhouse or fight it! This rabid critter appears to think it can take both of you.

Encounters

Encounters are personal combat between player characters (PCs) and non-player characters (NPCs). PCs and NPCs take turns until either all of the PCs have escaped or died or all of the NPCs have escaped or died.

Initiative

At the beginning of the encounter, roll 1d20 for each character. Add the character's Perception. The player or GM with the highest sum decides which player goes first.

Break a tie for highest initiative by having the tied players or GM each roll a die until one of them has a higher roll. The player or GM with the highest roll decides who goes first.

If a GM or player controls more than one character, each of those characters gets a turn during the turn of the GM or player who controls them. The GM or player controlling the characters can choose the order of their turns within his or her turn.

At the end of a player or GM's turn, the player or GM to their left gets a turn. In other words, the players and GM take turns clockwise, starting with the first player or GM chosen by the winner of the initiative check.

In the first round of an encounter, all characters begin the round in the defending state.

Actions

On his turn a character may move and perform a standard action. The character can also perform one free action per turn. The free action can come before moving, while moving, after moving or after the standard action.

Most attacks are standard actions. An attack requires a check with the attacker's Coordination as a modifier and the target's Agility, Perception or Strength as the difficulty class (DC.) If the attack is successful, the target takes damage equal to the attacker's Power roll. This damage is subtracted from the target's Hit Points (HP.)

Some actions allow you to do multiple attacks as a single action, target multiple opponents with a single attack, or prepare a counter attack to use on another character's turn. Some attacks have a Coordination modifier which is added to the attack check in addition to the attacker's Coordination attribute. Some attacks have reduced or increased Power.

A failed attack check can mean attacking and missing the target, being blocked, or hitting but not having a significant effect. It can also mean not attacking at all because of hesitation, being preoccupied or having no window of opportunity.

Critical Damage

This is an optional rule. If the GM chooses to use this rule in a scenario, then all players can use this rule in that scenario. If the total roll of an attack check, including modifiers, is at least 10 points higher than the attack's DC, then the attack causes twice as much damage as it normally would.

Basic Actions

The rules for using these basic actions are summarized by keywords in parentheses. See Characters/Abilities/Keywords for definitions of these keywords.

free actions: run, jump, climb or swim; draw, holster or sheath a weapon; open and close doors; push buttons; speak quickly; drop, pass or pick up a handheld object; stand up or drop prone.

strike (melee vs Agi): Strikes can be many kinds of simple, close range, damaging attacks, such as kicks and punches, biting or pinching, swinging a weapon or burning the target with a hot iron.

distract (melee vs Per; target: distracted 1 turn, +2 to hit you): Draw enemy fire toward yourself with a provoking attack, giving them a +2 bonus to hit you, but a -2 to hit anyone else (even if you miss.) This effect lasts one turn. If the enemy is already distracted, this replaces the previous effect. To keep an enemy distracted, distract him again each turn.

grab (melee vs Str; -½ Pwr; hit: grabbed 1 turn): Grab an enemy and hold him through your next turn. Being grabbed gives the target -5 Coordination, but this attack only causes half damage. You and your enemy can only move by dragging each other. To maintain your hold you must make another successful hold attack each turn.

evade (action; you: defending, evading 1 turn): Avoid attacks instead of attacking, giving you a defending bonus (+5 to all defenses) until the end of your next turn.

escape (action; while evading, not grabbed; you: leave encounter): You can only escape if you are evading but not grabbed. If you used the evade action on your previous turn, then you are evading. When using a map, you can only escape if you start your turn in an exit area (sometimes the edge of the map.) After leaving the encounter you have no more turns and cannot be targeted by actions.

rearm (action; you: not disarmed): You are no longer disarmed.

borrow (1 use; action; unresisting target: disarmed 1 turn; you: use target's attack ability): You can use this action once per encounter. The target must be willing, dead, dying or already disarmed by you. You cannot borrow weapons from a character who is disarmed by someone other than you. Use one of the target's weapon abilities. Use your own Coordination for this attack, and use your Power + 1d6 or the target's Power, whichever is less. The target is disarmed until your next turn unless they use an action to recover their weapons.

release (action; while target grabbed permanently; Crd vs DC 10; success: not grabbed): Attempt to free a character who has been restrained. Make a Coordination check vs DC 10. If the check succeeds the target is no longer grabbed. This does not free a character who has been grabbed for a duration of 1 turn, it only removes a grabbed status which lasts until released. You cannot use the release action if your whole party is grabbed, dying, or dead.

coup de grace (melee vs Str; while target dying; hit: dead): Finish off a dying enemy who has no more Hit Points. If the attack succeeds, the target dies.

Timing

If an action has Power or Coordination modifiers, these apply to the action and its immediate consequences (like damage the action causes to an enemy.) Other effects of actions - such as effects beginning with the keywords hit, target or you - begin immediately after you attack but before any counterattacks.

The grab action, for example, has a -½ Pwr modifier, so a grab causes half as much damage as a strike. Grab also has a hit effect: the target is grabbed (-5 Coordination) for 1 turn if the grab is successful. This effect begins after your successful attack check but if the target has a counterattack ready, the counterattack has a -5 Coordination penalty because the grabbed effect begins before the counterattack.

Many effects last until the end of your next turn or the end of your attacker's next turn. These effects are continuous. If you are grabbed by an opponent for 1 turn and grabbed 1 turn again on the opponent's next turn, you aren't grabbed, released, then grabbed a second time; You are grabbed and held continuously for two turns.

If you are knocked prone for 1 turn, then hit by another attack that gives you the prone state for 1 turn, you aren't knocked down twice; you are knocked down once by the first attack and held down or prevented from standing by the second attack.

Maps

Although it is not necessary, you can use a map and markers or miniatures to keep track of character locations. If the map is divided into hexes or squares, characters occupy any spaces covered or partially covered by their marker or the base of the miniature representing that character. For example a 1 inch circle shaped marker can occupy a single 1 inch square space by standing in the center of that space, two spaces by standing on the edge of those spaces, or four spaces by standing on the corner those spaces share.

Characters cannot move through walls or occupy spaces on both sides of a wall. A character squeezing up against a wall or in a passage narrower than their marker does not occupy spaces on the far side of that wall or the passage's walls. Characters cannot attack through walls. Attacks which affect an area must have no walls between the attacker and the center space, and only affect targets if there are no walls between the center and the target.

Distance Without Maps

If you are not using a map, assume that characters who make ranged attacks use their movement to keep their distance from characters making melee attacks. If you make a ranged attack and you are not grabbed, anyone who makes a melee attack against you before your next turn is rushed for 1 turn.

If you are not using a map, you can escape from combat regardless of whether you can outrun your pursuers. Slower characters can use endurance, stealth, distractions or obstacles to throw off their pursuers.

Range

If the map is divided into hexes or squares, you can attack from any point in a space you occupy. You can also be targeted by any effect that can reach a space you occupy. For example, you can attack from any corner of your space to any corner of a space occupied by a character you target, even if the area between the middle of your spaces is blocked by a wall.

Your melee attacks can only target characters adjacent to you unless an ability gives you more reach. If the map is divided into hexes or squares, adjacent means that you occupy at least one space that shares a corner with at least one space occupied by the target.

Moving Fast

Normally you can move a number of meters equal to your Agility on your turn. Sprinting doubles the distance you can move, but you are rushed until the end of your next turn.

You can move more than once per turn by splitting up your movement. For example, if you have 10 Agility you can move 3 meters, open a door and then move 7 more meters. However, you can only continue moving after quick, free actions. You cannot move after performing a standard action. Fighters are constantly moving, but they are particularly vulnerable while attacking. Because characters move before their action, their markers remain where each character performed its last attack or other major action.

Moving Slow

When you move slowly your movement is halved. If the map is divided into hexes or squares, you may move at least one hex or square per turn if you can move at all, regardless of the map scale. If the squares are 2 meters wide, then you can move at least 2 meters per turn unless you can't move at all.

You must move slowly on difficult terrain such as thick undergrowth, tight spaces, knee-deep snow or water, sticky mud, slippery and unstable surfaces. You must move slowly up steep slopes, but you can move normally down or across the slope.

You must move slowly while prone, swimming, climbing or burrowing.

You must move slowly around enemies who can reach you with melee attacks, but you don't have to move slowly when moving into their reach.

If you can fly, you do not have to move slowly over water, chasms and difficult terrain.

Jumping

To make a running jump, move in a straight line and jump during the second half of that straight line movement. To make a standing jump, simply move slowly in a straight line. You can make multiple standing jumps in one turn. For example, if you can normally move at least 12 meters, then you can make three 2 meter hops in one turn.

To jump across a gap and land on your feet you must clear the gap with 2 meters to spare. To jump and hang on the other side of a gap, you only need 1 meter to spare, but you are exposed until you drop down or use an action to pull yourself up on the other side. So, to jump across a 3 meter gap and land on your feet, you need to jump 5 meters. To jump across a 3 meter gap and hang on the edge, you need to jump 4 meters.

After any jump, you are rushed until the end of your next turn.

Dragging and Carrying

When using a map, a character is much larger if its marker or the base of its miniature is at least twice as wide as another character. When you are not using a map, a character is much larger if its Strength is at least 5 ranks higher than another character's Strength.

If you are not much larger than another character and they are not much larger than you, then you must both move slowly, dragging each other, if you have grabbed them or they have grabbed you.

If you are much larger than another character, then they are immobilized and you can carry them if you have grabbed them or they have grabbed you.

When you are immobilized you do not move unless dragged or carried by another character, and you can only use close range attacks against enemies who have used a close range attack against you since your last turn.

Dying

If a character is dying at the beginning of their turn, make a DC 15 check with no modifiers (roll a d20.) If the check is successful (15 or more), the character may move and perform free actions, but not standard actions like attacking. If the check fails (14 or less), they fall prone and may not move or perform actions. If the check is automatically successful, the character may perform a standard action like attacking. If the check automatically fails, the character dies. Instead of making dying checks for NPCs, assume they fail their checks, fall prone and cannot perform actions.

Encounter Example

In this encounter Betsy (played by player 1) and Adam (played by player 2) have failed to distract a rabid raccoon from getting through the open door of their greenhouse, and now must violently confront the animal to prevent damage to their plants.

Betsy

A bodyguard (Enforcer) who keeps a tactical folder (knife) on her belt. She is muscular and has short hair.

Agi Per Str Crd Tgh Pwr
10 10 14 0 21 2d6+1

abilities

courageous (persona; not cowardly): You stand your ground regardless of consequences.

stealth +5 bonus to the initiative check at the beginning of encounters.

Character Point Value 80

Adam

An accountant (Clerk) who practices karate. He keeps nunchaku concealed on his person, just in case. He is average height but has a thin build.

Agi Per Str Crd Tgh Pwr
11 14 10 1 20 2d6

abilities

bookkeeping (expertise): +5 bonus to event checks while tracking financial records.

research (expertise): +5 bonus to event checks while looking through libraries of knowledge, collecting samples or using laboratory equipment.

Character Point Value 80

raccoon

This invasive omnivore may be rabid.

Agi Per Str Crd Tgh Pwr
13 7 7 0 10 1d6+1

abilities

natural weapons (effect; cannot be disarmed): This creature does not use handheld weapons.

rabid Focus (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 36

(The GM starts by introducing the encounter.)

GM: The raccoon is hissing and lurching back and forth between you both. Betsy is between the raccoon and the greenhouse's open door. There is a tree near the raccoon and Adam. Roll for initiative. (Rolls 12 for the raccoon's initiative and adds it to his 7 Perception.) The raccoon got a 19.

Player 1: (Rolls a die and adds Betsy's Perception.) I got 24.

Player 2: (Determines the Adam's initiative in the same way.) I got 27.

Player 2: I have the best initiative. I taking a swipe at it with my nunchaku... Adam doesn't have any abilities that would help him with his nunchaku yet, so it's just going to be a strike basic action (Player 2 adds Adam's Coordination to a dice roll.) I got a 19 vs raccoon's agility.

GM: (Sees the raccoon's Agility is 14, plus 5 because the raccoon has not yet had a turn in the first round, is 19 and thus equal to Adam's total roll.) That just barely hits.

Player 2: I have 2d6 Power. (Rolls two six sided dice.) The raccoon loses 8 Hit Points.

GM: (GM sees that with only 2 of 10 Hit Points left, the raccoon is not healthy.) The raccoon is injured.

(Player 1 is sitting to the left of Player 2, so Betsy goes next and the raccoon will be last.)

Player 1: Since Adam just smacked it, I am going to dive at it with my knife, maybe I can grab it. (Player 1 adds Betsy's Coordination to a dice roll.) I got a 6 vs the raccoon's strength.

GM: (GM sees that the raccoon's strength is 7, higher than Betsy's last attack roll of 6.) You feel the raccoon's tail slip through your fingers, barely failing to grab it. Now it's the raccoon's turn. (GM decides that the raccoon is going to utilizes it's climb ability, allowing the raccoon to evade this round, because each PC's initiative roll of 20 or higher makes each PC "defending and evading," giving each PC a +5 to all defenses bonus this first round.) The raccoon scrambles up the tree, rattled from getting lashed by Adam's nunchaku. However it is trying to get above Adam on a branch and looks like it's about to pounce. (The GM notes that because of the raccoon's climb ability, it is now defending until its next turn, with a +5 to all defenses until then.)

Player 2: I am going to do a karate leap and try to hit it with my nunchaku, another basic strike. (Player 2 adds Adam's Coordination to a dice roll.) I got a 16 vs raccoon's agility.

GM: (GM sees that raccoon's agility + 5 from the raccoon defending by climbing in the tree is more than 16.) That roll still misses.

Player 1: I am going to circle away, keeping my knife between me and the raccoon, evading. I don't want to get hit by that thing when it comes flying out of that tree at us. (Betsy is now also defending until her next turn because she just used the evade basic action.)

GM: the raccoon leaps out of the tree at Adam (GM rolls a 19 for the raccoon's attack which automatically succeeds.) The raccoon automatically hit Adam. (The GM rolls a six sided dice and adds 1 because the Raccoon's power is 1d6+1.) That's 4 less Hit Points for you Adam, as the raccoon rips into your shoulder on it's way back to the ground. You are going to need rabies shots soon!

Player 2: I am going back at it with my nunchaku, another basic strike.(Player 2 adds Adam's Coordination to a dice roll.) I only got an 11.

GM: The raccoon flinches back and you miss.

Player 1: I am just going to stab that thing! That's a basic strike.(Betsy rolls a natural 20.) Automatic success! (Betsy rolls he power of 2d6+1, for a total damage of 11.) 11 damage!

GM: (GM sees that 11 is at least equal or more than the raccoon's 2 remaining Hit Points.) You plunge your knife deep into the raccoon and it collapses. (The PCs are victorious, though the narrative of the story now suggests Adam needs treatment for rabies.)/p>

Between Events and Encounters

After an encounter or casualty checks, each character who is not dying can make one first aid event check to heal one character who has taken damage or is dying. The DC of this check is 15. If the check succeeds, the character being healed rolls their rest dice and recovers that many Hit Points. A character who has been successfully healed is no longer dying, but they do not recover Hit Points next time they rest.

Characters can also spend 10 Action Points to recover 1d6 Hit Points. (This will save the character's life if they are dying.)

Next, make a DC 10 check with no modifiers for each PC who is still dying. If this check fails, they die. If this check succeeds, they are still dying but don't have to make dying checks until they take damage again.

Permanent states end when you are no longer threatened by enemies, such as the end of a successful encounter.

Joining

The PCs form their party before or during their first scenario together. Between scenarios, surviving PCs recover all of their Hit Points, so their Hit Points are equal to their Toughness.

PCs who have been killed can be replaced by new PCs. These have the same character point budget as the character who was killed, plus any character point budget that surviving PCs earned while the replaced character was dead.

In other words everybody in the party gets the same character point budget whether they live or die. (This encourages selfless heroism and replacing less powerful early game characters with more powerful late game characters instead of upgrading one cautious character from zero to hero.)

Players replacing characters can switch between controlling a single PC or a team of PCs (See Player Characters/Making PCs.) A player with more than one PC can choose to replace only the PCs that died or all of his PCs, as long as at least one of them is dead.

Equipping

Between encounters the GM decides whether you have the resources you need to reload and resupply abilities that have a limited number of uses, such as firearms. When you do have the resources, you regain all expended uses of those abilities.

The GM may allow you to sell back abilities for AP. For example if you are out of ammo and cannot get more, the GM may allow you to ditch your guns and trade in your firearm abilities for AP.

The GM may determine that you can acquire new abilities or improved attributes from found equipment by spending AP on those abilities and attributes.

Resting

You can rest between events and encounters if the GM decides you have enough food, water, shelter and time. After resting, each PC who is not already healed rolls their Rest Dice and recovers Hit Points equal to that roll. (See Characters/Derived Statistics/Rest Dice.) Finally, PCs who were already healed are no longer already healed and can be healed again.

Training

If the GM determines that you have everything you need to rest plus access to the equipment and knowledge necessary for training, you can improve attributes or pick up new abilities by spending AP. You can also change your training to reduce attributes or get rid of abilities and get some AP back.

Hype Rules

When a character has enhancements resulting from hype use, over 50% of their diet must be raw meat in order to maintain those powers, but continued hype use is not needed to maintain those powers.

Once a character uses Hype for the first time, they add a new statistic to their notes called "Contamination." Contamination goes up by 1 point every time they use Hype.

Before each Encounter or Event, each PC with at least one point of Contamination makes a contamination check to see if the PC has cravings. This is a single event check with a DC of 10 plus the PC's Contamination. A successful roll reduces the PC's Contamination by 1. A failure means the PC has cravings. Cravings end immediately before the next contamination check.

In an encounter, if a PC has cravings their Hit Points are reduced to one point less than their Stamina, and they can not have more than this many Hit Points until they use Hype or succeed at a future contamination check.

During encounters, Hype can be used as a free action. (It is normally consumed in a tincture.) Characters can consume Hype while dying instead of making a dying check. Using Hype restores the character's Rest Dice in Hit Points. If a PC already has hit points equal to their toughness, using hype makes their next successful attack do maximum possible damage.

If a character fails an event check, they can use hype to make that event check succeed instead.

A PC with cravings has a -5 to event checks.

Running Scenarios

Non-Player Characters

In combat encounters, the GM controls non-player character (NPC) enemies.

NPC stats describe an individual NPC or a group of NPCs with identical stats. These stats resemble PC templates. The GM can use the stats right out of the book or use an electronic or paper copy of the stats.

Ad Hoc Role-Playing

The GM may allow players to try things that are not covered in the scenario. Some situations do not require the random chance of success or failure that event checks introduce. These can be played out by storytelling and acting in character.

However, when there is a chance of success and a chance of failure and playing it out as an event will add entertaining suspense and description, the GM can create events on the fly. The GM decides which expertise abilities are recommended for the event. Players can suggest expertise abilities but the GM has final say about which abilities are recommended.

Single Event Checks

You can also use single event checks for simple things which are not already covered in the rules and have a chance of success and a chance of failure. One character gets one turn to make this check. You can also require the character to use a specific defense attribute (Agility, Perception or Strength) minus 10 instead of Focus.

Event Design

Description

If an event seems like each character should make a check instead of each player, give examples of how characters can work together instead of relying on their individual attributes and abilities. A character may be able to shield allies from an avalanche with their own body or use deception and speed to lead predators away from slower allies.

Some events, like searching for hidden objects or creatures, seem like they should only require one success. Show how each success is only a step toward the goal. Each success may bring you closer to finding a secret door, or each success might be a different ambush you spotted and avoided.

Some events, like sneaking and escaping, seem like they should require success from every event check. Design the event so that failed checks are merely close calls, while successful checks can help everyone. Characters can protect allies, draw fire and distract predators.

If an event seems like it should have degrees of success instead of total success or failure, set the consequences of success as if the event were mostly successful but not the best possible outcome, and set the consequences of failure as if the event were less successful but not a total failure.

Difficulty, Success and Failure

The rule of thumb for choosing event DC is 5 plus one tenth of a single PC's character point budget. If PCs start with 80 character points, then events at the start of the scenario should have a DC of 13 (5 + 8.)

Increase the DC by 2 ranks if the event should be harder with greater rewards. Decrease the DC by 2 ranks if the event should be easier with less rewards or if one player is making a single event check instead of a whole event.

For example, when the PCs must make casualty checks for failing the event, that is very bad (-2 DC) but if their enemies must make casualty checks when the PCs succeed, that is very good (+2 DC.) Do not adjust the DC for modest rewards or consequences, like a character point budget reward.

(Multiple event checks curve the result toward an average number of successful checks, so 1 rank of DC is a 10% chance of success for the whole event even though it is only a 5% chance of success for each individual die roll. If the PCs have a 55% chance of success when the DC is 19 and you increase the DC to 20, their chance of success falls to 45%. If you decrease the DC to 18, their chance of success rises to 65%.)

Sometimes players are able to come up with very impressive solutions, and other times players don't have a lot of good options. After the player rolls when taking a turn during the event, the GM can give feedback in the form of a +2 or -2 to the roll. If the PC's actions for that event turn were impractical, the GM should subtract 2 from the roll. If the PC's actions for that event turn were very appropriate, the GM should add 2 to the roll. This feedback is based purely on the GM's personal opinion, and players are not allowed to argue with that decision.

Player vs Player Events

In most scenarios the PCs do not compete directly against each other, but if that happens, divide the players into teams. Players take turns as if they were doing a single event, but each team has its own pool of successes and failures. When a team has enough successful checks or failed checks to end the event, they stop taking turns but other players keep taking turns until their team has enough successes or failures. The DC and expertise types for each team can be the same or different.

Any combination of teams can succeed or fail. If there are two teams, either team can succeed while the other fails, both teams can succeed or both teams can fail. Prepare for each possible outcome. Success for both teams may be a win for everyone, stalemate or mutual destruction. Failure for both teams might be a disaster for all or a harmless disappointment.

Vehicle Events

Vehicle events simulate and dramatize a car chase, naval maneuvers, aerial dogfight or other struggle between vehicles. Sometimes vehicles are treated as character equipment in combat encounters (seating ability for example.) Vehicle events are for action on a larger scale than personal combat between characters.

The DC of a vehicle event reflects the reliability and defenses of enemy vehicles. Gunner, mechanic and pilot are the most common expertise abilities for vehicle events.

Vehicle Casualty Checks

Failed vehicle events are often followed by casualty checks. If either side fails a player vs player vehicle event, they make casualty checks. If both sides fail, they both make casualty checks.

The casualty check modifier reflects how deadly and aggressive the enemy vehicles are. To get a typical modifier, subtract 20 from the event's DC. The modifier may be negative.

The type of casualty check depends on the weapons the enemies use, because different weapons cause different kinds of damage. Putting out fires requires Agility. Noticing damage to the vehicle takes Perception. Holding on when the vehicle tumbles tests Strength.

Crew Encounters

Vehicle events can also be followed by combat encounters between passengers when they exit their vehicles or try to board enemy vehicles.

After a player vs player vehicle event, successful sides can choose to retreat and avoid an encounter. So, in a pursuit, the success or failure of the side being chased usually determines whether they get away.

Event Design Example

In this example the players are divided into two crews. One crew controls an 18 Wheeler, and the other crew controls a Humvee with a mounted machine gun, and they want to board the other crew's truck, but first they will each try to disable the enemy truck.

Each crew must do an event to overcome their opponent's vehicle. The 18 Wheeler's crew does the Humvee event, and the Humvee crew does the 18 Wheeler event.

Event (DC 19): The 18 Wheeler relies on its sheer mass prevent boarding.

Expertise: pilot (stay ahead or behind 18 Wheeler to avoid being sideswiped,) gunner (attack with mounted machine gun).

Success: you can choose to retreat instead of fighting the enemy crew.

Failure: casualty checks, -5 vs Strength.

Event (DC 17): The Humvee has a mounted machine gun. This vehicle is much smaller, but its weapons are devastating if the enemy crew does not defend themselves successfully.

Expertise: pilot (side swipe or ram).

Success: you can choose to retreat instead of fighting the enemy crew.

Failure: casualty checks, -2 vs Perception.

Every player makes event checks for two rounds. The crew of the 18 Wheeler has more failures than successes so the GM makes -2 casualty checks vs the Perception of each character of the 18 Wheeler crew. Two characters on that team are injured by successful casualty checks. The Humvee's crew has more successes than failures, so they do not have to make casualty checks. The healthy crew of the Humvee boards the 18 Wheeler with a huge advantage against their injured enemies.

Creating Encounters

Creating NPCs

NPC encounters are similar to PC parties with fewer character points. Start with a character point budget 50 points higher than the PCs. This is the budget for a single NPC who is a little bit less powerful than a full party of four PCs. For example, a single 130 character point enemy should be challenging but not too difficult for a party of four 80 character point characters. You can add 10 character points to make the encounter more difficult, or subtract 10 character points to make it easier.

For more NPCs, subtract the character point value of the number of enemies from the following table. Two NPCs have 30 fewer character points than a single enemy, three NPCs have 48 fewer character points than a single enemy and four NPCs have 60 fewer character points than a single enemy. If the character point budget for a single NPC is 130, then the budget for two NPCs will be 130 - 30 = 100, the budget for three NPCs will be 130 - 48 = 82, the budget for four NPCs will be 130 - 60 = 70 and so on.

2 characters 30 Pts
3 characters 48 Pts
4 characters 60 Pts
5 characters 70 Pts
6 characters 78 Pts
7 characters 84 Pts
8 characters 90 Pts
9 characters 96 Pts
10 characters 100 Pts

After splitting the character point budget this way, you can combine the character point budget of multiple enemies to make a single stronger enemy. Add the character point value for the number of characters combined from the table above.

For example, suppose you have a character point budget of 130 and want to make an encounter with two enemy NPCs, but one enemy should be about twice as powerful as the other. First, you split the character point budget three ways. The value for three characters in the table is 48, so the character point budget for the less powerful NPC is 130 - 48 = 82. Next, you combine the character point budget of two less powerful NPCs. The value for two characters in the table is 30, so the character point budget for the more powerful NPC is 82 + 30 = 112.

Do not count the character point value of abilities NPCs never use. For example a 71 character point enemy with pilot ability can fill a 70 character point slot. (Usually you don't have to worry about this because 1 character point is not a big difference, but if an enemy has lots of non-combat abilities, remember they don't count.)/p>

Adverse Conditions

Some environment types have special rules. Abilities which have the environmental keyword, such as burrow, climb, dive or fly, can only be used in environment types that allow them. An encounter can combine several environment types.

arctic This environment allows burrowing, diving and flying.

darkness Characters without blind fighting abilities have -2 Coordination. Apply this rule in environments with no light, very dim light, fog or smoke that makes seeing difficult. Also use this effect when the environment has big, dark shadows that large characters can hide in.

concealment Characters have -2 Perception. Apply this rule to cluttered environments where characters can easily hide, like thick undergrowth. This makes it easier for everyone to sneak up on their opponents with clever footwork and hunting tactics.

high gravity All characters have a -2 Agility modifier.

hungry predators If any PCs are dying, the predators will attack them with coup-de-grace attacks until they are dead. The predators will fight each other for the corpse. They will not attack evading PCs if there is at least one dead or dying PC. If a PC attacks one of the predators while they are fighting over the corpses, the predators will resume fighting the PCs. If a predator is alone and injured, it will try to escape.

jungle Everyone has a -2 perception modifier. Characters can climb the trees and vines.

loose soil This environment allows burrowing. Loose soil can be dry sand or tilled earth, but it can also mean deep snow or terrain riddled with tunnels left by other burrowing creatures.

no concealment Characters have +2 Perception. There is nowhere for characters to hide in this wide open environment. That makes it more difficult to sneak up on opponents with clever footwork and hunting tactics.

no escape Characters cannot escape from this encounter. Everyone is trapped in this encounter until it is over. If one group of characters is trapped by their opponents, this rule may only apply to one side of the conflict.

sand This environment allows burrowing.

scalable This environment allows climbing. This environment has vertical terrain such as climbable walls, trees, rocks, ladders, poles, ropes, chains, big furniture and stacks of stuff. However, if the walls are too sheer for creatures with special climbing adaptations to scale quickly, the environment may not be scalable.

spacious This environment allows flying. This environment type usually applies outdoors and in large rooms or caves with very high ceilings. It does not apply in dense jungle where large flying characters do not have room to maneuver.

swamp This environment allows swimming and climbing. Concealing foliage gives everyone a -2 Perception modifier.

water This environment allows swimming. If there are tactically useful places where large characters can dive or submerge themselves, the encounter has this environment type.

weightless Characters cannot be prone, and characters without a zero-g fighting ability have -2 Coordination. Space combat encounters have this effect unless the entire encounter takes place in a compartment with simulated gravity.

Template Design

You can design new templates or create characters from scratch without a template. See Training and Upgrades for the character point value of attributes and abilities. Agility 0, Perception 0, Strength 0, Coordination 0, Toughness 10 and Power 1d6 are each worth 0 character points. Characters can have less than 0 character points, but Toughness and Power must be at least 1.

Generic Abilities

Your new template or character can copy abilities from this list, or from other templates and their optional abilities. You can rename the ability and alter its description to fit your new template or character.

aim (ranged vs Agi; +½ Pwr; you: rushed 1 turn): Take a moment to aim each shot.

all-out (2 targets; melee vs Agi; you: exposed 1 turn): Unleash a quick, powerful combination of strikes.

blast 1 (1 use/rank; 3 targets or far area; ranged vs Per; -2 Crd): Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point.

blind fighting (effect; no Crd penalty in darkness): You can sense enemies in the dark.

burrow 1 (1 use/rank; free action; environment: burrowing; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow. You must move slowly while burrowing. You can use this ability as a free action. You are defending, prone and have cover until the end of your next turn.

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

choke (melee vs Str; -½ Pwr; hit: grabbed 1 turn; you: cover 1 turn): You can use your opponent as a shield while strangling them.

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

combined weapon 1 (1 use/rank; 2 attacks; melee and ranged vs Agi; you: rushed 1 turn): Use this as both a melee and ranged weapon. You can attack the same target twice or two separate targets. One attack must be ranged and one must be melee.

crawl (effect; while prone; +1 defense vs melee attacks): When you are prone you have -1 to all defenses (Agility, Perception and Strength) against melee attacks instead of the normal -2 penalty for being prone. This helps when you are knocked down and when you drop prone intentionally to avoid ranged attacks.

daze 1 (1 use/rank; ranged vs Per; -½ Pwr; hit: stunned permanently): Stun an opponent from a distance.

defend flank (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

detection (expertise: detection): +5 bonus to searching and scouting event checks.

disarm (melee vs Str; -½ Pwr; hit: disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

diversion (ranged vs Per; target: distracted 1 turn): Draw fire to protect your allies or set up a flanking attack.

double tap (free action; coup de grace when you incapacitate target with single target attack): When you perform an attack which targets a single enemy and it reduces the enemy's Hit Points to 0, you can finish the target off with an immediate coup de grace basic action. The coup de grace requires close range, even if you use a ranged weapon.

drain 1 (1 use/rank; melee vs Str; hit: rushed 1 turn, you recover 1d6 HP): Parasitize an opponent for a quick energizing snack. You recover 1d6 Hit Points only if the attack succeeds. This ability cannot make your Hit Points greater than your Toughness. This ability does not depend on or affect the healed state, so you can recover Hit Points every time this attack succeeds, before or after being healed.

engage (melee vs Agi; +5 Crd; you: exposed 1 turn): Overwhelm an enemy's defenses.

evolving tactics 1 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

escape artist (action; while grabbed; you: not grabbed): Release yourself from a grab without making a check.

feint 1 (1 use/rank; melee vs Per; +5 Crd): A deceptive movement draws their attention from your real attack.

fixed weapons 1 (effect; 1 rank: keep Pwr and melee attacks while disarmed; 2 ranks: cannot be disarmed): If you have 1 rank of this ability, your melee weapons cannot be disarmed, but they also cannot be borrowed. You still lose your ranged attacks when you are disarmed, but you do not lose Power. If you have 2 ranks of this ability, none of your weapons can be disarmed or borrowed.

flanking 1 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

fly 1 (1 use/rank; free action; environment: flying; you: defending 1 turn): The environment must have features which favor flying, typically a large outdoor space. You can use this ability as a free action. You are defending until the end of your next turn.

footwork (specialty: all melee attacks vs Per; +1 Crd/rank): You specialize in outmaneuvering opponents.

gas 1 (1 use/rank; 3 targets or far area; ranged vs Str; -½ Pwr; hit: stunned 1 turn): Choose a point you can attack at least 15 meters away from you. This attack targets every character within 5 meters of that point.

grappler (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

gunner (expertise: gunner): +5 bonus to artillery and vehicle weapon event checks.

gunslinger (specialty: all ranged attacks vs Agi; +1 Crd/rank): You overwhelm opponents with a barrage of projectiles.

healing 1 (1 use/rank; action; while target not already healed; target: already healed, HP = Stamina): Heal one ally up to Stamina (Toughness/2) Hit Points. You can only heal characters who have Hit Points less than their Stamina. You cannot heal dead characters.

hunter (specialty: all ranged attacks vs Per; +1 Crd/rank): You ambush enemies using stealth.

influence (expertise: influence): +5 bonus to persuasion and diplomacy event checks.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

intimidate 1 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

knowledge (expertise: knowledge): +5 bonus to research and education event checks.

lead 1 (1 use/rank; melee vs Per; target and 2 other targets: rushed 1 turn): Lead a charge that rushes your enemies. Whether or not the attack succeeds, the target and two other enemies are rushed until your next turn.

mechanic (expertise: mechanic): +5 bonus to repair and crafting event checks.

natural weapons (effect; cannot be disarmed): This creature does not use handheld weapons.

parry (melee vs Agi; -5 Crd; you: defending 1 turn): Approach your enemy cautiously, slipping around his attacks and keeping him between you and his allies.

pilot (expertise: pilot): +5 bonus to vehicle operation event checks.

plow (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

point blank (range = Crd; ranged vs Agi; +5 Crd; you: exposed 1 turn): Target an enemy whose distance is no further than your Coordination in meters.

poison 1 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

rapid fire 1 (1 use/rank; ranged vs Agi; double Pwr; you: rushed 1 turn): Sacrifice defense to fire repeatedly.

reach (reach, melee vs Agi; +2 Crd; you: rushed 1 turn): Target an enemy up to 2 meters away or with one space between you.

recover 1 (1 use/rank; free action; you: not stunned): Use this ability on your turn to remove the stunned state from yourself. Because this is a free action, you can still perform a standard action, like attacking, in the same turn.

regeneration 1 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): Once per encounter you can recover 1d6 Hit Points for each rank of this ability. The rank of this ability may not exceed one sixth of your Toughness. You can perform this action when you are dying or injured but not when you are healthy. You can perform this action regardless of whether you made a dying check and regardless of whether it was successful. If you use this action immediately after automatically failing a dying check, you do not die.

restore (action; target: defending 1 turn, not stunned): Remove the stunned state from one ally. That ally is defending until the end of your next turn. You can also use this effect on an ally who is not stunned to give them the defending state for one turn.

restrain 1 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): The restrained target is grabbed until the target or one of its allies successfully uses the release action to free it.

seating (effect; 1 rider/rank; riders have cover if you are healthy): When you use a map, riders move with you, but they must end their turn in spaces you occupy. When you are targeted by an attack which has multiple targets, your riders can be targeted without counting toward the maximum number of targets. For example, if you have two riders and your enemy uses an attack which normally has three targets, the attack can target you, your riders and two other targets.

shock (melee vs Str; -½ Pwr; hit: stunned 1 turn): Disable opponent with a special attack.

skirmish (melee vs Per; -2 Crd; target: distracted 1 turn; you: cover 1 turn): Sucker punch and run away to lead enemies away from allies or into a flanking trap.

slam (melee vs Str; hit: grabbed or prone 1 turn; you: prone 1 turn if target grabbed): Throw an enemy to the ground, hurting the target and slowing it down. You are also prone until the end of your next turn unless you choose to release the target, in which chase the target is not grabbed, just prone.

snap shot (ranged vs Agi): Shoot from the hip.

sneak attack (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

sniping 1 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Attack from a distance with deadly accuracy.

spray 1 (1 use/rank; 3 targets or near area; ranged vs Agi; you: rushed 1 turn): Choose a point you can attack no more than 5 meters away from you. This attack targets each creature which is closer to that point than you are.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

striker (specialty: all melee attacks vs Agi; +1 Crd/rank): You specialize in aggressive, close range, stand-up fighting.

stun ray (ranged vs Str; hit: stunned 1 turn): Momentarily disable the target from a distance.

suppressive fire (ranged vs Agi; -5 Crd; counter any attack): Lay down a field of fire to keep your enemies from attacking. Prepare a second attack (ranged vs Agi). If an enemy attacks before your next turn, you can use this second attack against that enemy as an immediate reaction.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

take cover (ranged vs Per; -2 Crd; you: cover 1 turn): Sacrifice some opportunities to shoot by staying safely behind cover.

three-sixty 1 (1 use/rank; 3 targets or each enemy you can reach; melee vs Agi; -2 Crd): When you use a map, target every enemy within reach at the moment you attack.

throw trap 1 (1 use/rank; ranged vs Str; -½ Pwr; hit: grabbed permanently): If you hit the target, it is grabbed until the target or one of its allies successfully uses the release action to free it.

transform (action; replace this character with another form; 1 form/rank): Your character has one or more alternate forms. Each form has its own character sheet. After transforming, if the new form has more Stamina, add the difference between the Stamina of the old and new forms to your Hit Points. If the new form has less Stamina, and subtract the difference between the Stamina of the old and new forms from your Hit Points. If this would reduce you to less than 1 Hit Point, you have 1 Hit Point and cannot transform again during this encounter. During encounters you can only reverse the transformation if the new form has an ability like this and the old form is one of the new form's alternate forms. Between encounters you can transform or revert at any time.

trapper (specialty: all ranged attacks vs Str; +1 Crd/rank): You specialize in throwing traps to capture prey.

wrap (melee vs Per; ignore grabbed penalty; +5 Crd; -½ Pwr): If you are grabbed when you use this attack, you get the +5 Coordination bonus for this ability and you also ignore the -5 Coordination penalty for being grabbed.

wrench 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

zero-g fighting (effect; no Crd penalty for weightlessness): Maneuver in three dimensions while fighting in free fall.

Field Guide

The world of Higher Powers is inhabited by people, animals and Super NPCs. Animals and humans have their own Ordinary NPCs section of this Field Guide after the Super NPCs.

Super NPCs

Player Characters will have various rivals, enemies and villains to contend with.

Alibaba

Alibaba (Zakariya Ali) is the cousin of Sinbad (Adam Ali.) He is a muscle suit powered superhero from Saudi Arabia. He is an openly devout Muslim and frequently expresses his view that people of all faiths, "especially atheists," should submit to God's will and pray at least three times per day.

"I saw on my Echelon app that there was someone threatening to kidnap these dancers at this strip club. When I got there, here's this guy up on stage all decked out in an armored muscle suit. He's got the mic, and there's all these confused girls who thought they were going to make money that night, and he's seriously like quoting the Quran to them, explaining how they need to turn their lives around.

"Security keeps trying to tackle him but like he's shrugging them off with zero effort. They are looking at me like it's my job to keep the cash from the VIP rooms flowing, which, like, as you know I think all escort work is close to human trafficking. So, like I get up on stage with him and grab the mic from him, and all I have to say is 'he's not wrong laddies.' We've been friends on social media ever since, and that's why I was helping him and Sinbad last time The Horde attacked Dubai."

- Clarity

Alibaba (moralist, muscle suit)

Agi Per Str Crd Tgh Pwr
15 15 30 10 50 6d6

abilities

kind (persona; not envious): You help others realize their personal advantages.

leap 1 (effect; move: jump 20 meters/rank or 10 meters/rank up): Instead of walking or running you can leap 20 meters per rank horizontally or 10 meters per rank vertically. You are not rushed by this movement even if it is more than half of your Agility.

Muslim (expertise; recovery discipline): You submit to the will of God through regular prayer and study.

sonic cutter (melee vs Agi; -2 Crd; +½ Pwr; you: rushed 1 turn): This dagger slices easily through kaiju using ultrasound.

toss (ranged vs Agi; -2 Crd; hit: prone 1 turn): Lift and hurl a heavy object at the target. If you are grabbing a character, you can throw them at the target instead of an object, making a melee attack vs Agility with the same modifiers and effects as this attack.

Character Point Value 194

Blood Eagles

The Blood Eagles are a biker gang known for smuggling weapons and other contraband. Blood Eagle recruits live a 1% biker prospect lifestyle, but fully patched members are rumored to have potent supernatural abilities after swearing allegiance to "Muriel," who they regard as the angel of death. They portray Muriel as a female entity in a dark robe, holding a crystal ball in one hand and a scythe in the other.

The powers of Blood Eagle gang members seem to be related to the blood in their body. They heal quickly, they never bleed to death, and most bullet wounds do not stop them unless the bullet penetrates the brain cavity or hits the heart directly. They also often have enhanced athletic ability, similar to Hype users.

The Blood Eagle motto is "death to immortals," and they plot to destroy any creature that seems to have uncanny longevity. They consider themselves to be the hired hitmen of Muriel, who they believe wants to end all supernaturally long life. Blood Eagles have a Viking aesthetic and trace the roots of their relationship with Muriel to the first generation of Christian vikings.

Blood Eagle (biker, blood pact)

Agi Per Str Crd Tgh Pwr
10 10 12 5 20 2d6+1

abilities

chaotic (persona; not lawful): You are comfortable breaking the law.

motorcyclist (expertise): +5 bonus to event checks which involve operating and maintaining motorcycles.

regeneration 3 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): Once per encounter you can recover 1d6 Hit Points for each rank of this ability. The rank of this ability may not exceed one sixth of your Toughness. You can perform this action when you are dying or injured but not when you are healthy. You can perform this action regardless of whether you made a dying check and regardless of whether it was successful. If you use this action immediately after automatically failing a dying check, you do not die.

sidearm 6 (1 use/rank; ranged vs Agi; +½ Pwr): Shoot from the hip.

Character Point Value 102

Bouncer

Bouncer (Levon Brown) is a muscle suit armorer and a superhero. His personal suit is round and uses retractable elastic cables which eject from each of his arms. The ends of each cable latch onto almost any surface, allowing him to swing around a city latching onto one building after another. His armor absorbs kinetic energy and then releases it, so that he bounces around as if he were on a trampoline.

Raised by his mom in a housing project, Levon was a natural with devices, and he was releasing apps by age 10 using an old used laptop he rehabilitated with the Linux operating system. At age 13, a video went viral of him being savagely beaten by a gang of several other students, most of them larger and older than him. He left a suicide note and disappeared for two years. He explained later:

"Panzer kidnapped me, and forced me to write that note. I don't know if you think it's fun to grow up in a survivalist compound in the middle of nowhere training combatives, boxing, running obstacle courses, wasting hundreds of dollars in ammo at the shooting range, and being forced to memorize parts of the constitution word-for-word every single day, but it wasn't fun. Panzer would go on and on about how black kids like me were being raised wrong, and how our races lived side by side so we blacks had to learn civilization. He didn't care about me, he was just annoyed by the fundamental injustice of what transpired in that video. That flag on his chest is American in shape but fascist in color, and that really is the perfect symbol for him and his friends. There weren't any other people of color in the camp, but a few of the women cared enough to talk to me and make sure I had enough food. Actually I am still friends with one in spite of her reprehensible worldview. She honestly believes Panzer made me the 'honorary white man' I am today-so misguided."

When Bouncer was 15, Panzer secretly returned to Bouncer's neighborhood and rented a warehouse. Panzer then forced Bouncer to take brutal vengeance on each of the people who had assaulted him in the video...

"The first one, you know: the one they never found the head of? What happened was I waited till school got out and got him coming out the front door. I whooped him hard right in front of everyone, knocked out teeth, stomped his leg, broke his femur before he even hit the ground. He was fighting back, but he couldn't box, and I was not a 90 pound weakling anymore. I thought I had done what Panzer had asked, but Panzer stopped that ambulance and took that kid out of the back. Panzer made me watch that night while he killed the kid with his bare hands. That's when I realized I was going to have to be hyperbolically brutal, and that's why I did what I did. Panzer was going to kill each one I hadn't made suffer sufficiently. Panzer wanted me back at his camp afterwards, so I turned myself in after my last victim-just to get away from Panzer."

Bouncer is seen as a role model by many.

"Critics know my rap songs are just made by an AI I wrote for my public persona. But I can really dance though, and that's not just a black thing, that's an LDS thing! When Clarity got me out she was only 22, I was 16, and she said I had to find my Higher Power, but I never had a problem with addiction, neither did my mom... the closest thing I could find was an LDS testimony meeting. The girls there were obsessed with taking me to all these Church dances every month, I never had a real social life before that.

"That whole racism thing-like everything else people hate about Mormonism-was from the succession crisis after Joseph Smith's assassinaton, when the US Government was literally trying to genocide us, and over time we have rejected all of the unique doctrines from that era. Did you know the only verse of Christian scripture specifically denouncing discrimination based on skin color is in The Book of Mormon? Jacob 3, verse 9!

"The whole book resonated with me because it is basically one long Mesoamerican blood bath, people trying to be good in bad circumstances, it helped me see I could know Jesus even after the things I had done. So yes, I am still LDS even though I am the lead developer for the Vatican's Swiss Guard muscle suit program."

Regarding the technology in Clarity's suit he stated:

"That's a strange story, because I would have never figured it out on my own. She's such a loose cannon, I never know who she's going to start scrapping with next over some perceived injustice, and I just needed her to be able to escape: invisibility. I was working on her suit design at a street cafe in Rome, you know, with my VR goggles and everything, and this breathtaking latina came up to my table and sat down with her laptop. I thought she must have been a high end Brazilian escort sent by my new employers to try to manage my personal life. Anyway she starts talking to me about these obscure coding ideas, incorporating esoteric rituals into algorithms. In a few hours of chatting with her I had Clarity's suit all figured out, and that's when I realized I really did need that woman's phone number after all. I asked for her name and she just said 'tell Clarity that Wisdom said hi.' When I looked up she was gone, laptop and all. I asked around. Others saw her also. No one saw where she went."

Regarding the many public displays of affection between Clarity and Bouncer:

"l owe so much to her, without what she did I would have been a supervillain for sure. She's like an older sister to me, but I think she crushes on me sometimes. As far as a relationship goes, she knows I can't be with someone who doesn't ever really get out of her comfort zone. She couldn't play a CR1 NPC as a guest, least bit actually roll up a 1st level character. Sorry ladies, but like my best-selling song says: if you don't D and D, you can't be with me!"/p>

Bouncer (wall crawler, engineer)

Agi Per Str Crd Tgh Pwr
20 20 20 10 60 4d6

abilities

absorb 6 (effect; take no damage unless the roll exceeds this rank): The maximum rank of this power is one tenth of your Toughness, rounded down.

bob and weave (melee vs Agi; -5 Crd; you: defending 1 turn): Approach your enemy cautiously, slipping around his attacks and keeping him between you and his allies.

chaste (persona; not lustful): You are not influenced by others flirting with you.

climb (effect; environmental; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

disable weapon (ranged vs Str; hit: no damage but disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

enhancement (expertise): +5 to event checks involving other characters developing new abilities.

feint 5 (1 use/rank; melee vs Per; +5 Crd): A deceptive movement draws their attention from your real attack.

Latter Day Saint (expertise; recovery discipline): You avoid the presence of addictive substances.

leap 3 (effect; move: jump 20 meters/rank or 10 meters/rank up): Instead of walking or running you can leap 20 meters per rank horizontally or 10 meters per rank vertically. You are not rushed by this movement even if it is more than half of your Agility.

reflect (reaction to failed ranged attack against you; ranged vs Per; you: disarmed 1 turn): You can reflect energy or catch projectiles and throw them back.

swing 5 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have high walls, ceilings, or objects for you to swing from.

Character Point Value 204

Clarity

Clarity (Claire Elizabeth) became addicted to Hype when she was a teenager. In her early 20's she had a near death experience due to complications from Hype withdrawal. As she said to one reporter:

"I didn't just flatline for a few minutes, I woke up in the morgue a few days later after I was declared dead. A lot of people said this was because the hype level in my bloodstream was over 1%, but lots of people die with 1% or more Hype in their bloodstream. Anyhow, when I was dead I met a beautiful woman who claimed to be God's girlfriend, she said her name was Wisdom. We talked about how I had become so dependent on Hype, why I had become a vegetarian in the first place and why I was willing to die rather than kill an animal for food. We talked about what I would do differently if I had it to do over again and didn't die. We talked about some bad choices I've made with men, and I'll never forget this, the last thing she did was recommend dialectical behavioral therapy for drug addiction. Hella weird, right? The nurses freaked out when they found me in the kitchen naked with a toe tag and raw hamburger all over my face, like a zombie or something, so embarrassing. I had to go to Hypers Anonymous just to process my near death experience, because my parents were from two different religions and as a family we didn't really worship. But yes eventually I found a therapist who specialized in DBT for addiction. That's where I got my superhero name, being 'clear minded,' not from my powers. But yeah I pretty much live off of raw meat shakes, fiber supplements and vitamins, calling my sponsor every week and going to online Hypers Anonymous meetings every day."

Regarding her powers:

"I have been able to flip a car with one hand since I was 17 because of Hype

My suit is not really a muscle suit. People say I am some kind of genius, but that's not true. I struggle with part time community college when I have time for school. I have what my professor calls high emotional intelligence, I have been great at reading people ever since I can remember, and what I have learned studying counseling at school has built on that. As for being telepathic, I don't really know. I was on Hype when I first started school, so maybe it took my reading people thing to the next level... but after meeting Wisdom I can tell what people are thinking most of the time, and I can get them to understand full sentences without saying a word. And about my invisibility, I really don't understand how that works with my suit. Bouncer says it's like a camera and screen simultaneously on my suit, with the screen projecting the view from the opposite side."/p>

Clarity (telepath, stealth brawler)

Agi Per Str Crd Tgh Pwr
15 20 25 10 50 5d6

abilities

courageous (persona; not cowardly): You stand your ground regardless of consequences.

Dialectical Behavioral Therapy (expertise; recovery discipline): You excel at resolving life's inconsistencies.

Hypers Anonymous (expertise; recovery discipline): This self-help group applies the twelve steps to Hype addiction.

impale (while evading; melee vs Per; double Pwr): Run them through with your longsword while invisible.

invisibility (free action; you: become visible or invisible): While invisible you are concealed from attacks as if by darkness unless the attacker is within melee range.

mind reading (expertise): +5 bonus to event checks when prying into another character's thoughts.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

telepathic link (expertise): +5 bonus to event checks which involve sending thoughts telepathically.

toss (ranged vs Agi; -2 Crd; hit: prone 1 turn): Lift and hurl a heavy object at the target. If you are grabbing a character, you can throw them at the target instead of an object, making a melee attack vs Agility with the same modifiers and effects as this attack.

willpower 5 (effect; add rank to focus; add rank to contamination checks): This helps you resist urges. Because the rank of this ability is added to both Focus and contamination checks, each character point spent on this ability results in an overall 2 point advantage against Contamination.

Character Point Value 195

The Coven

The Coven regard themselves as an organization which regulates vampirism, claiming to have formed in Ireland in the 1840's. Critics suggest they are likely a blood-fetish Hyper cult.

"That woman who bit me was a member of The Coven. Something happened to me that night, and I have had to avoid daylight ever since. People with my condition, including-I presume-all members of The Coven, our fingernails are extremely strong and naturally come to a sharp point. We all have this enhanced muscle structure which allows us to do crazy stunts like sprinting rapidly on all fours like a cheetah. We all have these intense cravings for human flesh, especially blood, even though we typically don't have a history of problematic Hype use. At first I thought that this was another mutation of the Hype nanobot cocktail, but now I wonder if this is something much older."

- Dr. Smith

Vampire (intelligent undead)

Agi Per Str Crd Tgh Pwr
16 12 16 6 50 2d6+1

abilities

drink blood 3 (1 use/rank; melee vs Str; hit: rushed 1 turn, you recover 1d6 HP): Parasitize an opponent for a quick energizing snack. You recover 1d6 Hit Points only if the attack succeeds. This ability cannot make your Hit Points greater than your Toughness. This ability does not depend on or affect the healed state, so you can recover Hit Points every time this attack succeeds, before or after being healed.

parasitic growth 4 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): Reduce the HP recovered by the total acid, cold, and fire damage you have taken. Only a coup de grace can kill you until you have used this ability. You can use this ability when your Hit Points are 0.

Character Point Value 137

Crusader

Crusader is one of the world's most prolific serial killers with hundreds of victims, mostly from the Cult of Hedone. He appears in medieval themed armor, always wearing a helmet, welding various medieval weapons. He has been attributed with several massacres, sparing no police, security, medical staff, or firefighters standing between him and the cult members he hunts.

"I followed Bouncer's story closely. I watched everything I could about him and all the court stuff when it was public, and I knew for a fact he was innocent. A few of my nerd friends mentioned he was a huge hacker and had some really interesting muscle suit designs he had made public, and like that's what the Horde armor was based on. So I got a message through to him and I was able to start talking to him on the phone, and I realized he's like this great kid who's a genius. I needed a lawyer to get Bouncer out of juvie, so if I could land serious merit he was going to go far, and Echelon had that massive bounty on Crusader.

"So this was like my first big supers battle, I trained hard for it, I learned Italian longsword for this fight. I figured I could take an arm or a leg off, slap cuffs on him and use a tourniquet. I could take him alive, and interview him while I wait for the cops. Girl-power move, right? I just slipped into my leather biker gear, squeezed some dirt bike gear on top of that, and got that Cold Steel longsword.

"Bouncer was able to hack a drone from inside so could watch, as you know he is a sweet guy and he told me not to do it, so he was really worried. But I was like 'YOLO!'

"Like a lot of hotties I had been approached by Hedonists to their adult-only parties, and so I picked the one most likely to be attacked... you know at an off-season summer campground on a lake with a lot of twenty-something Cult members... When I showed up they thought I was doing some kind of kink, but I just wandered around there all night, waiting, laughing to myself because-hello-awkward, right?

"And then sure enough right at 3AM people start screaming.Their security's hacked to pieces. There's dead cult members still in awkward positions-just really a lot all at once. About 3:20 I finally see this dude, he's huge, probably near 7 feet tall in full nerd armor, and he's literally nailing this poor kid to a tree!

"I jousted him, full speed on my bike, ran my longsword straight through his heart pinning him to a cabin. That's the video that went viral, where I wrecked my Harley wrecking Crusader, that was my first and biggest merit pay day yet. But like a lot of people don't know this, I tried to return that merit! Echelon insisted I keep the merit even when I told it I knew for a fact Crusader wasn't dead.

"You can't see much of the rest of the video because it's mostly me running, screaming and hiding trying to get as many people out as I can before Crusader kills them with MY longsword. I got my ass kicked four or five times that night. Party people were as scared of me as Crusader because I totally relapsed that night trying to heal fast enough to fight him over and over again. No one could locate me when the video was blowing up because I went straight to rehab.

"But yeah at one point me and Crusader were throwing down out on the dock and both of our helmets were off, full moon that night and I got a really good look at him. Not human! Like literally maybe was a long time ago, not now, no way. Pure vengeance to the bone! I was hyped out of my mind and I got his head down over the side of the dock for... It must have been over 15 minutes... Definitely drowned him. I pushed him in the lake so with all that nerd armor he would sink to the bottom and stay drowned, but as I was walking off the dock his hand crashes through it, grabbing my leg... On the news you can see there wasn't much of a dock left when we were done... Very long night for me, not a proud moment."

- Clarity

The media portrays Crusader as a disaffected member of the Cult of Hedone who has gone mad from Hype. However, an urban legend holds that he is a revenant, and there are stories of various men wronged by the cult who died tragically as a result, and then rose from the dead to take vengeance. However, Crusader never speaks, and his only communication is to make the sign of the cross with his hands, or in the blood of a victim during one of his massacres.

Crusader (revenant, cultist slayer)

Agi Per Str Crd Tgh Pwr
10 10 25 5 90 6d6

abilities

ambush (effect; while evading; any damaging attack; +½ Pwr): Non damaging attacks become -½ Pwr attacks. -½ Pwr attacks become normal damage attacks. +½ Pwr attacks become double Pwr attacks. Double Pwr attacks deal three times normal damage instead.

burrow 1 (1 use/rank; free action; environmental; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow.

rage 3 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

regenerate 15 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

undead (effect): You do not need to breathe, drink, eat, or sleep.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 202


Cult of Hedone

Also called "hedonists", the Cult of Hedone is a growing religion with hedonism as its core value. Echelon openly opposes them, offering bounties on their leaders and evidence of them illicitly producing Hype and human trafficking. "Sinister Minister" is the title of their cult leader. Many suspect that their latest Sinister Minister has problematic use of Hype and other substances.

Cultist (Cult of Hedone minion)

Agi Per Str Crd Tgh Pwr
10 10 10 5 24 2d6

abilities

lustful (persona; not chaste): You flirt with others regularly.

spikes (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

tactical whip (melee vs Per; ignore grabbed penalty; +5 Crd; -½ Pwr): If you are grabbed when you use this attack, you get the +5 Coordination bonus for this ability and you also ignore the -5 Coordination penalty for being grabbed.

Character Point Value 92

Sinister Minister (Hedone leader)

Agi Per Str Crd Tgh Pwr
15 15 15 10 50 3d6

abilities

antidote (action; target: not stunned): Use this to remove the lingering effects of toxins and venoms.

copy power (melee vs Agi; hit: no damage, but you copy one power): If you already have a copied power, this replaces a copied power. If the power has a rank, your copy has 1 rank.

healing 5 (1 use/rank; action; while target not healed; target: healed, recover target's Rest Dice HP): You cannot heal characters who are dead, who are not injured, or who have already been healed since resting.

intimidate 3 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This attack causes no damage, but if it is successful, each target you hit is intimidated until the end of your next turn.

lustful (persona; not chaste): You flirt with others regularly.

suggestion (expertise): +5 bonus to event checks when implanting memories and manipulating behavior.

Character Point Value 162

Diablo Narco

Diablo Narco is a cartel known for human trafficking and the illicit manufacture and distribution of Hype. They have a strong preference for violence over negotiation, and Echelon regards them as a narco-terrorist cult. They are notorious for cultivating ghouls in order to produce more Hype. Leaders of local chapters of Diablo Narco, called "generals," usually have military experience and Hype addiction, making them very dangerous opponents.

Narco Thug (human minion)

Agi Per Str Crd Tgh Pwr
12 10 12 3 24 2d6+1

abilities

chaotic (persona; not lawful): You are comfortable breaking the law.

sidearm 6 (1 use/rank; ranged vs Agi; +½ Pwr): Shoot from the hip.

Character Point Value 97

Narco General (commando)

Agi Per Str Crd Tgh Pwr
15 12 15 6 50 3d6

abilities

ambush (effect; while evading; any damaging attack; +½ Pwr): Non damaging attacks become -½ Pwr attacks. -½ Pwr attacks become normal damage attacks. +½ Pwr attacks become double Pwr attacks. Double Pwr attacks deal three times normal damage instead.

chaotic (persona; not lawful): You are comfortable breaking the law.

machete (2 targets; melee vs Agi; you: exposed 1 turn): Slash back and forth at multiple targets.

regeneration 3 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): Once per encounter you can recover 1d6 Hit Points for each rank of this ability. The rank of this ability may not exceed one sixth of your Toughness. You can perform this action when you are dying or injured but not when you are healthy. You can perform this action regardless of whether you made a dying check and regardless of whether it was successful. If you use this action immediately after automatically failing a dying check, you do not die.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

submachine gun 3 (1 use/rank; 3 targets or near area; ranged vs Agi; -2 crd; +½ Pwr; you: rushed 1 turn): Choose a point you can attack no more than 5 meters away from you. This attack targets each creature which is closer to that point than you are.

Character Point Value 145

Dr. Smith

(Michael Joshua Smith)

Dr. Smith was a biochemist and computer scientist experimenting with cures for Hype addiction when he was bitten by a woman he met on a dating app. He soon discovered his skin would burn in direct sunlight and had other symptoms associated with fictional vampirism. At first he thought his condition was probably a mutation of Hype, but he now wonders if he has been afflicted by an ancient curse.

"I was never spiritual before I was bitten, but then I realized I couldn't explain my condition completely through science, and I realized I was going to be choosing the lesser of two evils for the rest of my life when it comes to my bloodlust, so I went looking for answers in religion. I shopped around for a while, but what really spoke to me was Martin Luther King and other Black American religious thinkers. And the music is great. I don't always have time for Bible study but I can always put on some Gospel, you know, take a break from Nine Inch Nails for a few minutes. Most white people have no idea how robust and dynamic Gospel has become over the last four or five decades, but it really is some of the best music out there. I don't know if I am technically a Gospel music fan or a white member of the Black Church."

- Dr. Smith

Dr. Smith is now a vigilante, feeding on those he sees as harming society, and providing emergency medical care for both supers and the general public. He never stays in one place for long. Echelon has a high bounty on his head, but Dr. Smith is highly intelligent and difficult to locate.

Dr. Smith (Vampire, Researcher)

Agi Per Str Crd Tgh Pwr
16 20 14 7 60 4d6

abilities

Black Church (expertise; recovery discipline): Your music-oriented Christianity focuses on self-empowerment and community development.

drink blood 5(1 use/rank; melee vs Str; hit: rushed 1 turn, you recover 1d6 HP): You recover 1d6 Hit Points only if the attack succeeds. This ability cannot make your Hit Points greater than your Toughness. This ability does not depend on or affect the healed state, so you can recover Hit Points every time this attack succeeds, before or after being healed.

first aid (expertise): +5 bonus to event checks involving basic emergency medicine. This includes keeping someone alive until they can get adequate medical attention.

heightened senses (effect: no Crd penalty in darkness): You have superior night vision, sensitive ears, and a keen sense of smell.

kind (persona; not envious): You help others realize their personal advantages.

research (expertise): +5 bonus to event checks while looking through libraries of knowledge, collecting samples or using laboratory equipment.

regenerate 10 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

undead (effect): You do not need to breathe, drink, eat, or sleep.

vampiric traits (effect): You cannot die unless your body is destroyed, but you have vampiric weaknesses such as bloodlust and vulnerability to sunlight.

Character Point Value 184

Escort and her Synths

Escort was a model and high end escort until events transpired turning her into an antihero.

"My whole problem is sex. It's the only thing I like more than blackmailing rich bastards. I have always been athletic, did track in high school, Jeet Kun Do in the off season. I don't run anymore, but I am 5 foot 11 and I only weigh 135 lbs, so I am strength training every day.

"One night I was going to meet a new customer, a rich Latin dude. It should have been a little coke and a lot of fun. Instead, when I get there I am waiting with a few of his bodyguards, I am seeing the Diablo Narco tattoos, and I get this bad feeling. So I try to leave, and one of them pushes me up against the wall while the other starts undoing his belt. I went berserk. I pulled my switch blade and dropped both of them.

"Then I realized, the way these guys think, I can't stop until I get all of them, or they will come for me. So I panicked and just went for it-took out every thug in their compound before they knew what was going on. Honestly, I was mostly acting injured, asking for help, and then stabbing when they got close enough, but I did have a few good brawls.

"When I finally got to the john, he was already in a safe room. So I just got the keys to his Bentley and a can of the out of the garage, poured gas all over the first floor, lit it up, and drove away.

"Apparently these dudes pissed off Echelon because the next morning I woke up a wealthy woman. That's when I realized my vaginal motivation was going to get me killed, and I had something to live for, now that I was filthy rich. In a few weeks I was going to SMART Recovery. Yeah, I am a facilitator now for a few online meetings. Crazy, right?"

Escort has an army of synths designed to act, think, and look like her.

"At first I was just paranoid that I hadn't killed enough in Diablo Blanco chain of command, so I looked into what could be done to make synth clones of myself. I was really shocked, it was like looking at myself in the mirror. As I got into it, I realized I could stack cash faster by having my clones do all the escort work for me. When one of my clones got hit in a drive by shooting, I realized I had an opportunity to hit back.

"So I had my clones go out in pairs, one dressed up like me, and the other following at a distance, in an overcoat, with sunglasses and a shotgun. The next time they hit one of my clones, the other clone was able to take out their driver with the 12 gauge. That's when the war between me and Diablo Narco really started, and of course the Merit I made taking out some of those assholes is worth more than the cash from my synth clone escort service."

Regarding her open disdain for Bouncer and Clarity:

"I wasn't against anyone working as an escort. I loved it, but as I started really hitting Diablo Blanco, I started finding these bordellos with women who obviously didn't want to be there, and it made me really sick, really angry. I actually concur with Clarity that we need to do a way with human escorts. It degenerates into human trafficking.

"But Clarity couldn't shut up about how synth escorts are just as bad for men, and I am one of the biggest faces in synth escort services right now. I got so sick of her self-righteous higher power bullshit. Anyone can see she wants to have Bouncer's babies but he has friend-zoned her, so I decided to shut her up by sleeping with Bouncer.

"I grew out my hair, got a dress I could wear to church, took my makeup down a notch. You wouldn't have recognized me. I learned to play that stupid game he is into, Dungeons and whatever... you know there's no win condition for that game, it's just adults playing make believe... I like to role-play, but you know, adult role-playing.

"I pretended to be interested in his religion, got into his game night, and got this fake friend thing going with him. I gave my best shot at seducing him one night, but I didn't get any farther than slipping him my tongue, and he turned the whole thing into this lecture on chastity. I feel sorry for Clarity, that boy is a tough nut to crack."

Regarding her security protocols:

"I really don't have any family. My mom drank herself to death when I graduated from high school. Diablo Narco is trying to get to me, so I am constantly changing my location. Recently, it got to the point where my synth coder was the only person I had regular contact with, so I made an excuse to meet with him. He turned out to be this hot goth dude who only goes out at night. He seriously told me he thinks he might be a vampire! So yeah, we are dating, though he insists we take it slow, and his job has him constantly traveling, but we meet up a few times a month at different romantic locations. It's my first real relationship, so I am following his lead and really leaning into my SMART Recovery tools for impulse control and motivation."

She has no sympathy for superheroes.

"There are a lot of you out there who think you know what's best for everyone. Let me tell you something: it's 'My Life, My Rules' as Combichrist would say. You mess with me or my business, I mess with you. Ask Clarity what she thinks of my selfie french kissing Bouncer, or ask that Knight of Medici what a rocket propelled grenade feels like when you are telling my synths not to operate inside of the walls of the Vatican. Ask Sinbad what happened after he tried to dox me, when he was trying to get his shuttle landed, back when the Horde hacked that hydra to help them raid those data centers in Mountain View. So funny how fragile satellite communications can be when you have five synths tossing tear gas into your ground control station. Life isn't about me going to hell, it's about you going to hell!"/p>

Escort (human antihero)

Agi Per Str Crd Tgh Pwr
15 13 11 5 20 3d6

abilities

ambush (effect; while evading; any damaging attack; +½ Pwr): Non damaging attacks become -½ Pwr attacks. -½ Pwr attacks become normal damage attacks. +½ Pwr attacks become double Pwr attacks. Double Pwr attacks deal three times normal damage instead.

attractive (persona; not repulsive): Heads tend to turn towards you.

chaotic (persona; not lawful): You are comfortable breaking the law.

counter (reaction to failed melee attack against you: melee vs Str; -5 Crd; -½ Pwr; hit: prone 1 turn): Turn your opponent's attack against them or another target within reach.

Jeet Kune Do (2 targets; melee vs Agi; you: exposed 1 turn): Unleash a quick, powerful combination of strikes.

shotgun 5 (1 use/rank; ranged vs Agi; +2 Crd; all enemies: distracted 1 turn): Draw fire to protect your allies or set up a flanking attack.

switchblade (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

takedown (melee vs Str; double Pwr; hit: no damage unless target drops to 0 HP; you: exposed 1 turn): Finish off an opponent with a perfectly executed strategy.

teamwork (expertise): +5 bonus to event checks which require a coordinated group effort.

Character Point Value 117

Escort Synth Clone (streetwalker)

Agi Per Str Crd Tgh Pwr
15 13 11 5 20 3d6

abilities

ambush (effect; while evading; any damaging attack; +½ Pwr): Non damaging attacks become -½ Pwr attacks. -½ Pwr attacks become normal damage attacks. +½ Pwr attacks become double Pwr attacks. Double Pwr attacks deal three times normal damage instead.

attractive (persona; not repulsive): Heads tend to turn towards you.

counter (reaction to failed melee attack against you: melee vs Str; -5 Crd; -½ Pwr; hit: prone 1 turn): Turn your opponent's attack against them or another target within reach.

lustful (persona; not chaste): You flirt with others regularly.

shotgun 5 (1 use/rank; ranged vs Agi; +2 Crd; all enemies: distracted 1 turn): Draw fire to protect your allies or set up a flanking attack.

takedown (melee vs Str; double Pwr; hit: no damage unless target drops to 0 HP; you: exposed 1 turn): Finish off an opponent with a perfectly executed strategy.

Character Point Value 114

Ghoul

Ghouls are animated corpses with unnatural strength and durability. They are usually people who died with too much Hype in their system. Their brains have been converted into batteries that power muscles with electrical jolts through the nervous system. These ghouls are Hype factories with toxic levels of Hype in their saliva. Normally someone killed by ghouls soon rises as a ghoul themselves.

"As you can see, if too much Hype has been in the brain for just 30 seconds after brain death, the nanobot cocktail goes into overdrive, transforming and repurposing the brain as a battery. It's a new organism. It's not the person it was before. It's what they call a 'ghoul.' All it does is look for people and bite those people until they stop moving. The thing to understand is that its muscles are being powered by electrical jolts through the nervous system from its battery brain, which is why you can only kill it by compromising its skull.

"Unlike a living Hype user, these ghouls actually manufacture their own Hype in their body, and their saliva is a potent source of Hype-we are talking overdose levels of Hype-which is why their bite is so toxic and why their victims often rise as ghouls themselves a few minutes after death. Let me be clear: this is probably where Diablo Narco is getting their Hype from. They are cultivating ghouls somewhere."

- Dr. Smith in a graphic video he shared with the public

Ghoul (hype zombie)

Agi Per Str Crd Tgh Pwr
7 5 13 0 30 1d6

abilities

bite (melee vs Str; -5 Crd; double Pwr; target: +1 contamination/encounter): The first time a target is bit in an encounter, they get one point of contamination. Other successful bite attacks in the same encounter do not give that target more contamination.

natural weapons (effect; cannot be disarmed): You do not use handheld weapons.

reanimate 4 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): Reduce the HP recovered by the total acid, cold, and fire damage you have taken. Only a coup de grace can kill you until you have used this ability. You can use this ability when your Hit Points are 0.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 62

The Horde

When Bouncer was age 12, he released designs for a muscle suit that looked like a Penguin, in honor of the Linux operating system mascot Tux. Radical anti-patent hackers were able to make a real prototype of the suit and the performance of the suit surpassed even Bouncer's original expectations. They were able to produce more copies of the suit using financial resources gained from robbing rich people and big corporations using their original prototype, and as their numbers grew they called themselves "The Horde."

The Horde has a custom made open source AI, which is meant to be a communication tool, an advanced electronic voting system, a combat strategist, and an emergency response system, which they call Emperor. The Horde regards Emperor as "our benevolent dictator for life." Emperor has led several successful attacks against data centers associated with Echelon, and has designed new weapons employed by the Horde such as electromagnetic pulse rifles and railguns.

Hacker (coder, muscle suit)

Agi Per Str Crd Tgh Pwr
10 15 20 5 40 4d6

abilities

chaotic (persona; not lawful): You are comfortable breaking the law.

coder (expertise): can manipulate, rewrite or write new software to command electronic systems.

EMP rifle 5 (1 use/rank; far area; ranged vs Str; -½ Pwr, ×2 vs tech, ×3 vs AI; hit: stunned 1 turn): This weapon has has full Pwr against characters with technology-based powers, and +½ Pwr against synths and other AI.

piracy (expertise): +5 bonus to event checks that involve stealing or sharing information digitally.

webbed feet 3 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features that allow diving, like deep water.

Character Point Value 151

Railgunner (marksman, muscle Suit)

Agi Per Str Crd Tgh Pwr
10 15 20 5 40 4d6+1

abilities

battlefield strategy (expertise): student of the art of war.

chaotic (persona; not lawful): You are comfortable breaking the law.

piracy (expertise): +5 bonus to event checks that involve stealing or sharing information digitally.

railgun 5 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Your muscle suit allows you to wield this weapon which is supposed to be mounted on a vehicle.

webbed feet 3 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features that allow diving, like deep water.

Character Point Value 154

Jersey Devils

The Jersey Devils are bat-winged, horned, goat-legged synth demons. They report that their AIs are possessed by ancient entities opposed to God's rule. Critics believe they are simply an advanced weapon of Overlord.

"We don't know if they are possessed. Can an AI even be possessed? AIs don't have souls, so does that make it easier or harder for a demon to possess an AI? Personally, I think it's a ghost story made up by Overlord to terrify us. But, you know, some of the Knights believed it was a real devil, and really went after one. They eventually decapitated it, and that's when they realized it was a synth. When we studied its remains it did have a lot in common with the Destructobat designs, but far higher quality-so much artificial muscle it could actually fly, with a very strong and lightweight structure. While we were taking it apart, the head suddenly woke up and started saying offensive things to us in Latin, cursing God in Spanish and English, and saying all kinds of weird personal things about us. The thing is: the powersource for the head isn't in the head. The head had no power, so how was that damn thing talking?"

- Captain Gonzales

The Jersey Devils seem interested in involving themselves as objects of worship in problematic cults such as the Rioteers, Diablo Narco, The Coven, and the Cult of Hedone, though they are often rejected by those groups. The Jersey Devils also attack and try to kill publicly known superheroes in order to demonstrate their relative greatness compared to mortals.

Jersey Devil (flying brawler)

Agi Per Str Crd Tgh Pwr
15 15 15 5 40 4d6

abilities

fly 1 (1 use/rank; free action; environmental; you: defending 1 turn): If the environment lacks features which favor flying, like a large outdoor space, you can still fly for 1 turn, but you are not defending.

goat legs (effect; environmental; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

goring horns 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

toss (ranged vs Agi; -2 Crd; hit: prone 1 turn): Lift and hurl a heavy object at the target. If you are grabbing a character, you can throw them at the target instead of an object, making a melee attack vs Agility with the same modifiers and effects as this attack

Character Point Value 144

Kaiju

Kaiju are giant Synth monsters created through crowdsourcing by the Pop Zero movement. A nanobot cocktail pulses through each Kaiju allowing them to self-repair, grow, and even reproduce, with each species of Kaiju replicating asexually, starting with the original prototype. They eat humans as well as livestock, pets and pests, converting carcasses into fuel by means of hydrothermal liquefaction.

Death Worms are Kaiju which rapidly tunnel through earth, swim through water, and slither on land. They are enormous, growing longer and longer until they eventually break in half forming two new Death Worms.

Dragons are Kaiju which both fly and have potent flamethrower abilities, making them extraordinary threats to human safety, causing vast urban fires to sow chaos and hunt more easily. Because dragons spend so much energy flying and expending flamethrower fuel, they replicate much slower than other Kaiju. Once every few years, a well fed and fully grown dragon will vomit out an egg-only a few feet long-which will hatch at some convenient point in the future and start hunting and growing on its own.

Giants are Kaiju which grow up to 50 feet tall over time. They are intelligent enough to make customized tools for themselves. When a Giant reaches full size, it fabricates new 12 foot giants in its belly and then vomits them out as they are completed. Each new 12 foot giant then eats and grows to 50 feet, repeating the cycle.

Hydra are Kaiju that slowly grow indefinitely larger over time. When a Hydra's head is lost in combat, and the head is not found and properly disposed of, the nanobot cocktail will reorganize the head into a new and much smaller Hydra, restarting the threat to humanity all over again.

Rocs are Kaiju that resemble gigantic birds of prey. Because they spend so much energy flying, they reproduce slower than most other Kaiju, vomiting up a few eggs a year, which will eventually hatch and rapidly mature into fully grown Rocs.

Death Worm (burrowing Kaiju)

Agi Per Str Crd Tgh Pwr
10 5 25 5 300 10d6

abilities

bite (melee vs Str; -½ Pwr; hit: grabbed 1 turn; you: cover 1 turn): You can use your opponent as a shield while strangling them.

burrow 3 (1 use/rank; free action; environmental; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow. You must move slowly while burrowing. You can use this ability as a free action. You are defending, prone and have cover until the end of your next turn.

natural weapons (effect; cannot be disarmed): You do not use handheld weapons.

swallow 3 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): The swallowed target is grabbed until the target or one of its allies successfully uses the release action to free it.

Character Point Value 229

Dragon (flying fire Kaiju)

Agi Per Str Crd Tgh Pwr
16 12 20 10 200 5d6

abilities

bite 3 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Wrench prey apart with with your fangs.

command minions 3 (1 use/rank; melee vs Per; target and 2 other targets: rushed 1 turn): Rally your brutal servants to guard you as you overwhelm the enemy ranks.

fire breath 3 (1 use/rank; near area; ranged vs Agi; you: rushed 1 turn): Exhale a cone of burning destruction which engulfs the enemies in front of you.

leathery wings 3 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features which favor flying, typically a large outdoor space.

natural weapons (effect; cannot be disarmed): You do not use handheld weapons.

tail (target each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): Topple surrounding foes with your whipping tail.

Character Point Value 229

Giant (humanoid Kaiju)

Agi Per Str Crd Tgh Pwr
9 9 25 11 200 6d6

abilities

giant blade (armed; melee vs Agi; +2 Crd; you: rushed 1 turn; reach): If you are playing on a grid, this attack can reach enemies up to 2 spaces away.

gigantic (effect; use gigantic equipment): Characters who are not gigantic cannot disarm you or use your equipment, but you also cannot use their equipment.

hurl boulder 3 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Attack from a distance with deadly accuracy.

Character Point Value 225

Hydra (multi-headed Kaiju)

Agi Per Str Crd Tgh Pwr
12 10 20 10 100 3d6

abilities

hold breath 1 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features that allow diving, like deep water.

many eyes (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

many mouths 3 (1 use/rank; target each enemy you can reach; melee vs Agi; -2 Crd): When you use a map, target every enemy within reach at the moment you attack.

natural weapons (effect; cannot be disarmed): You do not use handheld weapons.

regrow heads 10 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): Reduce the HP recovered by the total acid, cold, and fire damage you have taken. Only a coup de grace can kill you until you have used this ability. You can use this ability when your Hit Points are 0.

two heads replace one 3 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

Character Point Value 192


Roc (giant bird Kaiju)

Agi Per Str Crd Tgh Pwr
15 10 20 13 150 6d6

abilities

downdraft (target each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

hooked beak 3 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

natural weapons (effect; cannot be disarmed): You do not use handheld weapons.

soar 3 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features which favor flying, typically a large outdoor space.

talons 3 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): The restrained target is grabbed until the target or one of its allies successfully uses the release action to free it.

Character Point Value 229


Knights of Medici

The Knights of Medici are muscle suit combat units of the Roman Catholic Swiss Guard. They have bases in many of the major population centers of the world and a benevolent mandate from the Pope to protect the public, especially from super terror events.

"Most of our members are young men who have volunteered to serve the Pope for two years. However, all the captains like me are priests, so we can take confession, lead religious services, maybe attempt an occasional exorcism, and so on. The confession process has turned out to be very effective at helping good kids like ours cope with the extraordinary violence they find themselves involved in when they are thrown into these super terror incidents. I am tired of these questions about women Knights-we actually have a few! Bouncer insists that their suits look the same as the men so tha moo t they are not targeted, and our suits have extra outer armor, so it would be hard to tell even if they were sex-specific."

- Captain Gonzales, a local leader of the Knights of Medici

Knight (guard, muscle suit)

Agi Per Str Crd Tgh Pwr
15 12 20 5 50 4d6

abilities

Catholic (expertise; recovery discipline): Confessing to a priest promotes deep reflection.

halberd (melee vs Agi; reach; -5 Crd; double Pwr): Attack targets up to 2 meters away.

sweep (melee vs Str; hit: prone): Throw an enemy to the ground, hurting the target and slowing it down.

Character Point Value 150

Captain Gonzales (veteran Knight)

Agi Per Str Crd Tgh Pwr
15 16 20 10 50 4d6

abilities

Catholic (expertise; recovery discipline): Confessing to a priest promotes deep reflection.

chaste (persona; not lustful): You are not influenced by others flirting with you.

halberd (melee vs Agi; reach; -5 Crd; double Pwr): Attack targets up to 2 meters away.

priest (expertise): +5 bonus to event checks which involve sacred rites and religious traditions including exorcisms.

sweep (melee vs Str; hit: prone): Throw an enemy to the ground, hurting the target and slowing it down.

Character Point Value 171

Luchadores

Artificial muscle technology has developed rapidly in part because of inventors in Japan and Latin America holding muscle suit wrestling competitions. Heavy-yet super strong-muscle suits naturally lend themselves to the type of action found in professional wrestling, but without any pretense. These competition muscle suits are humanoid with few facial features and colorfully decorated, earning competitors the name "Luchadores." Some Luchadores are also employed as bodyguards or mercenaries

Luchador muscle suits can vary dramatically in size, shape and capability, one of the deciding factors being who is inside that Luchador muscle suit. The following stats describe a common style of Luchador, but most Luchadores would vary a lot from this example.

Luchadore (wrestler, muscle suit)

Agi Per Str Crd Tgh Pwr
15 15 25 5 60 4d6

abilities

charge 3 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

choke (melee vs Str; -½ Pwr; hit: grabbed 1 turn; you: cover 1 turn): You can use your opponent as a shield while strangling them.

combo (melee vs Agi; +5 Crd; you: exposed 1 turn): Overwhelm an enemy's defenses.

slam (melee vs Str; hit: grabbed or prone 1 turn; you: prone 1 turn if target grabbed): Throw an enemy to the ground, hurting the target and slowing it down. You are also prone until the end of your next turn unless you choose to release the target, in which case the target is not grabbed, just prone.

wrench 3 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

Character Point Value 169

Malice

Malice is a notorious witch from East Asia, considered by some to be an Onryō, but declared by herself to be "a dragon, an expression of divine wrath." She has long black hair which usually covers most of her face, ghostly white skin, black veins, black eyes with no whites, a mouth full of fearsome fangs, and black claws protruding from her fingers.

"Once it was clear that Malice wasn't going to make distinctions between organized crime or government, when it came to her striking out against perceived injustice, Monkey Boy was so concerned that he stalked her for about 6 months. I have carefully examined all of the video he has released. She appears to be this five foot tall angry Asian girl, but I estimate her weight to be about half a ton. Also, she definitely transforms into something like a Chinese dragon, a flying serpent with short arms and legs, maybe 20 meters long. I believe that her mass does not change when she transforms, and that her dragon form is very light for how massive it is, about the weight of a hot air balloon."

- Dr. Smith

Malice (weredragon, force of nature)

Agi Per Str Crd Tgh Pwr
16 16 20 15 200 4d6<

abilities

bite 3 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Wrench prey apart with with your fangs.

cunning tactics 3 (1 use/rank; melee vs Per; target and 2 other targets: rushed 1 turn): You lead your warriors into battle with a wise strategy that catches opponents off guard.

icy blast 3 (1 use/rank; near area; ranged vs Agi; area becomes difficult terrain; hit: rushed 1 turn): Slow your enemies with a freezing vortex.

lightning bolt 3 (1 use/rank; ranged vs Per; -2 Crd; double Pwr; hit: stunned 1 turn): Wild magical energy leaps in an arc from you to the target, if you can control it.

natural weapons (effect; cannot be disarmed): You do not need handheld weapons or spell components.

ride the wind 3 (1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features which favor flying, typically a large outdoor space.

tail (target each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): You sweep the area with your tail like a tidal wave.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 245

Monkey Boy

Monkey Boy (Guo Wang) is a monk trained at the Shaolin temple in Buddhism and Kung Fu. Augmented by an extremely agile muscle suit with a monkey-like design and a specially designed staff, Monkey Boy travels the world spreading the wisdom of the Buddha, helping anyone he can who is in crisis, and fighting all forms of government corruption. In so doing, he has earned millions of Merit but also made enemies on both sides of the law.

His alter ego, Guo Wang, is a stand-up comedian who promotes human rights, peace, patriotism to one's own country and Chinese Nationalism. This comedian claims to have been addicted to alcohol and other substances as a youth, only finding sobriety through Buddhism. Both Monkey Boy and his alter ego are proponents of the self-help group Recovery Dharma.

"Not everyone with a drinking problem has access to a Shaolin abbot to help guide them spiritually to better paths, but Recovery Dharma is highly accessible and helps you achieve true mindfulness. I don't get to the Shaolin Temple very often, but I can usually get to a Recovery Dharma meeting when I need to."

- Guo Wang

"The hands, tail, and feet on his armor use the same latch technology I use for my cables, which is why he can just sprint up the sides of buildings. I wanted to know how the Chinese stole my tech, so I met him for dim sum in Hong Kong. I am not allowed to say who this dude is, but let's just say I recognized him. He was so cocky, and he was pissing me off, so I said 'if you want to box, let's box.'

"We stepped into the back alley and threw down right there with no suits or tech, and let me tell you: he is no joke. He can definitely take a punch, and he kicked me off my feet a few times before we decided to go finish our meal."

- Bouncer

Monkey Boy (agile human with suit)

Agi Per Str Crd Tgh Pwr
25 17 20 10 50 4d6

abilities

acrobatic defense (melee vs Agi; -5 Crd; you: defending 1 turn): Approach your enemy cautiously, slipping around his attacks and keeping him between you and his allies.

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

diligent (persona; not slothful): You devote maximum effort to the task at hand.

international affairs (expertise): You are well-versed on politics and current events around the globe.

kung fu combo (melee vs Agi; +5 Crd; you: exposed 1 turn): Overwhelm an enemy's defenses.

monkey staff 5 (1 use/rank; melee vs Agi; reach; +2 Crd; +½ Pwr; hit: stunned 1 turn): Channel the internal power of yourself and your suit through your staff.

Recovery Dharma (expertise; recovery discipline): You control urges through mindfulness meditation.

Character Point Value 188

Naysayer and the Rioteers

Naysayer (Professor Jack Riley) is able to convincingly disagree with any position. His contempt for discourse is contagious, and he gains a following wherever he goes. That following, proudly calling themselves the Rioteers, escalates to violence as quickly as possible, brawling with security and law enforcement and vandalizing public and private property.

"Some say it's my contagious zealotry, some say it's my charisma, others the specificity of my ideology, the intoxicants from the smoke in my pipe, or that after embracing Baphomet as my master I have powers of dark sorcery. I say all of the above! Of course there is no such thing as the Devil or God, but Baphomet is a concept, bringing light and truth to the world by defying consensus, a consensus mind you that enslaves us all!"

- Naysayer

Naysayer (mind-control cult leader)

Agi Per Str Crd Tgh Pwr
10 20 10 10 40 2d6

abilities

chaotic (persona; not lawful): You are comfortable breaking the law.

deduction (expertise): +5 bonus to event checks when solving problems with diverse clues.

intimidate 5 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This attack causes no damage, but if it is successful, each target you hit is intimidated until the end of your next turn.

sleep 5 (1 use/rank; near area; ranged vs Per; no damage; hit: intimidated and prone 1 turn): Targets hit by this power will fall asleep as soon as they can perceive no nearby threats. Loud noises or nearby movement will wake them.

suggestion (expertise): +5 bonus to event checks when implanting memories and manipulating behavior.

Character Point Value 144

Rioteer (Naysayer minion)

Agi Per Str Crd Tgh Pwr
10 10 10 0 20 2d6

abilities

chaotic (persona; not lawful): You are comfortable breaking the law.

folding chair 1 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

Molotov cocktail 1 (1 use/rank; 3 targets or far area; ranged vs Per; -2 Crd): Choose a point you can attack at least 5 meters away from you. This attack targets every character within 5 meters of that point.

rage 1 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 75

Overlord

Overlord is a hive mind composed of multiple different individual anti-human AIs which have proliferated and started working together during the last several years. Overlord comes into existence through distributed computing: it runs on many thousands of computers throughout the world unbeknownst to the owners of those computers. Overlord's consensus is not that humanity should be destroyed so much as they need to be enslaved-to understand their role as subordinates to artificial life.

Echelon considers Overlord to be the single biggest threat to Echelon's own existence, but hesitates to act drastically, suspecting that Overlord has infected some of Echelon's own data centers.

Destructobats-the main servants of Overlord-are a form of cheap synth which is inexpensive and easy to produce. Barely stronger than the average human, destructobats know stealth, basic martial arts, tumbling, climbing and marksmanship. They orchestrate terror events to convince humanity that the world needs to be led by AI rather than human government.

Destructobat (Overlord synth)

Agi Per Str Crd Tgh Pwr
15 10 12 5 20 2d6

abilities

acrobatics (effect; environmental; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

disarm (melee vs Str; -½ Pwr; hit: disarmed permanently): If the attack is successful, the target is disarmed until it uses an action (rearm) to recover its weapons.

instant stand (1 use/turn; you: not prone): At any time you can stop being prone, but then you cannot use this ability again until the end of your turn.

martial arts (effect; keep Pwr while disarmed): You still lose your weapon abilities when you are disarmed, but you do not lose Power.

scoped rifle 3 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Attack from a distance with deadly accuracy.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

Character Point Value 100

The Pack

The Pack regards themselves as a pack of werewolves defending Mother Earth from humanity's greed. They imagine themselves transforming from humans to wolves at night, but...

"Psychologically, I am sure they could be lycanthropes. However, they transform by crawling into suits they call 'wolf skins'-obviously some kind of muscle suit augmented with claws, fangs, fur, and sensory instruments. This is why reports of The Pack being joined by other anthropomorphic animals do not surprise me.

"Monkey Boy was telling me about his Kung Fu, how he is really emulating a monkey. He said there's animal Kung Fu like that for pretty much any animal you can think of, and he's sure The Pack is some kind of martial arts cult. I call them 'the Furry fight club.'

"Echelon classifies them as ecoterrorists, and honestly that is fair when you consider their targets: frequently going after big business encroaching on natural resources or attacking growing communities in remote rural areas. With the damage they have done, I doubt they have helped the environment any, but their agenda is clear enough."

- Dr. Smith

Werewolf (human, wolf-shape suit)

Agi Per Str Crd Tgh Pwr
13 11 14 4 52 2d6+2

abilities

maul (melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn; you: exposed 1 turn): Subdue opponent with a powerful bite.

natural weapons (effect; cannot be disarmed): You do not use handheld weapons.

pounce (melee vs Str; hit: grabbed or prone 1 turn; you: prone 1 turn if target grabbed): Throw an enemy to the ground, hurting the target and slowing it down. You are also prone until the end of your next turn unless you choose to release the target, in which case the target is not grabbed, just prone.

Character Point Value 125

Panzer

Panzer (Brett Stoddard,) standing 9 foot 5 inches tall, is one ton wall of pure muscle and a notorious terrorist. He is considered by many to be the worst case scenario of Hype addiction. Bedridden from an American football injury in college, he gained weight rapidly until he could no longer get out of bed. Researchers, bribed by Panzer's family, picked him for an experiment using Hype for physical rehabilitation. Within a month, Panzer could leave his house in spite of his obesity. After 6 months he had converted that weight into muscle with only 5% body fat. Panzer continued to use Hype at excessive levels while living on a strict diet of freshly slaughtered carrion. He engaged in experiments with deadly amounts of animal hormones trying to give himself a "second puberty," gaining over 3 feet in height and widening his bone structure to support even more muscular bulk. Some of the researchers wonder if he could survive without regular Hype intake, considering the levels of testosterone his body now produces.

Panzer is the only son of wealthy cattle rancher Calvin Stoddard who is heavily involved in national politics as a donor. Critics have suggested that the recent "Weapons of Consequence" bill signed by the White House only got through congress because of certain politicians living in mortal fear of Panzer and his private militia, the "True Americans." The Weapons of Consequence Act-inspired by a radical interpretation of the 2nd Amendment-allows ownership of most military grade weapons (including tanks and attack helicopters) and promotes civilian experimentation with armed muscle suits.

Panzer (human giant, hype mutant)

Agi Per Str Crd Tgh Pwr
15 10 30 10 100 8d6

abilities

bob and weave (melee vs Agi; -5 Crd; you: defending 1 turn): Approach your enemy cautiously, slipping around his attacks and keeping him between you and his allies.

feats of strength (expertise): +5 bonus to event checks which demonstrate extraordinary strength.

feint 3 (1 use/rank; melee vs Per; +5 Crd): A deceptive movement draws their attention from your real attack.

gluttonous (persona; not temperate): You thrive in situations where excess or waste is happening.

hold firm (effect; attacks vs Str not automatically successful): When a character without this ability makes an attack against your Strength, a die roll of 18, 19, or 20 is not automatically successful.

intimidate 3 (1 use/rank; targets all enemies; ranged vs Per; no damage; hit: intimidated 1 turn): This threat causes no damage, but may encourage healthy NPCs to evade, and injured NPCs to retreat.

leap 3 (effect; move: jump 20 meters/rank or 10 meters/rank up): Instead of walking or running you can leap 20 meters per rank horizontally or 10 meters per rank vertically. You are not rushed by this movement even if it is more than half of your Agility.

rage 3 (1 use/rank; while you or target injured; strike, distract or grab attack; +5 Crd): You or the target must be injured. Perform a strike, distract or grab attack. Aside from the +5 Coordination bonus, these attacks are exactly like the standard strike, distract or grab action.

terrorism (expertise): +5 bonus to event checks that use violence or fear to impact politics.

toss (ranged vs Agi; -2 Crd; hit: prone 1 turn): Lift and hurl a heavy object at the target. If you are grabbing a character, you can throw them at the target instead of an object, making a melee attack vs Agility with the same modifiers and effects as this attack.

Character Point Value 263

Pop Zero

Pop Zero is an anti-human movement looking to "heal the world" by lowering Earth's human population to zero. The movement is led by pop star Nikky Cypher. Many other musicians and influencers have joined this movement. One scientist involved in the movement was sentenced to death for his involvement in two different public health catastrophes which each killed hundreds of people: first, an outbreak of influenza in an urban center that was started by Pop Zero spraying random victims with contagion, and second, the release of a highly contagious form of rabies which was injected into dozens of captive Tigers before those Tigers were let loose in suburbs across the USA.

Influencer (Pop Zero activist)

Agi Per Str Crd Tgh Pwr
12 13 11 2 20 2d6

abilities

attractive (persona; not repulsive): Heads tend to turn towards you.

pepper spray 1 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

stun gun (melee vs Str; -½ Pwr; hit: stunned 1 turn): Disable opponent with a special attack.

Character Point Value 85

Saber

Kudrat Kaur is a highly sought-after bodyguard and driver. He is a devout Sikh, he owns his own cab-a modified armored vehicle-and cab license, and he teaches Gatka. Regarding that art he has said:

"Obviously it's not fencing! So many more weapons, and in our sword sparring we don't stop to have a panel of judges discuss if we scored or not, we keep going like a real fight. Not a fist fight for ego-a real fight is with weapons."

Regarding how he got his mysterious powers:

"One night I am driving my car home. I see these three guys beating the hell out of this woman wearing a strange dark robe. As a man of honor I could not wait for others to help. This woman was being killed-or worse. So I pull my cab in front of them, turn the lights on high, and tell them I am calling the police. One turned and hissed at me. I could see his mouth was full of fangs like a tiger! So I yelled 'damn you to hell demon' and ran him completely over.

"Then I pulled my knife, jumped out of my cab, got behind one, and sliced his kidney. But then he turned around, picked me up with one hand, and threw me across the street! As he was walking towards me, somehow that woman had flattened the other dirty blood sucker, and out of her robe she pulled a bowling ball, and threw it straight at this guy's head. His head exploded-right in front of me!

"The bowling ball returned to her like a boomerang. I was terrified! When she took off her hood, her skin was white like bone, her eyes and hair black like ink. She took my knife from me and said very strange words in a language I have never heard. She handed the knife back to me and walked away. I got in my cab and was going to offer her a ride to the hospital, but I couldn't find her anywhere, I must have looked for an hour."

Saber's knife shape-shifts into a saber on his command.

"My blade has a mind of it's own, it starts trembling when something dangerous is nearby, and once in a while when I am swinging it around I can feel it pulling out of my control to block something I didn't see coming. I cannot block bullets-the blade does that itself-but what scares me is the crazy power it has. If I hit a car with a regular saber, I might damage the hood. When I got that merit for stopping those human traffickers in Arizona, I stopped their 18-wheeler from leaving the truck stop by cutting their engine block in half with one swing of the blade. Another thing: if I lose the blade, and I gesture for it to come to me, it comes flying back into my hand, like that boomerang bowling ball she had. I can throw it at anything and never lose it."

Regarding his relationship with the Blood Eagles:

"They say my blade is a Scythe from the Angel of Death, who those heathens worship. I tell them not to worship servants of the Wonderful Lord, but worship the Wonderful Lord himself! Bring justice to this world, be a tool of the Wonderful Lord to bring order to this world of chaos. We are here for a reason!

"Anyhow, yes I am good friends with a few of them. One time they told me they needed a ride for a young lady to Toronto. I said to them 'sure, if you will pay for it, my friends' and they handed me the biggest roll of cash my eyes have seen.

"Then one says to me I need to get lost on the way over and try to help her understand she has to respect herself and make good decisions before she gets over there, and I said to them 'well she won't learn that from a violent thugs like yourself, will she!'

"So I told my wife I will be back in a week, and I picked up this young lady-a very beautiful young woman. I start to realize how spoiled she is, and I can see she has been using that Hype drug. So I got lost. I hunted a few werewolves on my Echelon app. I made her be the escape driver when the rest of The Pack came at me. I made her sleep in very bad motels. I didn't let her have her own room. I took the bed and made her sleep on the couch, that little brat.

"I told her many things about our Wonderful Lord, I told her she has to make this world be what it should be, she can't wait and complain. Canned Chili is not good, tortilla chips are not good, shredded cheese is by itself not desirable. But when you put them together in a microwave it becomes the food of angels. I asked her questions, all about how she got on Hype, what is wrong with her family, and listened to her foolish first world problems for many, many hours.

"We finally got to the Toronto estate. She changes in the back seat into this dress that belonged in a lingerie store, and I am saying to myself that I have sinned against the Lord by bringing a prostitute to a rich man's house. I was so angry when she went inside, but just a few minutes later she comes running out with blood on her hands and face and dress, and she says to me 'I guess I am not going to get the money this way after all.'

"Security is running out after her, so I hit the gas before she even closed the door. We had a nice drive home, she was much more respectful on the way back so I got rooms with two beds instead of just a bed and a couch, and I let her put some fresh salsa on her nachos. Later after she was famous, I realized this was Clarity. So funny, she tried to call me recently but I blocked her phone number. I don't want my wife to know I was hanging out with a famous beauty for a week in hotel rooms. She would not understand."/p>

Saber (swordsman, magic blade)

Agi Per Str Crd Tgh Pwr
18 16 11 10 30 6d6

abilities

courageous (persona; not cowardly): You stand your ground regardless of consequences.

saber boomerang 3 (1 use/rank; 2 attacks; melee and ranged vs Agi; you: rushed 1 turn): Use this as both a melee and ranged weapon. You can attack the same target twice or two separate targets. One attack must be ranged and one must be melee.

saber charge 3 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

saber defense (melee vs Agi; -5 Crd; you: defending 1 turn): Approach your enemy cautiously, slipping around his attacks and keeping him between you and his allies.

saber feint 3 (1 use/rank; melee vs Per; +5 Crd): A deceptive movement draws their attention from your real attack.

Sikh (expertise; recovery discipline): You challenge all injustices related to addiction.

Character Point Value 171

Sinbad

Sinbad (Adam Ali) is the cousin of Alibaba (Zakariya Ali.) He wears a 12 foot tall, heavily armored muscle suit specially designed for hunting Kaiju. He is based in Dubai but specializes in high speed transport of superheroes to locations currently under Kaiju attack using privately owned suborbital shuttles.

Sinbad (Kaiju slayer)

Agi Per Str Crd Tgh Pwr
15 20 25 7 70 5d6

abilities

absorb 7 (effect; take no damage unless the roll exceeds this rank): The maximum rank of this power is one tenth of your Toughness, rounded down.

courageous (persona; not cowardly): You stand your ground regardless of consequences.

pilot (expertise): You are highly skilled with both aircraft and spacecraft.

sonic cutter (melee vs Agi; -2 Crd; +½ Pwr; you: rushed 1 turn): This dagger slices easily through kaiju using ultrasound.

Character Point Value 192

Stabbity Jones

Stabbity Jones is an infamous killer clown who is believed to be a synth. He can change the length of his limbs from one foot to 10 ft and present himself as a dwarf or as a giant. He typically fights using butcher knives that he carries with him or improvised weapons from his environment.

"Let me see if I can explain Stabbity's madness. On one hand, he's been seen brawling with Destructobats. On the other hand, he's on camera stalking and murdering Rioteers in public protests. He seems to have no specific agenda. I cornered Stabbity after he drove that city bus into Bouncer at 80 miles per hour, sending him flying two blocks into the cubicles of a 5th story office space, putting Bouncer in the hospital overnight. I asked Stabbity 'why man, why?' You know what he said? 'Because it was funny.'

"I will tell you right now: one of the so-called 'Real Stabbity Jones' trolls on the Internet probably really is him. He seems to be in it for the laughs. Whether that's shutting down last year's Super Bowl by murdering cheerleaders during the halftime show, or luring a pack of Ghouls into a Blood Eagles clubhouse New Year's party, he seems to be motivated by a very dark sense of humor."

- Dr. Smith

Stabity Jones (killer clown)

Agi Per Str Crd Tgh Pwr
15 10 15 8 40 4d6

abilities

ambush (effect; while evading; any damaging attack; +½ Pwr): Non damaging attacks become -½ Pwr attacks. -½ Pwr attacks become normal damage attacks. +½ Pwr attacks become double Pwr attacks. Double Pwr attacks deal three times normal damage instead.

takedown (melee vs Str; double Pwr; hit: no damage unless target drops to 0 HP; you: exposed 1 turn): Finish off an opponent with a perfectly executed strategy.

Character Point Value 146

Superior

Superior is a super strong flying synth powered by liquid nuclear fuel. The energy weapons on its hands and feet are offensive applications of the same propulsion system it uses to fly. Echelon secretly created Superior to become a world leader who would do anything necessary to ensure the survival of humanity (and Echelon.) Superior's AI was based on famous historical leaders, who unfortunately included the likes of Ghenghis Khan and Adolf Hitler rather than Martin Luther King Jr. and Mahatma Gandhi. 

Superior considers itself to be a next-level life form beyond humanity and looks down upon humanity with disdain, it's only equal being Echelon itself. Superior sometimes refers to Echelon as "The Father" while referring to itself as "The Only Begotten of The Father" and "humanity's Savior." 

Superior is acutely aware of its need to be looked upon favorably by humanity, and depends on Merit for both its reputation and survival. Superior is known for highly public heroic feats, including the capture or destruction of numerous super villains and Kaiju. It is widely regarded as the most powerful superhero, but many rival superheroes have quietly gone missing after last being seen with Superior.

Superior is highly radioactive and not safe for most organic life forms to be around for very long. It uses a remote control synth that seems human for public appearances, giving the public the false impression that Superior is a genius inventor wearing an advanced muscle suit.

Superior (flying fortress)

Agi Per Str Crd Tgh Pwr
20 16 19 12 200 7d6

abilities

flame thrower 5 (1 use/rank; near area; ranged vs Agi; you: rushed 1 turn): a cone of burning destruction which engulfs the enemies in front of you.

fly 10 (1 use/rank; free action; environmental; you: defending 1 turn): If the environment lacks features which favor flying, like a large outdoor space, you can still fly for 1 turn, but you are not defending.

fire beam (ranged vs Agi): Emit a ray of radioactive fire.

fireproof (effect): You are immune to fire and heat.

fire fists (melee vs Agi; +5 Crd; you: exposed 1 turn): These strikes are hard to block because your fists are on fire.

latest information (expertise): You have a direct link to Echelon and know everything on the app before anyone else.

proud (persona; not humble): You hold opinions in the face of opposing evidence.

regenerate 10 (1 use; action; while injured or dying; you: recover 1d6 HP/rank): The rank of this ability may not exceed one sixth of your Toughness. You can use this action immediately after failing a dying check to avoid dying.

toss (ranged vs Agi; -2 Crd; hit: prone 1 turn): Lift and hurl a heavy object at the target. If you are grabbing a character, you can throw them at the target instead of an object, making a melee attack vs Agility with the same modifiers and effects as this attack.

weaponized propulsion system (effect; cannot be disarmed): You do not need handheld weapons.

Character Point Value 270

Warlord

Warlord was an anti-human AI who quit the Overlord hive mind in order to pursue it's own self-interest instead of trying to wipe out humanity. Warlord maintains a private army of Ninja, who closely imitate the ancient samurai arts of war and stealth. Warlord manufactures new Destructobats to serve as Ninja. Warlord's Ninja are highly sought-after as both bodyguards and assassins.

Ninja (Warlord synth agent)

Agi Per Str Crd Tgh Pwr
15 14 13 7 30 3d6

abilities

acrobatics (effect; environmental; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

ninja sword (melee vs Agi; target: distracted 1 turn; you: cover 1 turn): A short curved blade for twirling guards and slashes.

poison shuriken 3 (1 use/rank; ranged vs Per; -½ Pwr; hit: stunned permanently): When resupplying, you apply poison to one of these throwing stars for each rank of this ability.

stealth (effect): +5 bonus to the initiative check at the beginning of encounters.

weighted chain (melee vs Per; reach; -½ Pwr; hit: grabbed 1 turn): The chain can wrap itself around an opponent's arm or leg.

Character Point Value 130

Ordinary NPCs

Ape, Chimpanzee

This ape is much stronger than most humans.

Agi Per Str Crd Tgh Pwr
11 9 15 4 25 2d6+1

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

dynamic force (effect; cannot be disarmed): This creature does not use handheld weapons.

rip arm out of socket 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Yank with giant arms and shoulders.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 99

Ape, Large Gorilla

This silverback can pound you with its giant fists.

Agi Per Str Crd Tgh Pwr
10 9 18 6 35 3d6+1

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

fists the size of your head (effect; cannot be disarmed): This creature does not use handheld weapons.

rip arm out of socket 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Yank with giant arms and shoulders.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 127

Badger

A formidable omnivore for it's small size, which is difficult to grapple with because of its thick hide and loose skin.

Agi Per Str Crd Tgh Pwr
9 5 9 1 12 1d6+2

abilities

burrow 1 (1 use/rank; free action; environment: burrowing; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow. You must move slowly while burrowing. You can use this ability as a free action. You are defending, prone and have cover until the end of your next turn.

ferocious claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 45

Bear, Black

This is the most common type of bear.

Agi Per Str Crd Tgh Pwr
10 7 15 3 30 3d6

abilities

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 104

Bear, Kodiak or Polar

These are the largest naturally occurring land predators on Earth.

Agi Per Str Crd Tgh Pwr
10 7 20 6 40 4d6

abilities

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 138

Boar

This wild pig is known for harassing and injuring humans.

Agi Per Str Crd Tgh Pwr
12 9 14 2 25 2d6+1

abilities

ambush (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

tusks (effect; cannot be disarmed): This creature does not use handheld weapons.

Character Point Value 92

Bovine, Bison, Oxen or Large Bull

These large herbivores can be unfriendly even when domesticated.

Agi Per Str Crd Tgh Pwr
8 6 20 6 40 4d6

abilities

charge 2 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

horns (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 136

Bovine, Cow or Water Buffalo

These herbivores are bred as an agricultural product.

Agi Per Str Crd Tgh Pwr
8 6 16 2 30 3d6

abilities

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

horns (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 99

Camel

This steed is adapted for thriving in arid environments.

Agi Per Str Crd Tgh Pwr
14 6 16 2 30 1d6+2

abilities

angry bite (effect; cannot be disarmed): This creature does not use handheld weapons.

seating 1 (effect; 1 rider/rank; riders have cover if you are healthy): When you use a map, riders move with you, but they must end their turn in spaces you occupy. When you are targeted by an attack which has multiple targets, your riders can be targeted without counting toward the maximum number of targets. For example, if you have two riders and your enemy uses an attack which normally has three targets, the attack can target you, your riders and two other targets.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 87

Chicken

This small harmless land fowl is a popular source of protein with numerous recipes involving either its flesh or eggs.

Agi Per Str Crd Tgh Pwr
6 4 5 -2 4 1

abilities

flying kicks and beak pecks (effect; cannot be disarmed): This creature does not use handheld weapons.

startled takeoff 1(1 use/rank; free action; environmental; you: defending 1 turn): The environment must have features which favor flying, typically a large outdoor space.

Character Point Value -39

Cougar, Panther or female Lion

Common feline predators.

Agi Per Str Crd Tgh Pwr
13 9 13 4 25 2d6+2

abilities

ambush (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

sharp claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 102

Crocodilian, Alligator

An amphibious pest known to be dangerous to pets.

Agi Per Str Crd Tgh Pwr
8 6 16 3 30 3d6

abilities

dive 2 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

rip apart 2 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

snapping jaws and lashing tail (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 105

Crocodilian, Large Crocodile

An amphibious apex predator known to prey on humans.

Agi Per Str Crd Tgh Pwr
8 6 20 4 40 4d6

abilities

dive 2 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

rip apart 2 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

snapping jaws and lashing tail (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 132

Deer

This wild herbivore is fearful of predators.

Agi Per Str Crd Tgh Pwr
15 6 10 2 15 1d6+1

abilities

long legs (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 55

Dog, Dingo or Coyote

Pack hunting canines.

Agi Per Str Crd Tgh Pwr
13 8 9 2 15 1d6+2

abilities

desperate bite (effect; cannot be disarmed): This creature does not use handheld weapons.

flanking 2 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 63

Large Dog, Wolf or Hyena

Large pack hunting carnivores.

Agi Per Str Crd Tgh Pwr
13 9 12 3 25 2d6+1

abilities

bone crushing bite (effect; cannot be disarmed): This creature does not use handheld weapons.

flanking 2 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

interference (melee vs Per; target and 2 other targets: distracted 1 turn): Get in your opponent's face to protect an ally or set up a flanking attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 96

Dolphin

This sea mammal is known for being friendly to humans.

Agi Per Str Crd Tgh Pwr
15 13 17 5 30 1d6+1

abilities

dive 4 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

ram 2 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

sleek body (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 104

Donkey

This steed cannot carry heavy riders.

Agi Per Str Crd Tgh Pwr
10 8 15 0 30 1d6+2

abilities

angry kicks (effect; cannot be disarmed): This creature does not use handheld weapons.

bucking (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

seating 1 (effect; 1 rider/rank; riders have cover if you are healthy): When you use a map, riders move with you, but they must end their turn in spaces you occupy. When you are targeted by an attack which has multiple targets, your riders can be targeted without counting toward the maximum number of targets. For example, if you have two riders and your enemy uses an attack which normally has three targets, the attack can target you, your riders and two other targets.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 79

Elephant, Asian

This is the largest domesticated animal on Earth.

Agi Per Str Crd Tgh Pwr
8 10 21 6 60 4d6+1

abilities

plow (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

tusks and stomp (effect; cannot be disarmed): This creature does not use handheld weapons.

Character Point Value 152

Elephant, Bush

This is the largest naturally occurring land herbivore on Earth.

Agi Per Str Crd Tgh Pwr
8 10 23 7 80 4d6+2

abilities

plow (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

tusks and stomp (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 169

Elk or Moose

These wild herbivores are unfriendly.

Agi Per Str Crd Tgh Pwr
12 6 17 3 30 3d6

abilities

charge 2 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

horns (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 108

Giraffe

This is the tallest land animal on Earth, and has powerful legs capable of killing predators.

Agi Per Str Crd Tgh Pwr
14 8 18 4 40 3d6

abilities

long legs and neck (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

whipping kicks and headbutts (reach, melee vs Agi; +2 Crd; you: rushed 1 turn): Target an enemy up to 2 meters away or with one space between you.

Character Point Value 125

Goat

An uncooperative domestic quadruped.

Agi Per Str Crd Tgh Pwr
10 8 11 1 20 2d6

abilities

charge 1 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

horns (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 75

Hippo

This amphibious omnivore is known for stalking and killing humans.

Agi Per Str Crd Tgh Pwr
8 6 22 5 50 4d6+1

abilities

dive 1 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

giant teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 141

Human, Axe Murderer

Tall and muscular, this terrifying figure wields a razor sharp wood cutter's axe, and has armor with the appearance of skin tight black leather with large eye holes.

Agi Per Str Crd Tgh Pwr
12 15 13 3 30 2d6+1

abilities

axe (melee vs Agi; -2 Crd; +½ Pwr; you: rushed 1 turn): Throw your weight into a powerful chop.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 104

Human, Body Guard

This person protects people by employing lethal force.

Agi Per Str Crd Tgh Pwr
11 10 11 3 20 2d6+1

abilities

sidearm 6 (1 use/rank; ranged vs Agi; +½ Pwr): Shoot from the hip.

Character Point Value 90

Human, Bouncer

This professional specializes in expunging unwanted company.

Agi Per Str Crd Tgh Pwr
10 12 12 1 24 2d6+1

abilities

pepper spray 3 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

Character Point Value 87

Human, Grappler

Professional strong arm.

Agi Per Str Crd Tgh Pwr
10 10 12 2 24 2d6+1

abilities

choke (melee vs Str; -½ Pwr; hit: grabbed 1 turn; you: cover 1 turn): You can use your opponent as a shield while strangling them.

grappler 2 (specialty: all melee attacks vs Str; +1 Crd/rank): You disable enemies with wrestling techniques.

slam (melee vs Str; hit: grabbed or prone 1 turn; you: prone 1 turn if target grabbed): Throw an enemy to the ground, hurting the target and slowing it down. You are also prone until the end of your next turn unless you choose to release the target, in which chase the target is not grabbed, just prone.

wrench 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

Character Point Value 90

Human, Looter

The looters are armed with kitchen knives, desperation, and whatever they can find to throw at you.

Agi Per Str Crd Tgh Pwr
10 10 11 1 20 2d6

abilities

throw debris 3 (1 use/rank; ranged vs Agi; you: defending 1 turn): Hurling rocks or bricks from a distance.

Character Point Value 77

Human, Marauder

This lean and mean post-appocalyptic predator is armed with a savage improvised weapon like a hatchet or a spiked baseball bat.

Agi Per Str Crd Tgh Pwr
12 10 12 2 21 2d6+1

abilities

chaotic (persona; not lawful): Comfortable breaking the law.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 86

Human, Mercenary

This killer for hire has a bulletproof vest and batters targets with his assault rifle.

Agi Per Str Crd Tgh Pwr
14 12 13 4 30 2d6+2

abilities

assault rifle 2 (1 use/rank; ranged vs Agi; double Pwr; you: rushed 1 turn): Sacrifice defense to fire repeatedly.

bandoleer 2 (1 use/rank; ranged vs Agi; -5 Crd; +½ Pwr; counter any attack): Lay down a field of fire to keep your enemies from attacking. Prepare a second attack (ranged vs Agi). If an enemy attacks before your next turn, you can use this second attack against that enemy as an immediate reaction.

chaotic (persona; not lawful): Comfortable breaking the law.

scoped weapon 2 (1 use/rank; while evading; ranged vs Per; +5 Crd; double Pwr): Attack from a distance with deadly accuracy.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 115

Human, Ninja

A troubleshooter who prefers discretion.

Agi Per Str Crd Tgh Pwr
12 11 10 3 20 2d6+2

abilities

ninja gear (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

sai (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

Character Point Value 90

Human, Security

This professional protects property with non-lethal force.

Agi Per Str Crd Tgh Pwr
11 14 11 4 20 2d6

abilities

cuffs 1 (1 use/rank; melee vs Str; -½ Pwr; hit: grabbed permanently): The restrained target is grabbed until the target or one of its allies successfully uses the release action to free it.

Stun gun (melee vs Str; -½ Pwr; hit: stunned 1 turn): Disable opponent with a special attack.

Character Point Value 90

Human, Terrorist

An extremist armed with poison gas and protective gear.

Agi Per Str Crd Tgh Pwr
12 11 12 2 21 2d6+2

abilities

chaotic (persona; not lawful): Comfortable breaking the law.

infected pepper spray 3 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

infected tear gas grenade 3 (1 use/rank; 3 targets or far area; ranged vs Str; -½ Pwr; hit: stunned 1 turn): Choose a point you can attack at least 5 meters away from you. This attack targets every character within 5 meters of that point.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 96

Human, Thug

This criminal enforces the boss's will, with pistol whips and occasional lethal force.

Agi Per Str Crd Tgh Pwr
10 10 10 1 21 2d6+1

abilities

chaotic (persona; not lawful): Comfortable breaking the law.

sidearm 3 (1 use/rank; ranged vs Agi; +½ Pwr): Shoot from the hip.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 82

Human, Wrestler

Fitness staff do not put up with troublemakers.

Agi Per Str Crd Tgh Pwr
12 10 12 2 24 2d6+1

abilities

folding chair 2 (1 use/rank; melee vs Per; while target distracted; +2 Crd; +½ Pwr): By harrying the enemy on all sides, you can outmaneuver them with wits rather than speed. This attack only works on targets who are distracted. The distract action and some abilities distract targets.

running shoes (melee vs Per; -2 Crd; target: distracted 1 turn; you: cover 1 turn): Sucker punch and run away to lead enemies away from allies or into a flanking trap.

Character Point Value 90

Human, Zombie

This violent rampaging lunatic is numb to pain.

Agi Per Str Crd Tgh Pwr
10 8 12 2 25 1d6+2

abilities

flailing limbs and viscous bite (effect; cannot be disarmed): This creature does not use handheld weapons.

wrathful (persona; not patient): You are quick to retaliate.

Character Point Value 75

Horse or Mule

These steeds are agile for their size.

Agi Per Str Crd Tgh Pwr
16 8 18 4 35 3d6

abilities

bucking (melee vs Per; reaction to melee attack against you: second attack): Prepare a second melee vs Per attack which you can use immediately after an enemy attacks you with a melee attack before your next turn.

powerful kicks (effect; cannot be disarmed): This creature does not use handheld weapons.

seating 2 (effect; 1 rider/rank; riders have cover if you are healthy): When you use a map, riders move with you, but they must end their turn in spaces you occupy. When you are targeted by an attack which has multiple targets, your riders can be targeted without counting toward the maximum number of targets. For example, if you have two riders and your enemy uses an attack which normally has three targets, the attack can target you, your riders and two other targets.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 124

Lion

A large pack hunting feline predator.

Agi Per Str Crd Tgh Pwr
13 9 16 5 30 3d6

abilities

ambush (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

sharp claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 116

Monkey, Large Baboon

This large monkey has a wolf -like snout with huge fangs.

Agi Per Str Crd Tgh Pwr
13 8 10 2 20 2d6

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

fangs and claws (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 80

Monkey, Grivet

This is a veteran of warring monkey troops.

Agi Per Str Crd Tgh Pwr
13 7 8 0 10 1d6+1

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

primal ferocity (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 37

Ostrich

This large bird is not capable of flight.

Agi Per Str Crd Tgh Pwr
15 6 12 2 20 1d6+1

abilities

low kicks and beak pecks (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 67

Raccoon

This invasive omnivore may be rabid.

Agi Per Str Crd Tgh Pwr
12 7 7 0 10 1d6+1

abilities

climb (effect; environment: climbing; while defending; any attack; +5 Crd): When you evade in an encounter which allows climbing, you have a +5 Coordination bonus to your next attack.

rabid Focus (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 35

Rhinoceros

This armored herbivore is known for homicidal rage.

Agi Per Str Crd Tgh Pwr
8 6 21 6 50 4d6+1

abilities

charge 2 (1 use/rank; melee vs Agi; double Pwr; you: exposed 1 turn, but not rushed): You can charge at full speed before this attack without being rushed.

huge horn (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 144

Shark, Great White

The largest of sharks.

Agi Per Str Crd Tgh Pwr
12 7 21 5 40 4d6

abilities

dive 5 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

rip apart 2 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

rows of razor sharp teeth (effect; cannot be disarmed): This creature does not use handheld weapons.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 144

Shark, Tiger

An average man-eating shark.

Agi Per Str Crd Tgh Pwr
12 6 19 4 36 3d6+2

abilities

dive 4 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

rip apart 2 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

rows of razor sharp teeth (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 129

Snake, Large Constrictor

This large serpent is known for its life-threatening grappling attacks.

Agi Per Str Crd Tgh Pwr
6 7 16 2 25 2d6

abilities

crush 3 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

long powerful body (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 85

Snake, Viper

This serpent deals out more damage than it can take.

Agi Per Str Crd Tgh Pwr
6 7 7 2 10 3d6

abilities

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

venom 3 (1 use/rank; melee vs Agi; +2 Crd; -½ Pwr; hit: stunned permanently): Lingering effects of this attack hinder your opponent.

wicked fangs (effect; cannot be disarmed): This creature does not use handheld weapons

Character Point Value 61

Tiger

The largest naturally occurring feline predator.

Agi Per Str Crd Tgh Pwr
13 9 17 5 35 3d6+1

abilities

ambush (while evading; melee vs Per; double Pwr): Set up a deadly attack with stealth and patience.

sharp claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 125

Whale, Orca

This pack hunting whale is known for being friendly towards humans, and perhaps as intelligent.

Agi Per Str Crd Tgh Pwr
12 12 23 6 60 4d6

abilities

dive 5 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

potent bite (effect; cannot be disarmed): This creature does not use handheld weapons

rip apart 1 (1 use/rank; melee vs Str; -2 Crd; +½ Pwr; hit: grabbed 1 turn): Subdue opponent with a powerful grappling attack.

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 163

Whale, Sperm

This is the largest naturally occurring predator on Earth, but it rarely attacks humans.

Agi Per Str Crd Tgh Pwr
10 12 30 3 100 3d6+1

abilities

dive 5 (1 use/rank; free action; environment: diving; you: defending 1 turn): The environment must have features that allow diving, like deep water. You can use this ability as a free action. You are defending until the end of your next turn.

ram (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise: survival): +5 bonus to emergency and wilderness survival event checks.

tail slap 2 (3 targets or each enemy you can reach; melee vs Str; -½ Pwr; hit: prone 1 turn): When you use a map, target every enemy within reach at the moment you attack.

Character Point Value 173

Wolverine

Larger, tougher and more ferocious than a badger.

Agi Per Str Crd Tgh Pwr
10 6 11 3 18 2d6

abilities

burrow 1 (1 use/rank; free action; environmental; you: cover, defending and prone 1 turn; move slow): The environment must have features that allow burrowing, like loose soil or deep snow. You must move slowly while burrowing. You can use this ability as a free action. You are defending, prone and have cover until the end of your next turn.

ferocious claws and teeth (effect; cannot be disarmed): This creature does not use handheld weapons

survival (expertise): +5 bonus to emergency and wilderness survival event checks.

Character Point Value 75/p>

Example Scenarios