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Champions Now PDF
Champions Now PDF
Author: Layout:
Ron Edwards Ruben Smith-Zempel
HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. Champions Now is Copyright 2020 by DOJ, Inc. d/b/a
Hero Games.
HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
All DOJ trademarks and copyrights used with permission. For further information about Hero Games and the HERO System,
visit www.herogames.com.
1
Table of Contents
Table of Contents
Chapter 1: Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2: Basics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Chapter 3: Your Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Chapter 4: Special Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Chapter 5: Hero Making. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Chapter 6: Structural Mechanics . . . . . . . . . . . . . . . . . . . . . . 67
Chapter 7: Villain Making. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Chapter 8: The Now. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Chapter 9: What’s Happening. . . . . . . . . . . . . . . . . . . . . . . . . 143
Chapter 10: This is the World We Live in. . . . . . . . . . . . . . . . 155
Chapter 11: Fighting Words . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Chapter 12: Dynamic Mechanics. . . . . . . . . . . . . . . . . . . . . . . . 191
Chapter 13: The Next Now . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Chapter 14: Who are You. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Chapter 15: You Must Change. . . . . . . . . . . . . . . . . . . . . . . . 249
Appendix: the Defiants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
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Chapter 1
Introduction
Chapter One • Introduction
W elcome to a superhero comics role-playing game. There are many, but this one
is uniquely yours. Its original version was inspired by newsstand comics which
were wide-open for weird and headstrong creators, so appropriately, it was the
first role-playing game to hand you and a few friends the creative studio, in full.
The instruments in the studio can’t do anything by themselves. As a group, this
will be your own superhero comic experience. No one can tell you what a hero is.
No one can tell you what makes a superhero comic silly or not silly, cool or not
cool, retro or contemporary, appropriate or inappropriate, safe or edgy, relevant
or not relevant – or which of each paired terms you should favor. You don’t have
to conform to an existing franchise’s commitments or to a fanbase’s expectations.
Here are the tools. Here are the instruments. Let’s see what you make with them!
4
Chapter One • Introduction
5
Chapter One • Introduction
Then again, the underground never dies. Webcomics have taken up the role,
and the superheroes in them are full of energy and authentic content. Good old
table-top role-playing remains exactly in the same shadowy, no-account position
to other media that it always had, just as comics had previously. At this moment,
in pop culture’s most dispersed, uncontrollable, and creatively dynamic art form,
perhaps our very own superheroes are needed more than ever. (3)
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Chapter One • Introduction
Play is full of supporting cast and antagonists who have strong feelings and
poor impulse control, in a world that’s full of the real contrasts and pressures
that we all know. A session typically features intersections or juxtaposition of
what everybody is doing, without much need to stage or shoehorn anything into
position, because something’s going to blow!
Outcomes of these situations are operatic and violent: conflicting goals and
ideals, desperate and dangerous combat, discharges of weaponry, trade-offs
among heartfelt priorities, every conceivable version of explosion, proclamations
of all sorts, the breaking and re-shaping of relationships tried to their limits,
the destruction of unfortunate architecture, heartrending disclosures, and
occasionally the sundering of time and space. Never mind going over the top.
There is no top.
Or sometimes, with the same intensity and operating by the same rules, things
turn out gentle, authentic, kind, uplifting, heartwarming, insightful and - if you’re
not too cynical - beautiful enough to make you cry buckets and be glad you’re
alive. Hard to believe, but it happens.
The system drives toward conclusions. Fights are won or lost, goals are met or
failed, people and locations are affected, political and social power arrangements
shift. A session’s events means things have happened, and the next one begins with
a new landscape of active persons in motion and potential crises to be resolved.
The heroes change too. Players have a lot of heft to improve and alter their
heroes’ capabilities and the complications that define their dramatic lives. In
time, these changes drive session preparation as much as anything the game
master has in mind.
Heraclitus of Ephesus tells us, No one can step into the same river twice; for one
thing, it’s not the same river, and for another, you’re not the same person. What’s
happening all around the heroes has changed since last time, and the hero you
bring to play has changed too.
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Chapter One • Introduction
During this time, the company produced several other games (e.g. Super Agents,
Danger International, Justice Inc, and at the end of this phase, Fantasy Hero) and
arrived at the idea of a Hero System which would unite them. However, as yet, it
was just an idea and this version of Champions, despite being the founding title,
is “not like the others” in several key ways.
In the late 1980s, the Hero System was designed, and its current games were
redesigned to fit into it. Champions presents a special case, as its imprint was
leased by Iron Crown Enterprises and the Hero System version, or 4th edition
(1989), was designed by a different creative team from the original authors. It
was published almost simultaneously with the first textual Hero System (1990),
recognizably its own thing as second-generation Champions. It includes a general
shift toward a canonical setting and its philosophy of design and play conforms
more to the original Danger International or Star Hero, as well as the recently
published GURPS (Steve Jackson Games), than to the first-generation version.
The unique features of the original design were minimized or abandoned.
As with most of pop culture, things got a little complicated in the 1990s. You
can learn more about the R. Talsorian publishing phase including Fuzion and the
brief Cybergames phase at the Hero Games website.
Then in 2001, Hero Games was acquired by DOJ Inc, with Steve Long as the
lead designer, to re-launch the Hero System including Champions 5th edition.
These titles are the capstone of the second generation, collating and refining the
developments and diversification of the system’s past decade, including Steve’s
Dark Champions among many others. They went on to develop the canonical
setting in detail, including a license to Cryptic Studios in 2009 for the MMORPG
Champions Online.
In 2010, DOJ Inc also published Steve Long’s powerful Champions 6th edition,
which is very much its own thing, like a springboard from the previous versions
at a different angle. I like to think of it as “Champions Steve.”
Champions Now is similar: a springboard with its own direction, but
furthermore, from a different starting point at the first-generation only. The
exact titles include Champions 1st, 2nd, and 3rd editions, selected parts of the
supplements Champions II and Champions III, and Aaron Allston’s campaign
supplement Strike Force.
These ancient and forgotten texts carry considerable wisdom and power which
I have tried to forge anew. We played them, changed things, played more, changed
things, and just kept going. Between you and me, I thought I’d hit a stopping-
point beyond which I couldn’t or wouldn’t go, and wind up with not much more
than a nostalgic best-practices guide for this historical phase of the game. To
my surprise, there came a traumatic moment of breaking a concept-barrier, after
which I could actually design my own Champions after all.
8
Chapter One • Introduction
9
Chapter One • Introduction
There’s no planned epic; arcs emerge organically. Situations shake out into
resolutions, relationships break up and re-form, and heroes undergo crises,
transformations, and conclusions. By playing, you ride the wave-front of fiction
in action, and the path you’ve traveled turns out to be comics authorship.
The heroes themselves change in unexpected ways, so that you find that you
didn’t build who he or she “is” back at the start of play, only what he or she
seemed like at the beginning. Who are they really, and what have they become?
You discover your hero through play - and by this point it’s too late. He or she is
already becoming even more than that.
I hope you can see it. Now what will happen?
References
This book refers to many comics superheroes, more or less anonymously to avoid
distraction from the game. But it’s not supposed to be clever or a guessing game
either, so all the names and specific references are given at the end of each chapter.
(1) Superman was created by Jerry Siegel and Joe Shuster, first appearing in
issue #1 of Action Comics (1938), submitted to Malcolm Wheeler-Nicholson’s
company National Allied Publications, but published or stolen, depending on
who you talk to, by Independent News. Batman was nominally created by Bob
Kane, possibly more so by Bill Finger, first appearing in issue #27 of Detective
Comics (1939), published by the intermittent company Detective Comics Inc,
just as it was acquired by Independent News. Wonder Woman was created
by William Moulton Marston and Harry G. Peter, first appearing in All-Star
Comics #8 (1941), published by All-American Comics, which was financed by
Independent News, soon reconfigured into National Comics, and absorbed in a
complex merger into National Periodical Publications in the mid-1940s.
Captain Marvel was created by Bill Parker and C. C. Beck, first appearing in
issue #2 of Whiz Comics(1940), published by Fawcett Publications. Superman,
originally street-political and a bit thuggish, would be reconceived and revised
throughout the 1940s to resemble his more friendly and cosmic rival.
(2) Adam Warlock, at the time authored and illustrated by Jim Starlin,
confronted The Land of the Way It Is in Strange Tales #181 (1975), published by
Cadence Industries under the Marvel Comics Group imprint.
(3) Superhero webcomics include Magellan, Strong Female Protagonist, Grrl
Power, Spinnerette, Supervillainous, Most, Ms Rocket, Pulse, Inhibit, and Switch,
among many others.
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Chapter One • Introduction
11
Chapter One • Introduction
I would like to mention that the terms “Superman DC” and “DC Superman” were
imprints, not a company, acquiring commercial status as DC Comics in 1977 as
a small division of Warner Communications, which had absorbed NPP during
its own merger-birth in the late 1960s. The terms “Marvel Comics” and “Marvel
Comics Group” were similarly never a company, acquiring commercial status
when Cadence Industries was purchased by New World Pictures in 1986, as an
internal division of New World Entertainment.
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Chapter One • Introduction
13
Chapter One • Introduction
14
Chapter 2
Basics
Chapter Two • Basics
G ame mechanics are about procedures and results, with everyone empowered
to use their instruments in pursuit of them. The main instruments for everyone,
game master and players alike, are their hero sheets. They are most like musical
instruments in that they provide specific opportunities and features; but the
human holding them determines what they do in the moment, and playing
together shows us how they interact with one another.
There’s no consensus, no negotiation, no scene contruction conferencing, no
“how about” workshopping, no story points, no adjustment of rolls, no massaging
of outcomes – you do it to do it, and you get what you get.
The sheet
Every group, or table, is creating its own unique comics title, beginning with
framing statements. To understand someone’s hero sheet, you must know the
statements they used to create it. This example is taken from a game based on
these:
▶ A superhero stands for something and means it.
▶ You got family in my politics! You got politics in my family!
▶ It was set in Hartford, Connecticut, at the suggestion of a player who’d grown
up there.
Your game doesn’t have to be more politically charged than you collectively
want it to be, but superhero comics have always leaned that way. This playtest’s
statements follow that leaning, and the heroes show it. (1)
This hero was made for this game: RUBY RAY. She’s conceived from these
ideas:
▶ The person: rejects mainstream lifestyles, rebel soul; very close family and
friends, abstracted toward everyone else; Dark Web DJ, underground reputation
and income
▶ The powers: zooms around as a bright red laser beam, almost “zaps” from
place to place, public appearances and heroic actions, legitimized by facing a
dangerous supervillain
▶ The problems: marginalized, disaffected, unfairly criminalized, in danger from
both “sides” of the law
The sheet begins with her Situations because these, more than anything else,
provide the material for how the player and game master describe what she’s
doing and what’s happening around her during play.
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Chapter Two • Basics
Situations
Public Identity
Psych: Stands up for marginalized person’s selfhood (often)
Psych: Brash (sometimes)
Psych: Fun-loving (sometimes)
Vulnerable: 2x Knockout from red-colored attacks or hazards
Dependent non-player character: Bri, her brother (secret identity)
Hunted: Killer Coil (individual, super-powered, ruinous)
Hunted: Federal Communications Commission (organization, manipulative)
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Chapter Two • Basics
Although the two jobs concern different fictional entities, they’re more similar
than they’re different, because both introduce actions and events. It’s not about
players waiting for the game master to do something to them. As far as where
play happens and what anyone is doing there, the players “GM” the game master
as much as he or she “GMs” them, just because they say what their heroes are
doing.
Characteristics Endurance cost
Strength 2d6/- +6d6 Strength only when flying/Presence 3d6 2/+6
Body 14/- Recovery 14, Stunned 14, Knockout 28, Endurance
42/Speed 4/Defense 10
Dexterity 13/Intelligence 12/Ego 11
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Chapter Two • Basics
19
Chapter Two • Basics
All this exertion doesn’t come from nothing. You pay for it with Endurance, at
the same rate of 1 per 1d6 of Strength. In rolling to break the grab, successful or
not, Ruby Ray spends 8 points of Endurance; in fact, more than that, because it
costs Endurance to fly too. She can also “push” her Strength and Powers past the
listed limits, which burns up Endurance a lot faster.
Ruby Ray is noticeably more “present” in a social or communications situation
than most people. Presence affects play differently from physical features and
powers: it’s a free action, you only count the Core value, and it costs no Endurance.
It’s subject to a lot of immediate modifiers, so Ruby Ray could be looking at a
pretty wide range of possible total dice to roll. Presence Attacks are wonderfully
easy and effective, but they require intelligent timing or you’ll be looking at a
measly one or two dice.
To evaluate its effectiveness, compare the Core rolled on the dice with the
Core rolled by the target’s Presence, and consult the Presence effects in Chapter
10: Fightin’ Words. For example, Ruby Ray is trying to awe a crowd of panicked
people into proceeding around the corner in an orderly fashion, rather than
rushing about frantically. She’d roll her base Presence for 3d6, but modified for
-3d6 for going against the targets’ prevailing mood. That’s terrible, so I make sure
she’s using a power (+1d6), saying something very sensible and dramatic (+2d6),
and it also so happens that this is happening at a benefit concert that features a
huge picture of her and a light-show, so that’s an appropriate setting (+2d6), for
a final total of 5d6.
I roll 2, 3, 5, 6, 6, for a Core of 7. That’s a lot better than the targets’ Presence
result of 2 (they’re ordinary people, collectively rolling 2 dice) According to the
listed effects, that’s enough to break up their current activity and to get them
to consider what she says. She hasn’t hit the total that would command instant
or uniform compliance, but it’s good enough to keep them from turning into a
danger to themselves.
The Dexterity, Intelligence, and Ego characteristics are used differently: not for
magnitude, but for success or failure. You roll 3d6 and add the rolled values, and
if you hit the listed number or less, she succeeds.
The sheet includes no mundane skills, social status, or wealth. Does that mean
Ruby Ray is incapable in those things? Not at all. She’s a skilled DJ, knowledgeable
musicologist, successful promoter, and effective navigator and user of the Dark
Web, as well as anything else that seems related. She has all the resources, contacts,
and knowledge that go with it, as well as with anything to do with her own
personal background. All of those things are bonafide skills that Ruby Ray may
use during play, and they don’t have to be detailed beforehand. To use them in
ordinary situations doesn’t require dice rolls. But if the outcome is consequential
or dangerous, then resolve them as Dexterity, Intelligence, or Ego rolls as seems
appropriate for the moment.
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Chapter Two • Basics
For Intelligence, Ruby Ray might be compiling obscure music for an online
protest. Another use for Intelligence rolls is perception, when she might notice
that her web activity is being monitored. For Ego, she might be steeling herself to
fly through a corridor lined with glowing red fluorescence.
The rules include several formal Skills, though very few compared with most
role-playing games. These are super or comic-booky versions of whole skill-sets,
applied well beyond how they’d credibly work in most fiction. You might even
think of them as powers hand-waved into skill descriptions.
Some of them are resolved with Dexterity or Intelligence rolls, like Detective
Work, Security Systems, Stealth, and Computer Programming. Others provide
advantages in certain circumstances, such as bonuses or specialized maneuvers.
Still others modify whole situations, such as Luck. Both of Ruby Ray’s listed skills
are the second sort.
Skills
Acrobatics
Skill level: +1 with Move Attack
Every power is named, and that’s a big deal. In play, they will have properties
and effects based on that name and its implications. Sometimes a named power
will include more than one power from the rules, i.e., you name the power you
want and make it work by combining powers.
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Chapter Two • Basics
The effects use Core results as with the Strength and Presence dice, or they
interact with those types of results in some way. For instance, the Light Up attack
uses the textual power Flash, which requires a combat roll to hit, and if it does, it’s
then rolled with 4d6 and counts the Core result to see how long the effect lasts.
Her Hard Glow, on the other hand, is based on the textual power Force Field,
thus soaks damage that hits her, reducing both Knockout and Body damage by
16 points.
They also require spending Endurance. The Light Up requires 2 per 1d6, and
the Laser Zap is based on distance, at 1 Endurance per 5 hexes. (A “hex,” by the
way, is a person-sized area in three dimensions.)
That Elemental Control thing is a Power Framework, which holds related
applications. A framework is optional and there are three kinds. Its relevance
here is that the powers in it aren’t traded off or managed in some way; Ruby Ray
can use any of them in any combination based on the actions she’s taking.
These hero sheets are more than just lists. It’s good to read them like a Wall of
Crazy in a moody detective movie, as if each item had strings pinned to one or
more other items. For Ruby Ray, the most important connections lead to and
from her Laser Zap (Flight). The obvious ones are that when she’s using it, she’s
very strong, and she gets a bonus on her Combat Value when she’s fighting by
flying past and into people or things. More subtly, since she can only fly in a
straight line and can’t drop below half speed, her Acrobatics allow her to turn
hard corners during a given movement action. Clearly Ruby Ray is very oriented
toward high-speed, powerful actions, which is why she’s especially good at
clotheslining opponents or barreling into them, with her Skill Level.
Every hero is most understandable and playable when you see those “pinned
strings” across pieces of the sheet. Any number of heroes might happen to include
Strength, Flight, and Flash, but they are not Ruby Ray and she is not them, in
concrete and consequential ways during play.
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Chapter Two • Basics
If you want, you can use a hex grid for organizing complex situations like fights,
but you don’t have to; the unit is quite intuitive and works well for theater of the
mind play when referencing typical architecture and areas.
Sometimes standard measures are easier to use, so there’s a conversion chart
in Chapter 11: Fighting Words. At 20 hexes/move with Speed 4, Ruby Ray’s
maximum un-pushed flying speed is about 60 mph/96 kph, and out of combat, it’s
double that for the same Endurance cost. However, once you get into significant
travel, these rules don’t scale up, and other rules apply.
In a complicated situation when a bunch of characters are moving around and
(probably) trying to hit or zap one another, actions are organized by Speed and
either Dexterity or Ego. Here’s the Speed Chart:
Speed Chart
Segment
1 2 3 4 5 6
Speed 6 • • • • • •
5 • • • • •
4 • • • •
3 • • •
2 • •
1 •
Play proceeds through the segments 1-6, then wraps and repeats with no break
of any kind. Your Speed sets which segments are available for you to act; e.g.,
with a Speed of 4, Ruby Ray “goes” on 1, 3, 5, and 6. These are called her Phases.
For characters who go on the same Phase, they proceed in order of their
Dexterity or Ego values, depending on what sort of action they’re taking.
Ordering the action isn’t entirely robotic or predictable. You can wiggle your
character’s Phases “off sequence” a little, and dialogue is utterly free, delivered
whenever you like. And remember Presence? Presence Attacks are considered
dialogue for purposes of timing, so they can strike at will.
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Chapter Two • Basics
Fighting
So! It’s one of your Phases and your turn to go, and you want to hit someone
or zap them with a power. To hit them, use Dexterity or Ego depending on the
action, and roll 3d6. However, this one is a little more complex than the usual
Dexterity or Ego roll.
▶ It’s subject to modifiers based on how much you’ve moved and what you’re
doing, so the adjusted, instantaneous value gets a name of its own, Combat
Value.
▶ The difference between the attacker’s and defender’s Combat Value is applied
to 11, and the result is the number you must roll equal or under in order to hit.
For example, Ruby Ray is zooming past someone and striking in passing. Her
Dexterity is 12, but this maneuver is -2, and she’s using her Skill Level for +1, so
her Combat Value is 11. Her agile and maneuvering opponent’s value has ended
up at 13, so she has to roll 3d6 with a target equal to or under (11-13) + 11, or 9.
Which isn’t great.
It’ll work much better when she times her attack to follow up immediately on
her pal Grimfire, who’s grabbed the opponent with his Hellish Fury Blaze aura
going and thrown him or her into the side of that cement mixer over there. She’ll
get a +1 for a surprise hit, and if all that mayhem has momentarily stunned the
opponent, then his or her Combat Value drops to 6, in which case Ruby Ray is
rolling equal to or under (11-6) + 11, or 16.
Even better! She can target the cement mixer instead, which is easy to hit, and
in motion she’s strong enough to crack it and pour cement goop all over the
opponent.
(A little pro tip from the comics: even the noblest heroes typically fight pretty
dirty.)
A successful hit does damage or otherwise exerts some effect depending on
the powers involved. For straight-up damage such as Ruby Ray might deliver
with that fly-past attack, it’s treated as a Strength roll, delivering its two values as
described earlier. We’ll use the same roll.
▶ The sum total, 33, is Knockout damage, and whatever gets past defenses
will appropriately reduce the target’s Knockout score. If it goes to zero, the
character is unconscious.
▶ The Body total, 9, is Core damage, and after defenses, similarly reduces the
target’s Body score. If it goes to zero, the character is dying.
In both cases, the target’s total Defense soaks up the incoming amounts. If
someone had a total Defense of 20 against that attack, then they would subtract
13 Knockout and 0 Body. Body isn’t overly threatened by most punches and
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Chapter Two • Basics
powers, but some attacks and hazards feature end-runs around defenses that can
be dangerous.
The system is appropriately generous in that you get one “stand up and keep
going” after hitting 0 for either Knockout or Body, such that your unconscious or
dying status was more like a warning. And even being taken to 0 Body after that
is only comic-book dying – actually being killed isn’t required by the mechanics.
Keep an eye on that Stunned value, too, because if the Knockout damage that
gets through exceeds that amount, then the character is Stunned until the end
of their next phase, and quite vulnerable. (I referenced this effect with Grimfire’s
attack, above.)
Using Strength or powers costs Endurance, usually 1 point per 1d6, but
sometimes more. Keep in mind that missing a target still costs you the Endurance.
Ruby Ray is a spend-high, get-it-done type of character, so she can’t fight stupid
with powers blazing Phase after Phase, trusting only to her soak defenses for
protection. If she Laser Zaps past someone for a clothesline hit, that’s 20 hexes
(4) + 8d6 Strength (8) and if she has her Hard Glow on (8), that’s 20 Endurance.
If she has to push her Strength or powers at some point too, that will rip up
Endurance even faster.
You can keep acting at Endurance 0, but at that point you’re burning Knockout
instead, which might also be getting racked by attacks on you, obviously. Even
small amounts of Knockout from those attacks make it that much easier for your
own heroics to take yourself right out.
That leads us to the remaining value on the sheet, Recovery, which is how much
Knockout and Endurance you can restore by taking a Phase off. It’s a bit risky
because your Combat Value drops low, which is why “Cover me!” and ducking
behind site barriers aren’t merely window dressing.
It’s better to fight smart. Set up surprise hits, save maximal blows for an
opponent at a disadvantage, learn how to use powers flexibly and reactively, and
take phases for Recovery as safely as possible. And don’t forget those perfect
Presence moments!
SUMMARY OF DICE MECHANICS
What is used What to roll Reading the result
Effects Strength/Presence/ Multiple d6 Core/For Strength or Blast, also sum
Powers the total values for Knockout
Resolution Dexterity/Intelligence/ 3d6 Sum of values/Success: Characteristic
Ego/Utility Skills or less
Attacks Dexterity or Ego 3d6 Success: 11 + attacking combat value
– defensive combat value, or less
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Chapter Two • Basics
26
Chapter Two • Basics
References
(1) Captain America provides several political snapshots, none of which are
neutral. The World War 2 stories in Captain America Comics are unequivocally
anti-Nazi, but that doesn’t mean the hero is just a true-blue boy scout. His slam-
bang superheroics are contrasted with being constantly picked-on as a lowly,
apparently incompetent private. This side-eyed view of the brass is similar to
many enlisted-men’s cartoons like William Mauldin’s Willie and Joe cartoons in
Stars and Stripes, Sad Sack by George Baker in Yank, the Army Weekly, and the
postwar newspaper strip Beetle Bailey by Mort Walker.
The Fifties stories are straightforwardly McCarthyite, in which he battles
extreme racist stereotypes who spread communism right here in the U.S.A. with
mind-control devices. These appeared briefly in Young Men/Men’s Adventures,
and Captain America (1953), by an unknown writer, Bill Everett, Carl Burgos,
and John Romita Sr. among others, published by Goodman Publications using
the Atlas Comics imprint.
27
Chapter Two • Basics
28
Chapter 3
Your Game
Chapter Three • Your Game
T he experience which results from play is your superhero comic title. It doesn’t
have to be consistent with or imitate any other. The rules won’t tell you what a
“hero” is. There is no editor directing how the story is planned. There is no genre
guide to conform to. There is no franchise to support. As far as you and your
friends are concerned, this is the superhero comic you most want to be into right
now, and that is all it needs to be.
▶ Medium is the stuff you make art or entertainment with, or transmit it
through, like “film” for movies (back when they were on film), or “newsstand
pamphlets” for comics or more generally “words and pictures on paper,” or
“instruments” or perhaps even just “harmonic sounds” for music.
▶ Idiom is a topic or general set of familiar things to see or listen to or imagine,
which is developed by artists or entertainers; it can be expressed in lots of
ways, like a distinctive style or look, or a specific topic like, well, superheroes.
▶ A given medium may be used for many idioms.
▶ A new idiom typically emerges in a single medium but can be expressed in
others and jumps over to them soon.
▶ New idioms appear all the time and old ones are always being revisited.
▶ Works in the same idiom can differ in their meanings and their audiences.
▶ Genre is what fans and critics come to expect and demand of a given medium-
idiom combination.
The range of appearance, content, emotions it’s supposed to evoke, and attitudes
are necessarily much narrower.
When the art or entertainment is big business, funders and managers enforce
the narrowed content.
Some of the audience fancy themselves to be cultural owners of the topic.
Here in the medium of role-playing, this group is now in command of the
superhero idiom, and everyone else’s genre expectations aren’t your problem!
This group, this time, and this game may draw what it will from the vast sprawl
of source material and can invent what it needs to modify it. How much of each
doesn’t matter, because even the most literal homage is still yours. It’s your choice.
Organizing play
Most of this chapter speaks directly to the person who’s bringing other people
together to play.
Get with some people who love the stuff you love, or whom you think might. If
that means fewer people, that’s OK. Just two or three players will work fine, with
another acting as game master. The game also responds well to expanding the
group size later, after a foundation is laid by a few motivated participants, and it
works extremely well for a large group.
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Chapter Three • Your Game
The people you invite need to know a couple of mechanical details right away.
▶ Their heroes will be constructed using points, all at about the same amount.
The total value for a hero does not correspond to categories like “super-
powered” vs. “trained normal” vs. “agent.” Their heroes can be conceived in
any way and still have the same number of points.
▶ The point total and the rules for using it are faithful to the comics in terms
of how heroes – especially the most famous ones – were initially introduced.
They were surprisingly less “super” than you might think, without most of
their perceived signature abilities or concepts, and very light on explanation
or justifications.
A session of play is a lot like a single issue: the way superhero comics have
mostly been sold and read. A hero changes through play, which is a good reason
to plan for more than one session. Also, the buy-in and preparation are rich
enough that a single session is hardly enough to appreciate what can be done
with the material. Things often come together in just a few sessions, so consider
a short-form but multi-session game experience.
You may be tempted to promote and plan the game as a very long-term, epic
series. However, in practice, if you plan for a long-playing epic, then it often stalls
out or seems sufficient at an issue or two. But if you dive into an issue or two for
their own sake, then you discover you’re riding the wave-front of an epic. So, in
planning, say what you want, but also stay flexible.
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Chapter Three • Your Game
Okay! When you get people together, have the following two statements at the
ready, no more and no less.
▶ One solid bit of content about superpowers, heroes, or villains
▶ This part might be back-story, or purely visual, or just atmospheric.
▶ One solid bit of fictional style and specific types of problems
▶ Include the location of play (ideally, somewhere that someone in the group
knows really well)
▶ This part says nothing about powers or superhero/villain material. It’s really
tempting, but resist.
This isn’t a pitch. It’s not negotiated, discussed, debated, or explained. If you
chose phrases that are fun – that you like to see or want to see in comics – that’s
enough.
Two other things may help with initial group orientation, presented in the same
up-front, non-consensus way. One is to provide one or two example comics pages
with a distinctive art style, and say, “it looks like this.” Another is to establish
a super-naming convention that all such characters use. These follow the same
logic as the two statements, providing an aesthetic anchoring point without
complicated justifications, to see what people make of it.
You’ve seen this in the earlier chapters, with the game set in Hartford. To repeat
its two statements:
▶ A superhero stands for something and means it
▶ You got family in my politics! You got politics in my family!
Cold Soldiers, featured in the comics pages as well, is based on these:
▶ Powers require effort, pain, practice, sacrifice, dedication
▶ Military life and careers, in Portland, Oregon
MetalTürk as well:
▶ Powers are based on and themed as metals, as in, the elements.
▶ Cosmic hope and justice, in Istanbul, Turkey
Another played game that will show up in these pages is Legacy
▶ Powers are bright, fun, and hopeful
▶ The past is always present, on the Left Coast [Big Sur to Vancouver]
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Chapter three • Your Game
▶ The fine line between villain and hero is sometimes no line at all
▶ Small town, big secrets, in and around Davenport, Iowa
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Chapter Three • Your Game
There’s no reason why you would like or want to use any of these. Use whatever
you wish instead, based on your own imagination and excitement about
superhero comics, including those which have existed and those which you’re
positive should exist!
Do that right now. You can’t use this book unless you do.
Most of this chapter addresses the game master directly, but here are some
thoughts for the players.
▶ Don’t try to guess or inquire after what the game master wants or plans, “can
I,” “is it OK if,” that kind of thing. They need what you want, so please yourself.
▶ Don’t get distracted by discussing where powers come from or how they work.
What do you like, want, or enjoy seeing on a page?
▶ Don’t debate what superheroes would or should do. Start with the statements,
but from there, whatever ethical or legal profile you want your hero to have,
that’s what they’ll have.
I’ll say it super bluntly: bring it. No one else gets to say who your hero is, what
they can do, or what is going to be important to them. There’s no paragraph in
the book which describes a required morality. You can’t even turn to the genre, as
superhero comics’ content ranges all over the map for these exact things. You’ll
own that, with whatever it entails for people wanting or not wanting to play with
you. Deal yourself and them a hand that you really want to play.
The gift
The two statements are the first step. The next arrives when the players make
up heroes inspired by them, using the rules in the next couple of chapters. The
process is a bit involved and is best done independently, not by committee,
because the statements and location provide enough anchor for unity. It’s part of
the point to see the diverse interpretations which result from them.
To go back to the game master’s point of view: for you, a kind of door opens
from the material all over their hero sheets. The process may be interactive,
especially if you are teaching the point-based rules as they go, including questions
like “could I be hunted by some kind of alien,” or “how about” exchanges when
someone seems stuck. But overall you’re now in a position of receiving a bag of
gifts.
You’ll get necessary setting features like what sectors of ordinary society are
involved, bringing in their historical context and specific places in the location;
and more than a few organizations, both inside and outside the law. You’ll also
see the starting range for the setting’s fantastic content, e.g., are there aliens and
what might they be doing, whether magic is afoot or, if you want to use the term,
how “realistic” this seems.
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Chapter Three • Your Game
You’ll get a solid view of the heroes’ range in lifestyles, including their economic
and social positions (or lack thereof in some cases), their signature antagonists,
and especially, a big supporting cast. Plenty of other people or groups are also
implied by all of these, available for your invention and development.
You’ll also see the initial array or concepts of what super powers are and do.
This array serves the same purpose as a “let’s define powers” discussion as a first
step, but constructed as it is, and placed when it is, works much better. You may
find that the group is one of those tossed-salad mash-ups or, more often than one
might think, you may find a surprising common motif or concept that wasn’t
there before.
Finally, you get some idea of the upcoming game’s moral tone, partly through the
heroes’ specific features like Psychological Situations and the kind of adversaries
they formally oppose, and partly through a more general view of the kind of lives
they lead and what views or standards they imply.
That’s not to say you can’t extend what you see in any of these things, or add
something, or dial something down. You can and will. But let’s get this comic
started first.
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Chapter Three • Your Game
▶ And to recap, Ruby Ray herself is Natalie Freeman, a black woman in her
early 20s, entirely open and out in her actions, wielding uncompromising and
straightforward laser-rays to fight the powers that be.
Looking at all of them, what emerges? Well, their powers are unapologetic
comic-book kookiness conceived from all around the map, like pseudo-super
physics, hellishness (whatever that is), and that characteristically-comics
interface between psychic and cosmic. No unity there, to the contrary, since a
couple suggest there’s more behind them than meets the eye.
Group consistency instead forms around the motivation and activism phrasing
in these statements, which opens up real-world problems as the linchpin for
play. The sheets provide the FCC and the Family Research Council as Hunted
Situations, and Hartford itself is a charged environment for policy debates. In
that context it’s understandable that the heroes would display some tension about
such subjects as accommodation, inclusion, acceptance, assimilation, defiance,
and do not form a smug consensus over what “alternative” or “progressive” even
means. Their collective effort toward society at large is a work in progress, no pun
intended, and it raises the important question: is it better to be inside or outside?
I love this kind of thing. It gets my brain going, about known-and-named forms
of activism, with great potential for hard-hitting teamwork, subject to agreement
and vulnerable to disagreement. And I didn’t have to make it up myself and hope
the others might be interested! Instead, this dynamic potential emerged from the
characters themselves. If they’d all been much more alike in outlook, that’d be a
different kind of group with necessarily different problems and adversaries.
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Chapter Three • Your Game
These vague justifications weren’t a problem. They were even a future blessing
in disguise. Whenever either group featured stories beyond single-issue filler,
they always concerned the implied contradictions. The first would wonder how
aliens, foreigners, and anonymous vigilantes would or could work for or with a
specific government, and the second would feature drastic emotional shake-ups
about their roster and purpose. Fully half of all superhero team titles represent
imitators, expys, reimaginings, reversals, and deconstructions of exactly these
groups and each one’s respective no-justification starting concept. For example,
one fan-favorite, members-heavy super-team was self-referential in its concept,
being itself the in-fiction future fan group of the first team. (1)
Therefore extensive justification isn’t required. For your game, you’ve already
got the location and the conceptual overlap provided by the statements, as well
as the emergent unifiers and adversaries from the heroes, which is a lot more
than those very famous iconic teams had! (Comics super-teams did eventually
feature more unifying concepts, but these were always straightforward and easily
relatable.)
Here is my entirely unscientific Venn diagram madness to summarize eight
decades of superhero team titles. It doesn’t include teams without titles, and
only refers to comics, not films or TV; certain reboots are also not included for
simplicity’s sake.
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Chapter Three • Your Game
This structure is purely historical and hardly sacred. Someone might publish
a superhero comic tomorrow that would force it to be entirely redrawn. You’re
under no obligation to fit your game into it. But it does open a window into which
concepts have arisen to define groups, entirely apart from nominal “universe,”
target audience, or exact concepts of super-powers.
The comics present these options most clearly:
▶ Whether the heroes’ powers have a common identity or cause
▶ Whether the heroes identify with an empowered social group (government,
law enforcement)
Then there’s a whole constellation of other things, which despite their arrangement
in the historical diagram, could easily be mixed and matched in any way:
▶ Family with all of its ties and antipathies, immediate and extended, including
close friends
▶ Marginalized or distrusted by the society we know and recognize
▶ Teens/young adults, finding themselves, maturing, bringing fresh perspectives
▶ Rebel band, which usually includes a substantial science fiction or extranormal
context
▶ Handicapped, whether real-world or in slightly science-fiction or fantastic
terms, strongly emphasizing powers as disabilities or compensations
▶ Under duress, which subdivides into different arrangements of legal vs. illegal
control over undeserving vs. deserving (or sort-of deserving) persons
▶ The past, meaning that current situations are heavily informed by events long
ago, and may include playing flashbacks or literal time travel
That’s a lot of analysis, but how does it turn into something practical for play?
It’s time for executive action: you, the game master, should pick anything you
think fits for these heroes, and go with it. You already have a lot to go by and it’s
probably more intuitively obvious than you expect. Translating those variables
into less abstract form results in a list something like this:
▶ We are a voluntary team or squad trusted by and at least partly established by
an institution.
▶ We are a team or squad, forced into it against our will.
▶ We share a common ideal or organization, and value our group’s purpose as
a united front.
▶ We share personal history with a common injustice and have united in self-
protection.
▶ We share a common age or similar demographic feature, and we understand
one another better than anyone else does.
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Chapter Three • Your Game
▶ We’re very separate but like-minded people who group up occasionally help
one another’s individual concerns.
▶ We already share a literal family or extended family connection, and our
powers magnify and complicate it
There’s no rule for how arbitrary this has to be, somewhere along the line from
“It looks to me as if these powers could have the same origin, what do you think?”
to “You have the same origin, this is what it is, take it and like it.” That’s a matter
of preference and best application for this particular group, and sometimes it’s
a player who says “I want us to be a family!” and everyone goes with it. More
important is what everyone makes of it, going forward, like their sense of
mission, the most immediate crisis, the degree of organization, the nature of the
adversaries... all of which are surprisingly intuitive and do very well as a collective
player response. (2)
Again, never mind planning tedious machinations to make this group come
together in play. You can begin either well after the hero team is established and
no one processes it any more, or right when it’s been decided and the heroes are
all ready to try it out.
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Chapter Three • Your Game
Whereas another game, set in Saint Louis, Missouri, generated a much more
unified picture, but not right out of the statements; instead, from the players’
similar urges in the moment. (Disclosure: this playtest came before I finalized the
“two statements” method so I’m retconning these based on the materials I gave
them.)
▶ Powers are all about pragmatic combat
▶ Real world, real problems, in St. Louis, Missouri
I’ll never know if this was a true coincidence, and I’m pretty sure it was, but it
so happened that each player brought a hero who was from the future, specifically
from a high-tech future war of some kind. ARC was deliberately escaping
to the past, our present, which he regarded as a utopia, and Agent One had a
mission to the past, again, our present day, but his programmed instructions had
malfunctioned. I suggested that this begged for each of them to be from opposite
sides of the same future war, now isolated from it. Considering their respective
scary time-based Hunted Situations, called the Timekeeper and Mother Necessity,
play itself quickly produced our comics title: AWOL.
All this timey-wimey SF threatened to overwhelm the statements a little, but
since it’s comics, a certain carelessness toward utter sense can be a source of fun.
One player added to the mix by conceiving of the two working closely with the
St. Louis police, which accented the other coincidental player-produced fact that
neither hero was white and neither was familiar with specific ethnic conflicts in
the present-day.
Finally, a third example shows the most “secure” or least guess-ish outcome,
from this starting point:
▶ Powers are bright, fun, and hopeful
▶ The past is always present, on the Left Coast [part of the western margin of
North America, from Big Sur to Vancouver]
Given the statements, obviously all three heroes, Power*Star, Advance, and
Komodo Dragon, dragged in a ton of complicated family and powers-related past
events, which gave us its title right away, LEGACY. But they also independently
brought in elements of strange energy technology, which fit very well into the
location and its real-world culture and gave rise to a different shared origin
concept, in terms of powers’ definition.
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Chapter three • Your Game
Where it goes
The heroes and the team will
change: their powers will grow
and transform, they will re-
assess their identities and their
place in society, they may
scatter or come to live together
in a base, and some may even
leave and be replaced by other
heroes. Their adversaries will
disappear and re-appear, or
form new goals, perhaps even
to become teammates. New foes
and problems will emerge.
All comics super-teams have
changed as they went along,
riddled with drama-heavy
shifts in priorities, internal
relationships, and membership.
Sometimes it’s drastic. One of
the major groups underwent a
radical conceptual shift during
its second year, when all the
founding members resigned,
leaving one person to mentor
the tricky addition of three
former supervillains. Another
team chose to die together
rather than submit to villainous
blackmail threatening the lives
of innocents. (4)
Therefore the choices you
make at this early stage can be
relaxed and enjoyable, rather
than stressed in terms of future
play. Whatever the heroes are
like and whatever the team
happens to be like at this starting moment is your launch point, not a static
contract signed in blood. Where you start matters only insofar as you get going.
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Chapter Three • Your Game
References
(1) The original superhero team in American comics was the Justice Society of
America, first appearing in All Star Comics #3 (1940-41), by Sheldon Mayer, Gardner
F. Fox, and Everett E. Hibbard, published by National Allied Publications. The
methods by which the heroes were included in a single publication were paralegal at
best. The All Winners Squad was very similar, appearing in All Winners Comics #19
and #21 (1946), by Bill Finger and multiple artists, published by Martin Goodman in
one or another shell-game company, using its Timely Comics imprint.
The JSA was rebooted with more recent versions of some heroes as well as others
and renamed as the Justice League of America, first appearing in The Brave and the
Bold #28 (1960), by Julius Schwartz, Gardner F. Fox, and Mike Sekowsky, published
by National Comics using the Superman DC imprint.
The Avengers was structurally similar, beginning with The Avengers #1 (1963),
by Stan Lee and Jack Kirby, published by Magazine Management using the Marvel
Comics imprint. Its members had individually appeared during the previous five
years, and soon included Captain America who had first appeared under another
Goodman-owned imprint in 1941.
The self-referential and eventually largest superhero team was the Legion of
Superheroes, first appearing in Adventure Comics #247 (1958), by Otto Binder and
Al Plastino, published by National Comics using the Superman DC imprint. As the
Legion was defined in the comics as superhero fans in the far future, it was later
promoted with the concept that real-life readers could become official members.
(2) The first teams to use non-government unifying concepts were the Fantastic Four
(1961, not yet called “Marvel Comics”), Metal Men (Superman DC imprint, 1962),
the Doom Patrol (Superman DC imprint, 1963), and the X-Men (Marvel Comics
imprint, 1963).
(3) The superhero team defined by voluntary, piecemeal association was the
Defenders, first appearing in Marvel Feature #1 (1971), by Roy Thomas and Ross
Andru, published by Cadence Industries using the Marvel Comics Group imprint.
This definition soon came to be almost the most solid unifier in superhero teams,
rather than the least, given how often its members explained it to other characters.
(4) In The Avengers #16 (1965), by Stan Lee and Jack Kirby, the Wasp, Giant-Man, Iron
Man, and Thor resigned (the Hulk had done so earlier). Captain America, who had
joined in #4, oversaw the inclusion of Hawkeye (a former Iron Man villain or at least
foe), Quicksilver, and the Scarlet Witch (both former members of the Brotherhood
of Evil Mutants in The Uncanny X-Men).
When the title Doom Patrol was canceled, its final story in #121 (1968) featured the
founding members of the team trapped on an island, threatened with a deadly bomb
unless they would submit to the villains destroying a village. They refused, saving the
village and dying in the blast. The final page is perhaps interpretable as defiant toward
their own editors as well as toward the villains. Regardless of later re-imaginings and
uses of the characters, the story is internally final and fatal for all four heroes.
42
Chapter 4
Special Effects
Chapter Four • Special Effects
Bare essentials
Most of the rules in this book are about numbers and timing; they’re mechanics.
But when it comes to the fiction, the “what is it” of these moments, the mechanics
are buck naked.
All the mechanics are governed by a single fundamental rule: that all play,
everything in it, whatever anyone says about anything, must be specified in
fictional terms. On the hero sheet, as well as in play, you have to say what it is
before you can apply mechanics to see how well and how much it works. These
what-it-is are called special effects: “nova blast,” “mystic mastery,” “spider-y
things.”
That’s why the names for the powers mechanics are so neutral. One person’s
Concealment may be a brooding pool of shadow, but another’s could be the least-
dark thing imaginable, like filling the air with mystic glitter. It helps to look at the
cause in one direction only: because you generate a brooding pool of shadow, you
can use the game-mechanic called Concealment.
This isn’t semantics – it’s really a thing, that the special effects “are” what is
happening in the imagined events, and the mechanics are used to create its
impact, rather than defining it.
With teeth
Here’s a hero to illustrate, named Miasma, whose powers are based on scary
hallucinatory vapors, such that she’s practically part of them. Attacks’ impact
affects her less, she can intensify this effect to move through solid objects and
for attacks to pass right through her, and she can expand the mists into a fog of
distorted faces or focus it into a jet-blast.
How does this conceptual specification get applied in play? The easiest, most
familiar use for the special effects is just “skin:” we describe and visualize that
she’s shooting loopy-looking drug gas and not, for example, ice or butterflies,
then you use the mechanics listed on your sheet, and that’s it.
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Chapter Four • Special Effects
However, the descriptions are more than just skin. A lot more. The special
effects have rules of their own. They can be applied to situations in play as if they
were mechanics, as solid and effective as the specific numbers described in the
textual rules. These consequences may aid or hinder the acting hero, depending
on the circumstances. The gas jet, for instance, might hit harder, it might do half
effects, it might not work, it might shut down the thing or foe it’s hitting entirely,
or it might do some wild thing that no one intended or knew could happen.
This procedure has no point total, no pre-arranged parameters, no number-of-
use limits, no “metagame mechanic,” nothing in rules terms beyond a standing
permission to do it. The decision formally lies with the game master, but in
practice, suggestions for such things pop up from anyone more or less regularly.
It works in three ways. The first is for the special effects to include concrete
consequences alongside the mechanics-based outcome. Let’s say that you direct
that psycho-scary drug gas jet attack in a cool laboratory situation, with tubes
and fluids and energies all over the place.
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Chapter Four • Special Effects
Again, applying the rule in the hero’s favor is not guaranteed. I was thinking of
armor with some environmental containment, but not so complete as to provide
its own internal atmosphere. Armor with that capacity might have the opposite
effect against a gas jet attack, ignoring the damage and only applying the impact
(Knockback) of the attack.
The third way takes this effect to the extreme, in which the special effects
override the mechanics, typically making a power totally effective or ineffective.
In this game, you don’t say, “just special effects,” meaning no effect beyond the
skin. Here, the special effects do things. The mechanics never fully tell you what
happens in the fiction; the mechanics are only there so the special effects have
something to work with.
At the table
“Naked” also means vulnerable. If you’re using special effects with teeth in the
mechanics, play is now vulnerable to negotiation about whether or not a special
effect is going to have a unique impact on the mechanics. It’s risky, but that’s how
it is for anyone creating a comic, especially in terms of finishing this issue right
now.
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Chapter Four • Special Effects
Comics creators are generally unconcerned with fans’ notions of what a power
is or can do, and much more concerned with how they see the hero in the conflicts
immediately at hand. Powers get conceptually squishy because:
▶ Prior standards or claims always take second place to whatever is most cool
right now.
▶ Every creator has his or her own notions about the powers, often not carefully
thought-out, about what’s right or most fun to draw.
▶ Overwork, deadlines, and other stresses can turn what would be a playful
stretch of a concept into an incredible exaggeration. The boundary is never
clear until afterwards.
The group in play is like that creator. You don’t have to apply teeth to the special
effects. But you can. The atmosphere and rules-use can be a bit like free jazz:
loose, occasionally pushing the envelope, always reaching for the best, tolerant
of missteps. Liberating. Comics sometimes rise to great heights this way, and
sometimes fall on their face. The game works the same way. (1)
Therefore be consistent, but not with the powers as such. Instead, be consistent
in how they’re socially and creatively handled. Here’s a recommended sequence.
▶ Describe powers’ incidental effects all the time and play incidental bystanders’
reactions and exclamations. Better yet, ask everyone to describe them, early
and often.
▶ When everyone is used to what the mechanics do by default and already
enjoys seeing powers’ unique fictional effects, then putting teeth in them once
in a while is easy.
▶ Put in the teeth only rarely, when powers really clash directly, or when the
immediate situation just begs for it, like the warehouse full of paper.
▶ Given the choice, favor the heroes: apply generous, helpful interpretations of
their special effects more often than otherwise. The players made up these
powers, so what better reward than seeing them proved to be the “right” ones
for the job? Also, they become willing to accept the same for their opponents,
once in a while.
▶ Stay a little flexible. If someone displays unmistakable signs of buzzkill due to
a special effect’s consequences, dial it down.
▶ Accept suggestions for special effects, especially those which seem spontaneous
and enthusiastic. When you don’t, instead of shutting it down, say, “maybe
next time,” and indeed do it next time.
These practices lead to play in which someone grins or groans when the special
effects’ teeth show up; but either way, says “Of course!”
47
Chapter Four • SpeCIaL eFFeCtS
Modifiers
Ruby Ray and the other hero examples in the Appendix include Modifiers
for many of their Powers. When you organize a hero’s mechanics with points,
Advantages use more points and Limitations use less. But what are they? It’s still
about the special effects.
▶ Advantage: Grimfire has the Weaken Power, against Presence, Modified to be
a Strike attached to his punch. This means being hit by him is worse than just
the damage; he is so fell and scary that it demoralizes you.
▶ Limitation: Ruby Ray’s Flight is Constrained, specifically that it won’t work
if she goes under half speed. This effect emphasizes that it’s a laser zap, not a
hover float.
▶ Advantage + Limitation: when Anybug takes on his Stink Bug form, he
can bonk you hard with the Blast Power, which is modified to be Reactive,
responding to being hit. It is also Conditional, along with everything else in
his transformations, to be fully effective only if he keeps his power pack on,
which is itself on a Focus Limitation, meaning pretty easily grabbed or broken.
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Chapter Four • Special Effects
Using Modifiers doesn’t give your power the special effect you want, because
you already have it, by definition. Using Modifiers says, let’s not rely on in-the-
moment inspiration to modify the mechanics, instead, let’s bake it in using points
so it’ll become mechanics. You include Modifiers when you like a given nuance of
your power’s special effect so much that you want to see it in action all the time.
Consider a hero whose powers are defined as powered armor. Let’s say in
addition to the literal armor, he flies, projects beams of some kind, and relies on
a battery.
▶ Version 1 has no Modifiers at all, so that he’s built the same as anyone whose
powers are intrinsic to their body.
▶ Version 2 has Modifiers here and there, to make specific features of the armor
always work in particular ways as mechanics.
▶ Version 3 builds the whole set of armor under unified Modifiers and perhaps
subsets for specific parts.
The most famous armored hero from the comics provides further insight due
to the varying plot-importance of such features. During his first decade, he was in
effect a disabled hero due to the focus on his heart condition and the high-energy
demands of his armor. After these were written down a little, then his problems
arose more from his alcoholism and his uncertain control over the armor.
Therefore its variations by creator aren’t only in the explicit designs, colors, and
invented features, but in its plot-affecting properties, including how vulnerable
some piece of it may be, how quickly its batteries run out or recharge, and how
dependent he is on it or how responsible in its use. (2)
In these rules, there isn’t a single way to build a hero like this one, because you
don’t have to say, “In order to have armor at all, I must take this or that Modifier.”
It’s already armor because you said so, and therefore it won’t work if he’s not
wearing it, its battery can run low on energy, and it has lots of properties based
on its materials and engineering. These were the powers’ special effects from the
start and will always be the special effects no matter how many Modifiers it has or
doesn’t have. The only Modifiers you need are those you want to cause consistent,
dramatic consequences in play.
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Chapter Four • Special Effects
Story power
That’s quite a handful of concepts: wide-open non-listed special effects,
opportunistic mechanical consequences, developing a group look-and-feel for
when they apply, and Modifiers as options rather than requirements. Clearly each
individual group will arrive at its own spin on enjoying the full use of special
effects in play, and no single crystal-clear example is possible.
What are they for? I can give you one thing they’re not for, and one thing they
are.
▶ Special effects are not there for one person to make the story go where they
want. They aren’t a plot hammer or fiat.
▶ Special effects are there to honor the potential for the imagined powers to
affect what’s happening, because of what they are, for good or ill.
The way to maintain the difference is to describe and use special effects based
on what’s already obvious in play at the moment, without inventing new reasons
for this or that power to have some privilege or deficit. It’s very effective: you’ll
stay authentic for your own enjoyment, rather than manipulative about the
situational outcome. Everyone in play appreciates it and they soon join in.
The result is vivid, unforgettable, and, for the group as a whole, entirely your
own.
References
(1) Two little square-thingies are egregious examples of do-anything McGuffins,
but also, against expectations, have fueled compelling stories. The Cosmic
Cube first appeared in Tales of Suspense #79 (1966), by Stan Lee and Jack Kirby,
published by Magazine Management, using the Marvel Comics Imprint. Mother
Box first appeared in The Forever People #1 (1971), by Jack Kirby, published by
Warner Communications using the DC Comics imprint.
(2) Iron Man first appeared in Tales of Suspense #39 (1963), by Stan Lee, Larry
Lieber, and Don Heck, published by Magazine Management. The significant
shift from health-based to resource-based problems occurred in Iron Man #85
(1976), by Len Wein, Roger Slifer, and Herb Trimpe, published by Cadence
Industries using its Marvel Comics Group imprint. The similar shift to problems
of addiction occurred in the “Demon in a Bottle” storyline, Iron Man #120-128
(1979), by David Michelinie, Bob Layton, and John Romita Jr, from the same
publisher.
50
Chapter 5
Hero Making
Chapter Five • Hero Making
T his is it! You’ve seen the two statements for your game, and you don’t have to
guess what they mean; the game master is waiting to find that out from you.
The pressure is lower than it might look. What you do now barely begins your
hero, like one of those one-page promotional illustrations that gets people excited
about the upcoming debut. You even get some wiggle room to re-adjust after
seeing how play goes.
Three corners
To begin the process of hero creation, fill in your notions at each corner of a triangle:
the person, the problems, and the powers (actually powers, characteristics, and
skills). Scribble a detail in one, skip to another, and skip back, in no particular
order – you’ll find that each one informs both of the others as the creative process
moves along.
The person has an ethnic, national, and economic background, age, gender,
somewhere to live, and some current or working identity in those terms. He
or she necessarily participates in or displays some subculture, employment,
important personal quality, or lifestyle too. Ordinary standards of attractiveness
fall into this category as well, as they are usually an amalgam of literal appearance
and social variables. You don’t have to say much, but say something. Brief phrases
here capture whole shelves of skills, knowledge, acquaintances, and resources.
When it comes to this real-world stuff, be honest and interested. This isn’t to
please an audience, but to please yourself. Powers can be cool, problems can be
sympathetic, but this person is someone you like.
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Chapter Five • Hero Making
The problems arise directly from your hero’s identity, standing, priorities,
activities, and situations, super-powered or otherwise. They’re also the meat and
potatoes of actually being a hero, so you want them to hit hard. He or she may
wail piteously about it, but not you. You’re doing this on purpose.
Think about:
▶ The hero’s social position, based on ordinary human circumstances as well
as on anything to do with powers and super-stuff, and certainly as related to
appearance or reputation
▶ Any direct difficulties from the powers themselves, whether they cause
problems or open up vulnerabilities to other effects
▶ Physical and emotional disabilities, which are often tied directly to specific
powers in a hundred possible ways
▶ Strong opinions and deeply-felt positions, about things that might crop up a
lot, or that might prompt unthinking reactions
▶ - These don’t have to be weird or unreasonable in content, and might even be
admirable
▶ Relationships of all kinds, especially family, romance, and work, but also
related to super-stuff, as with personal enemies and too-interested entities.
▶ - Relationships don’t have to be problems and might be associated with one or
both of the other corners instead, but when they are, they really are
▶ Then there’s plain bad luck. There’s a lot of truth in the notion that no one
wants to be the hero of a story – it kind of sucks, a lot of the time.
Plenty of this can and will happen without points. But if there’s one sector of
hero making that stands above the rest, it’s which problems you’ll choose to be
represented mechanically from those you’ve brainstormed here.
For powers, don’t look at the lists and points in the next chapter. Instead,
scribble in the special effects: what the powers look like, in action, against what
sort of opponents, in what sort of situation, and accomplishing what. Don’t
explain anything. This is about the visuals, like an artist’s concept sketching,
especially if you think of the hero doing something rather than floating there.
It may be hard to believe, but you really are free to name whatever powers you
like: tap into the space-time continuum, control any microbe, channel a god or a
whole pantheon, turn into your favorite creature (or all of them). The mechanics
express their scope and impact, but for what the power is, that’s all you.
Here are the three corners for Ruby Ray. I start with the two big statements for
our game, which is set in Hartford, Connecticut.
▶ A superhero stands for something and means it.
▶ You got family in my politics! You got politics in my family!
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Chapter Five • Hero Making
For the person corner, I know where I’m coming from right away. That whole
“politics” phrasing and, I admit, the location get up my nose, specifically about
feel-good smug activism that never really does anything. So my hero will be
someone who completely disavows compromise and establishment power, a total
doer. OK, I’m already filling in every corner, especially her (“her,” I suddenly
realize) powers: one hundred percent bright and obvious, not too subtle, as
classic super-physics hero as you can get.
That’s how the triangle works – without hardly trying, whatever you put into
one corner feeds into the others, and “someone” starts to appear in the “middle.”
The powers create problems, the person chooses what to do with the powers, the
problems make the choices matter, and a vision begins to form of the hero in
action, with things about to happen to them.
Without even trying, all this pops the name Ruby Ray into my head, and now
it feels like someone I’m discovering rather than inventing. Certain things that
draw from all three corners now feel obvious, and if I could draw, I’d sketch her
in the middle. Instead, since I’m getting enough sense of the people who are
associated with her, I write them there, including her own name and also a cool
adversary name.
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Chapter Five • Hero Making
Unconventional notions
You are now the master of idiom, not the slave of genre. Consider shaking off
some genre habits from comics fandom and role-playing conventions.
Originality is over-rated. Copy like hell, rip off anything and everything –
shoot, nab your favorite mask design and color it some other color. The best and
most famous superheroes all began as rip-off salads, because original powers and
appearance never made a character good. What did that is what someone did
with it, their way, all the way. (1)
Origin stories are over-rated even worse. Yes, a few of them are very good,
but not many, and a lot of those become significant well after the hero’s first
appearance. You may be tempted to write up a complicated text piece about the
origin of the character’s powers. I can’t stop you, having succumbed to temptation
myself, but try to make it about why our story starts here, rather than maundering
about little Sally who dreamed of flying.
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Chapter Five • Hero Making
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Chapter Five • Hero Making
its acquaintances. For example, you might go all the way into deliberately blank
space, whether it’s amnesia or “just created yesterday” or too alien and alienated
to know what anything is. If you ground that with a rich supporting cast, then the
person corner is as full as ever, and it works great.
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Chapter FIVe • hero maKING
The next chapter lists points for all these things, but crucially, some of them
can be reduced by various details called Limitations. That leads to a much more
important quantity than merely the obvious point total: the Ratio. It’s calculated
for a whole hero like this:
[The point total calculated without Limitations / The point total] x 100
For the first part, leave everything else the same, all the mechanics you’ll see in
the examples and next chapter, the Frameworks, Advantages, everything.
Here’s the rule: a hero’s ratio may not exceed 119. Limiting features of the concept
which would lead to a higher ratio must be left to non-point Special Effects.
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Chapter FIVe • hero maKING
Situations Points
Public Identity: Natalie Freeman 10
Psych: Stands up for marginalized person’s selfhood (often) 15
Psych: Brash (rarely) 5
Psych: Fun-loving (rarely) 5
Vulnerable: 2x Knockout from red-colored attacks or hazards 15
Dependent non-player character: Bri, her brother (secret identity) 15
Hunted: Killer Coil (individual, super-powered, ruinous) 20
Hunted: FCC (organization, manipulative) 15
Total points = 100 free + 100 = 200
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Chapter Five • Hero Making
The characters embedded in there will need a little development using points
of their own, but that’s not important to this total, which is 200 points to use for
Characteristics, Skills, and powers.
Here’s a useful point to know from the outset: the Psychological Situations
aren’t locked-down thespian commitments. They matter, or rather, using them
as Situations means you want to see them in play, but they do not dictate your
hero’s precise behavior in a moment of crisis. They aren’t phrased as “always” or
“will not.”
Therefore although Ruby Ray doesn’t like compromises about marginalized
people’s selfhood (rights, e.g.) and may well take laser-zapping stuff-breaking
action about it, that doesn’t mean she’s a robot who parrots the same line and flies
off the handle every single time it’s at issue.
The Characteristics are Strength, Dexterity, Body, Intelligence, Ego, Presence,
Speed, and Defense. These provide the basis for most skills and physical feats,
combat capability, and some specialized applications like Presence Attacks.
You build them up from a base value with points, at varying amounts.
Characteristic Base value Points Details
Strength 2d6 5/+1d6
Presence 2d6 5/+1d6
Defense 10 1/+1 ordinary/5/+1 Ordinary Defense 15 is 5
resistant points/Resistant Defense
5 is 20 points
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Chapter Five • Hero Making
You don’t increase ordinary movement like running or swimming with Points.
If you want to go faster than the listed values, then you push with extra Endurance,
as described in Chapter 11: Fighting Words.
It sets the values for Recovery, Stunned, Endurance, and Knockout, which may
not be directly increased with points. They aren’t bought; you just get’em based
on Body.
Characteristic Derivation
Recovery Body x 1
Stunned Body x 1
Knockout Body x 2
Endurance Body x 3
▶ Speed 2 is a bit slow for a hero but not absurdly so; it’s still twice as fast as an
ordinary person. 3-4 may be thought of as standard for comics heroes, and 5+
is surreally active and reactive.
▶ Don’t be greedy for speedy! It’s very easy to overrun your energy reserves that
way.
Dexterity, Intelligence, and Ego work entirely differently: their values are target
values for resolution rolls using 3d6.
Characteristic Base value Points Secondary values
Dexterity 11 10/+1
Intelligence 11 10/+1 Intelligence sets the base (free)
target number for perception
Ego 11 10/+1
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Chapter Five • Hero Making
See that additional Strength? It should be 30 points, but it’s qualified by a key
phrase called a Limitation. You can read about the details in the next chapter, but
for now, recognize that sometimes things may use less points.
You don’t need points for the hero’s naturalistic skill-set, including resources,
contacts, and property. As mentioned in Chapter 2: Basics, Ruby Ray has an
impressive array of such abilities and connections, and so will any other hero.
The listed Skills are best conceived as super-skills, situated far into the concept
of popular or fantastic adventure. They deliver over-the-top applications and
effects that a real skilled person, even an expert, cannot do – for lack of a better
word, they are “comic-booky.”
They differ in groups based on certain point structures:
▶ Utility: Climbing, Computer Programming, Detective Work, Security
Systems, Stealth
▶ Maneuver: Acrobatics, Martial Arts (Attacks, Moves, Find Weakness)
▶ Situational: Skill Levels, Luck
The Utility Skills’ emphasis on sneakiness isn’t Ruby Ray’s thing, so she focuses
on the other types to work closely with her Powers and the Characteristics they
rely on.
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Chapter Five • Hero Making
The points for the formal Powers can be organized simply and their specifics
left to Special Effects during play, or they may turn into a bit of a design mini-
project. You can arrange powers’ relations to one another, set their values, define
Characteristics as Powers and mess with them accordingly, integrate Powers with
Skills, and more. You can also arrange their relations with one another with Power
Frameworks and significantly change their specific rules-effects with Modifiers,
either Advantages or Limitations.
You don’t have to use a Power Framework, but if you do, choose one: Elemental
Control, Multiform, or Variable Power Pool. It’s a good option if your hero’s
powers show off some special effect so consistently that you’d say, “fire powers,”
or “commands magnetic forces,” or “son of a star (like an actual sun-type star),”
or even something oddball like “master of the color blue.”
Advantages
Adaptive Effects Group Effect Reactive
Affects Desolid High Impact Separate
Area Effect Invisible Effects Sever
Aura Lethal Strike
Destructive No Endurance Cost Usable at Range
Ego-based Persistent Usable on/for Others
Expanded Scope Piercing
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Chapter Five • Hero Making
Limitations
Activation Costs Endurance Linked
Always On Focus No Knockback
Burnout Increased Endurance No Range
Conditional Involuntary Shutdown
Skill-based Tricky
For Ruby Ray’s Powers, it’s about raw visuals, inspired by some comics
characters but turned into her very own signature person-glow zap form, full of
punishing impact and lighting up the place.
Powers Points
Elemental Control: Red Laser Transformation 20
Laser Zap: Flight 20 hexes
- Constrained: linear only, Constrained: cannot go less than half-speed 10
Hard Glow: Force Field 16 20
Light Up: Flash 4d6
- Constrained: only at end of flight path, No Range 10
Her powers show a lot in just a few lines and will help you understand the next
chapter’s applications.
▶ Every one of them has an in-fiction name which, again, carries a wide range
of momentary applications or consequences that have nothing to do with
points. Many Powers’ interior mechanics need to be specified by consulting
your concept for it, with the name as the primary reference.
▶ They’re organized into a Power Framework, an Elemental Control, because
they are collectively just one fictional power being used in a variety of ways.
▶ -Without the Elemental Control, they’d be 40 points each. However, this
Framework reduces the points for whatever’s in it, so each one is 20 points
instead. Each one is rated at a value which happens to be based on 40 points.
Force Field, for example, gets you 2 Defense per 5 points.
▶ Two of the slots also have Limitations like her extra Strength did, cutting
down the already-reduced points in half in both cases.
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Chapter Five • Hero Making
The Elemental Control is the least constraining Framework, so she can vary the
amount of Defense her Hard Glow provides, for example. The two Limitations
nail down exactly how I’d like her Special Effects to apply reliably, focusing her
powered actions into the high-speed high-impact imagery I’ve associated with
her from the beginning.
Here’s a point about the Special Effects. Ruby Ray glows bright red; it’s implicit
in the name “Red Laser Transformation” and it’s explicit in “Hard Glow.” I don’t
need to spend points so she can glow, I can describe it how I like during play, and
I can use it in minor, or even significant, ways.
At a glance
Take a once-over moment for your worksheet. First, review your total points: 100
+ Situations = Characteristics + Skills + Powers = 200 to 240, or the specific value
in that range that was set for this group.
Given the structure of the Situations, their total will be a multiple of 5. If the
Characteristics + Skills + Powers side is not, then add the few you need to bring
it up. The easiest place for that is Defense.
You might have to go back into design if the totals are really different. If you like
the Situations right where they are, but you find that they provide more points
than you’ve built into the characteristics, skills, and powers, then bonus! Go get
more stuff there to make up the difference.
Conversely, maybe you’ve built the other side of the equals sign to a certain
amount, and you’re wondering how to fill up the Situations to match, thinking
maybe all those hassles will ruin your hero. That’s a good thing too, because,
typically, when you provide a new angle with one more strong Situation, or beef
up a couple you have already, you provide the clincher that makes the hero active
and full of life.
The more important final glance before play is qualitative: whether you have
found, or think you can find, your hero’s heart. I like Ruby Ray. She takes no
shit from anyone, herself included, and she’s put herself on the line for a lot of
others who probably don’t like her very much. She’s not a smug do-gooder, but a
genuine rebel and radical, smart enough to concentrate on the meaning of what
she does, not just hitting things. But if things need hitting, she’ll do that too.
This is a good time to consider her supporting cast as well, especially to think
more about her brother Bri and her adversary Killer Coil.
Transfer the information from your worksheet to the shiny use-in-play sheet.
The game master has to do some more work; but you are ready.
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Chapter Five • Hero Making
References
(1) Ruby Ray is influenced by Captain Marvel (Monica Rambeau), first appearing
in The Amazing Spider-Man Annual #16 (1982), by Roger Stern and John Romita
Jr., published by Cadence Industries using the Marvel Comics Group imprint; by
Jetstream, first appearing in The New Mutants #16 (1984), by Chris Claremont
and Sal Buscema, by the same publisher; and also by The Ray, whose first version
appeared in Smash Comics #14 (1940), by Lou Fine, published by Quality Comics
(purchased by National Periodical Publications in 1956).
(2) Superman’s extraterrestrial origin as originally presented was a single panel,
quickly dismissed as a justification for his strength as he engaged in immediately
earthly goals and adventures. Familiar elements and some which were abandoned
were introduced piecemeal, but the origin was not developed into the familiar
science fiction saga until 1958 under Mort Weisinger’s editorship. Batman’s origin
was presented more quickly after the hero’s debut, about six months, but again,
not as the opening story (Detective Comics #39). Many origins were throwaway
or pro forma, sometimes framed as an extreme contrast, like Steve Rogers being
a “weakling” before becoming Captain America, or Barry Allen being a “slow”
person before becoming the second version of the Flash.
Some heroes’ origins were more relevant at the outset and often featured as
the hero’s first story, as with Hawkman in Flash Comics #1 (1940), by Gardner
F. Fox and Dennis Neville, published by All-American Publications, absorbed
by National Comics in 1944. This approach was repeated and explored from
many angles by most heroes co-created by Stan Lee, especially Doctor Strange,
Spider-Man, Iron Man, the Hulk, and Daredevil, but not all of them. Ant-Man
and the Wasp, Thor, and the Fantastic Four all had pro forma origins to move
past immediately.
(3) Hollywood history is full of names like Kirk Douglas (Issur Danielovitch) and
Cary Grant (Archibald Alec Leach), and so are the pulp authors and heroes. In
comics, two-first-names include Clark Kent, Bruce Wayne, Steve Rogers, Reed
Richards, Peter Parker, Donald Blake, and more. The pulps also established the
tough names, especially “Doc” Clark Savage Jr., who set the model for many like
Ben Grimm, Johnny Storm, and Tony Stark.
Stan Lee introduced ethnic naturalism to some heroes’ personal names, including
Henry Pym, Janet Van Dyne, Matthew Murdock, and Warren Worthington II. For
super names, he favored the “cool noun” approach, e.g. Magneto, Abomination,
but recommended the “doer” approach if you get stuck. When Gerry Conway
was stuck on the name for his expy of Mack Bolan’s Executioner, Lee asked him,
“What does he do,” Conway answered, “He punishes people,” and so it was.
66
Chapter 6
Structural Mechanics
Chapter Six • Stuctural Mechanics
H ere is the big encyclopedia of mechanics for the game. Later chapters develop
how they’re used, but these are all the tools and pieces.
Situations
In play, the Situations are the hero’s story-framing devices, both externally and
internally.
Your hero’s point total is 100 + the points provided by Situations. For a starting
hero, the permitted range for the total is 200-240 points, and a specific number
may be set for the group. You may receive up to 50 from each type, with the
exception of Unluck which is maxed out at 15 points.
Identity
Identity Your hero’s identity matters a lot to many people, including
significantly powerful sectors of society. Without an Identity-based
Situation, your hero’s personal information may or may not be well-
known, but it isn’t interesting or important to anyone either.
Secret Identity People want to know who you are, and there are 15 points
reasons you don’t want them to
Public Identity You are a public and easily-located figure, and it’s 10 points
important to people
Unusual Looks
Unusual Looks People react negatively to your hero’s presence or mention,
whether for appearance or reputation. It must be a specific hostile
emotion or aversive response, so a hero can have more than one
sort of Unusual Look. The reaction is checked once upon any NPC
interacting with the hero or considering them in conversation or
reflection. If the Situation is not triggered, their reaction is rational
considering the information they have. Unusual Looks may or may
not include physical appearance; it may be defined as something
less tangible, like a smeared reputation or creepy aura. Unusual
Looks affects Presence Attacks negatively, never positively.
Roll 8- 5 points
Roll 11- 10 points
Roll 14- 15 points (maximum per Unusual Look)
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Chapter Six • Stuctural Mechanics
Vulnerability
Vulnerability Your hero takes double points of effect from an attack, before
defenses are applied. It applies to all forms of effect, e.g., both
Body and Knockout damage from an attack which does both.
One specified Power 15 points
All Powers associated 25 points
with a special effect
Dependence
Dependence Your hero requires a substance or environment, either
constantly or at regular intervals no greater than 12 hours.
In a situation using the Speed Chart, 3d6 Destructive
Knockout damage applies per Phase, with no defense. In
other situations, the hero is debilitated, as if Drained for 3d6
Destructive effect, regarding any use of Strength or Dexterity.
For more severe consequences, see Side Effects.
Ordinary 10 points
Uncommon or weird 20 points
Susceptibility
Susceptibility Your hero takes 3d6 Destructive Knockout damage
from contact with or close proximity to a harmless
substance, with no defense applied.
Uncommon or weird 10 points
Ordinary 20 points
Includes Core damage to Body +5 points
Side Effects
Side Effects Choose one or more attack powers. This automatically damages
or affects your hero at no Endurance cost and no defense upon
specific circumstances. They may be defined as a specific action
by the hero, a specific action by someone else (anyone who does
it, not a specific person), or a specific condition or situation the
hero is likely to encounter.
Active Points = in points
(maximum 50)
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Chapter Six • Stuctural Mechanics
Physical
Physical Your hero has a disability that affects ordinary empowerment or
interaction. It may concern anatomical function or other aspects of
health, communication, or cognitive function, although not to the
point of removing personal understanding or responsibility.
Frequency Occasional 5 points
All the time 10 points
Severity Significantly limiting; may be compensated with 5 points
appropriate devices or practices
Severely limiting; it may be managed but cannot be 10 points
compensated to ordinary levels of function
Psychological
Psychological Your hero holds a well-defined, deeply-felt position or opinion. Its
justification, morality, or rationality are not rated in points.
Provocation Happens sometimes 5 points
Happens a lot 15 points
Response Stated opinion, visible expression 0 points
Irrational 5 points
Meltdown, defined as collapse, flight, or otherwise 10 points
non-functional response
Enrage
Enrage Your hero may exhibit a violent, retributive response when provoked
in a specific way or under specific conditions, to attack whatever
they perceive to be the cause. It must be their primary attack at full
power, toward the provocation. Defensive maneuvers or strategic
movement are not possible while triggered. Recovery is a 0-Phase
action at the start of every Phase, requiring a successful Ego roll;
a successful recovery is complete and the hero regains full control
over his or her actions.
Provocation Uncommon or weird 0 points
Ordinary or likely 5 points
Response Roll 11- 10 points
Roll 14- 15 points
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Chapter Six • Stuctural Mechanics
Hunted
Hunted Someone is dedicated toward your hero in a way he or she
definitely does not desire. You decide how much you know about
them. They are not affected by the Hero’s Presence.
Who One person 0 points
Small group 5 points
Large organization 10 points
Resources Ordinary 0 points
Extensive and/or unusual 5 points
Includes superpowers 10 points
Intention Manipulative 5 points
Ruinous or murderous 10 points
Unluck
Unluck When something goes well for your hero, roll all the Unluck dice and apply the Core
value as described for the relevant situation.
1d6 5 points/15 points maximum
Unluck effects may be prefaced with “due to bad luck,” and they range from 0 to 6.
0: Fortunately, no effect
1: Your attention is divided or you’re badly positioned
2: Tables turn: they spot you, or danger unfairly targets you instead of others
3: One of your Situations becomes relevant for no reason
4: As #1 and risks to others appear or are increased
5: As #2 and it applies to an ally as well
6: As #3 and applies to all the heroes in the situation
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Chapter Six • Stuctural Mechanics
Characteristics
Without using any points, a hero has all the characteristics at their base values, as
well as 6 hexes of running, 2 hexes of jumping, and 2 hexes of swimming.
Characteristics may be modified or included in Frameworks, affecting their
points.
Characteristic Base value Points Details
Strength 2d6 5/+1d6
Presence 2d6 5/+1d6
Defense 10 1/+1 ordinary/5/+1 You can use 4 points to
resistant “upgrade” a base point to
be resistant
Characteristic Derivation
Recovery Body x 1
Stunned Body x 1
Knockout Body x 2
Endurance Body x 3
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Chapter Six • Stuctural Mechanics
Skills
These capabilities are coded as “trained” in the fiction, but they operate well
beyond the familiar and professional scope we know from life.
Skills cannot be Modified or included in Power Frameworks.
Utility Skills
These skills provide capabilities and are resolved by Characteristic rolls. They may be used
rapidly in stressful circumstances or over time with care and resources, with no difference in
target numbers but differing in their appropriate described actions and narrated effects.
5 points
Resolution Description
Climbing Dexterity The hero has no fear of heights and may move and perform
some actions on walls, ledges, and similar places, as
well as stay up there in circumstances other people find
uncomfortable. It does not defy gravity and is not stealthy.
Computer Intelligence The hero alters or negates the function of computer
Programming hardware or software, including programming new tasks.
It may be used to damage a system or to protect it against
damage. It may be used in tandem with Security Systems
and Detective Work for combined effects, or provide useful
context for the other Skills, but cannot replace the specific
effects of any other Skill.
Detective Work Intelligence The hero deduces facts, past events, connections,
motivations, and relationships which are otherwise secret,
obscure, or forgotten. It may be applied either as technical
analysis or as a flash of intuition, but requires a dedicated
attempt in either case; it cannot be performed by accident.
A successful roll does not permit the player to invent
information, but requires the game master either provide
backstory information or to invent some that will be of use.
Disguise Intelligence The hero conceals his or her personal identity from
observers of any kind during ordinary observation or
interaction. The hero may be seen as entirely anonymous by
filling a social role appropriate to the circumstances, or they
may impersonate someone specific, if they have enough
information or resources to employ toward this end.
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Chapter Six • Stuctural Mechanics
Utility Skills
Security Intelligence The hero bypasses technological and organizational means
Systems to prevent entry or movement within a controlled area, as
well as neutralizing or avoiding mechanized surveillance. Its
targets include locks, alarms, cameras, and beam detection.
It does not include personal stealth but finds windows in
procedures. It may be used to benefit others as well as
oneself.
Stealth Dexterity The hero evades ordinary perception in circumstances when
one’s presence would be noticed by living beings or would be
recalled by a casual observer. It includes non-technological
hiding, timing, and silence, but not disguises. It is limited to
oneself and does not provide the same benefit to others.
Maneuver Skills
These skills provide more options.
10 points Description
Acrobatics +2 DCV with a minimum of 2 hexes movement/Permits
Dexterity roll to reduce Knockback effects/May be combined
with a ½ Phase Action Defensive Maneuver
Martial Attacks Martial Punch and Martial Kick
Martial Moves Martial Dodge, Martial Block, Martial Throw, and And Out
Martial Arts: Find Weakness Designated for single, specific attack
Requires successful use of the attack, which does no damage
Subject to range modifier/Adds 1 die of effect per successful roll
against a target
Cumulative
Mental Discipline Ego Evade, Mindscape, Id Rush, Mind Bar, Mind Stab, Self Mastery
Situational Skills
These skills provide bonuses and alter situations.
5 points/increment
Description
Skill Levels +1 to a single Maneuver, Power-based attack, Skill roll, or Power-
based perception roll. A Skill level provides a permanent increase to
a Skill or perception roll. As a Maneuver or Power-based attack, it is
applied as a 0-phase action. It is assigned either to attack or defense,
and may be shifted otherwise as a 0-phase action.
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Situational Skills
Luck 1d6 When something goes badly for your hero, roll all the Luck dice and
apply the Core value as described for the relevant situation. You may
not exceed 15 points of Luck.
Luck effects may be prefaced with “due to sheer luck,” and they range
from 0 to 6.
0: Unfortunately, no effect
1: You’re in a good position considering the situation
2: You perceive the situation’s dangers or consequences better
3: You are absurdly able to take advantage of the situation
4: as with #1 as well as a useful insight or realization
5: as with #2 and it applies to an ally as well (for no reason)
6: as with #3 and dangers to others or to relevant things are briefly
reduced
Powers
Although we call these “powers” for convenience, they aren’t. They’re rules to
punch the powers’ special effects into play. A hero’s power may be composed of
one or more of them, and many of them require internal tuning. For example, if
the description includes the word “or,” you must choose an option and exclude the
others. If you want multiple options, you must use points for separate additions
to your worksheet. The same applies for descriptions that include a bulleted list
with additional options at different point values.
So far we’ve talked about Character Points, or just Points, which now must
be specified slightly as Power Points. Power Points are what you use for the
effectiveness of a power based on the values in this list. They set the scope of
effect, Endurance cost, range and area, the number of effect dice, additions to
other values like Characteristics, duration, protection, and more, depending on
the specific power.
The eventual Character Points you use for the power may be different from the
Power Points due to Modifiers and Frameworks, but that value always determines
the quantitative effect.
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Awareness
This power heightens senses or transforms ordinary senses into new forms,
allowing for greater scope for perception. The default form orients the hero
regarding his or her immediate surroundings, so that they have no “side”
or “behind” for purposes of combat. It compensates for ordinary darkness or
similar deprivation, although it does not reveal details that light is specifically
needed for. It also compensates for missing or impaired senses under ordinary
conditions, although it does not replace their specific deficits. See Chapter 12:
Dynamic Mechanics for its interaction with the Stealth Skill or the Concealment
and Invisibility Powers. This power may have the Expanded Scope Advantage.
Power Points Minimum: 20
Additions Utilizes a medium different from ordinary senses: +5 Power Points
Ignores Flash and Concealment: +10 Power Points/Analyze, permits identifying specific
individuals or effects, permits applicable Skill use to investigate further: +10 Power Points/
Perceives abstractions: “danger” or metaphysical phenomena: +10 Power Points
Endurance No Endurance cost
Blast
This power attacks at range, resolved with an attack roll. The target is harmed by
Knockout and Body damage and is also subject to Knockback.
Power Points 5/+1d6
Modifiers Range: 5 hexes * Power Points/Distance: -1 per 3 hexes
Endurance 1 Endurance per 5 Power Points of effect
Concealment
This power impairs ordinary sight, hearing, and smell within or through an area,
reducing attack and perception rolls by -3 and adjusting range modifiers to -1/
hex. The hero is affected by it to a minor extent determined by Special Effects.
The hero may use the effect to disperse or reverse an effect similar to its own. This
power may not include the Area Advantage.
Power Points 10/+1 hex radius
Additions Completely prevents the affected senses’ perception: +5 Power Points
Affects all perception, physical and otherwise: +10 Power Points
Modifiers Range: 5 hexes * Power Points/Distance: -1 per 3 hexes
Endurance 1 Endurance per 5 Power Points of effect
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Chapter SIX • StuCturaL meChaNICS
Density Increase
The hero becomes more dense and heavier without significantly altering shape.
Its use is easily perceived.
Power Points 10/+[2x mass, +2 Stunned, 1 unit of Special Defense: Knockback, and
either +5 Defense or +1 Resistant Defense]
Endurance 1 Endurance per 5 Power Points of effect; must be spent for each Phase
the Power is used
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Chapter Six • Stuctural Mechanics
Desolid
The hero moves through solid objects by becoming insubstantial. While desolid,
the hero does not take Knockback, cannot be perceived by hearing, sonar,
radar, or other “pingback” senses or detection methods, and emits no scent. He
or she cannot affect physical objects or attack anything or anyone that is not
itself Desolid. This power includes protection against many physical hazards but
does not provide life support or protection from Presence Attacks. It is rated in
10-point units. One substance or condition is impenetrable.
Power Points 10/+[2 Body of substance that can be passed through, 5 hexes Flight
while moving through solid objects for additional 1 Endurance per 2 hexes,
2 Resistant Defense]
Endurance 1 Endurance per 5 Power Points of effect; must be spent for each Phase
the Power is used
Drain
This power attacks with no range, resolved with an attack roll. It decreases
Endurance according to the rolled total, similar to Knockout. No other feature
may be Drained.
Power Points 5/+1d6/10/+1d6 if Endurance is transferred
Endurance No Endurance cost
Entangle
This power attacks at range, resolved with an attack roll. The target is restrained
in movement (running, swimming, climbing) to 0 hexes and also in ordinary
motions, preventing physical attacks and reducing Dexterity-based combat value
to 6 for purposes of defense. Certain attacks may be possible at Combat Value 6,
depending on the situation’s special effects. Ego-based combat is unaffected.
The Entangle effect operates as a physical object. The Body of the effect is equal
to the Core result and its Defense is equal to 1 per 10 Power Points. It may be
contested by Strength, movement, or the Blast Power. The attempt requires a full-
Phase action, although if a single attempt removes all the remaining Body, then
it becomes a ½ Phase Action.
Multiple Entangles on the same target are treated as a single effect with Defense
equal to the single highest Defense of the separate Entangles and with Body equal
to the single highest Body of the separate Entangles +1 per additional Entangle. If
the Area Advantage is included, the affected area is considered “sticky” to those
caught within it or entering it, using the Entangle mechanics.
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Chapter Six • Stuctural Mechanics
In the context of combat, it persists until it is broken, and in the long-term its
duration is determined by the special effects. This Power may not include the
Persistent Advantage.
Entangles do not provide protection for the target. It may or may not take
damage from attacks directed at the target depending on special effects. The
Entangle may be targeted, in which case the hex is attacked, and the target only
takes damage if the roll is missed.
Points 5/+1d6 for 1d6 (Core) Body and 0 Defense/10/+1d6 for 1d6 (Core) Body and
1 Defense
Modifiers Range: 5 hexes * Power Points/Distance: -1 per 3 hexes
Endurance 1 Endurance per 5 Power Points of effect; no further Endurance is required
past the initial cost
Extra Limb
The hero has an additional arm, leg, tail, tentacle, or whatever, capable of ordinary
human limb functions. It may be permanently present and visible, or it may “pop
out” when desired, depending on its special effects. Each extra limb provides
+1 to attack rolls in hand-to-hand fighting. This Power may not include the
Persistent Advantage.
Power Points 10/+1 limb
Endurance No Endurance cost, except for Strength cost when the limb is used
Flash
This power attacks at range, resolved by an attack roll. It affects the target’s sight,
reducing his or her combat value and perception rolls to 6. It also disorients the
target, so that they cannot be sure which direction is which. The latter effect may
be corrected with an appropriate Skill or an Ego roll. Flash may also be defined
to affect other physical senses, but it may only affect one unless its points are
increased using the option below. The effect lasts 1 segment per Core result. This
Power may not include the Persistent Advantage.
Power Points 10/+1d6
Additions Affects all perception: +10 Power Points
Modifiers Range: 5 hexes * Power Points/Distance: -1 per 3 hexes
Endurance Endurance cost: 1 Endurance per 5 Power Points of effect
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Chapter Six • Stuctural Mechanics
Flight
The hero flies. Special Effects determine the details beyond the basic move
mechanics, including environments in which it is impossible, whether hovering
is possible, and potential problems for sudden stops or turns. In flight the hero
takes an additional d6 of Knockback. This power may have the Expanded Scope
Advantage.
Flight may be redefined as a different mode of travel, in each case treating
gravity, friction, and momentum very casually, more like “flight” than the
nominal special effect would indicate.
▶ Gliding: level or downward most of the time
▶ Super-leaping: cannot change direction, must arc and land
▶ Super-running: surfaces only
▶ Super-swimming: in or at the surface of water
▶ Swinging: requires Acrobatics in use, requires surfaces, limited to arcs
For “walking on air” or other super-powered versions of ordinary movement,
see Surfaces.
Power Points 10/+5 hexes per Phase
Endurance 1 per 5 hexes moved or fraction thereof
Force Field
The hero’s Defense is increased with resistant points. This power is restricted
to the hero’s immediate person and does not create an external shield or wall.
Special effects matter greatly, as it may represent low density or even amazing
agility; the implied surface barrier is merely one option. The strength of the Force
Field is not altered by attacks, regardless of whether they exceed the defense.
Power Points 5/+2 Resistant Defense
Endurance 1 per 5 Power Points; must be spent each Phase the Power is used
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Chapter Six • Stuctural Mechanics
Force Wall
The hero creates a barrier which is placed at range, separate from the user’s body.
To create a full globe or similar enclosure around a person requires 8 units (six
sides + top + bottom), or 7 if you leave the floor open.
It operates as a wall to everyone including the hero who created it and must
be breached to get an attack through from either side. Unless the Body of Blast,
Tunneling, or a Strength-based attack exceeds its Defense, no damage gets
through and the Defense is unchanged. If it’s breached, that section of Force Wall
is destroyed and the Knockout and remaining Body get through. What happens
then depends on whether the attack was specifically upon the barrier or directed
toward someone or something, which would be resolved by the attack roll. It will
impede a Desolid person if it has the Affects Desolid Advantage.
The hero may create a “window” either to attack through or to let someone
through as a ½ Phase action, and the window may be closed with a 0 Phase
Action.
The hero may vary the effect’s size relative to the strength (Defense), but
the Endurance cost corresponds to whichever is higher. The hero may move
the barrier at running speed, up to 6 hexes, as a ½ Phase action at additional
Endurance cost as per running. Breaches in a larger Force Wall may be repaired
or the existing hexes may be re-shaped by spending the relevant amount of
Endurance. It does not require further Endurance to be maintained and may be
discontinued as a 0-Phase action.
This power may not include the Persistent Advantage or Usable on/for Others
Advantage.
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Chapter Six • Stuctural Mechanics
Growth
The hero increases in size, maintaining proportions or mostly so. The values on
the table are approximate, such that the listed number of hexes is where height or
reach extends, not their precise values. Their standing area or occupancy expands
disproportionately but not entirely realistically, given the drawing conventions of
giant characters in comics.
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Chapter Six • Stuctural Mechanics
Although attacks upon him or her may seem easier, the freakish effect of size
with mobility counteracts the effect of a larger target, so ordinary range modifiers
apply. All physics and anatomy that aren’t fun are hand-waved, including the
cube-square ratio and problems with balance. Body damage to the extra points
from Growth do not persist upon returning to normal size.
Growth or its reversal requires Endurance for the appropriate shift at each
instance of use, but it doesn’t have to be continually spent to stay at any one size.
Power Points 10/+[2x mass, +1d6 Strength, +1 Body (not derived characteristics), +1d6
Presence, +2 hexes Running, 1 level of Knockback Defense]
Endurance 1 Endurance per 5 Power Points of effect; see above for required use
Images
This power attacks at range using Ego for attack value, causing the target to
perceive phenomena of the hero’s choice. The images or impressions or whatever
can be placed anywhere in the target’s perceptual range, even if that exceeds the
hero’s. Images has many blatant and subtle applications which are discussed in
Chapter 12: Dynamic Mechanics.
Value rolled Person or object Environment Perception
1-2 Fleeting impression None One sense
3-6 Static None One sense
7-10 Moving, talking Weird All senses
embellishments
11-14 Interacting Dramatic changes Knockout damage
15+ Subtle changes Knockout and Body damage
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Chapter Six • Stuctural Mechanics
Instant Change
The hero changes appearance dramatically as a 0-Phase action, or out of the
combat timing sequence, instantly, without the ordinary actions of doing so
and without certain realistic considerations except insofar as you’d like to have
them. This power does not organize or specify other abilities, and its nuances for
different concepts are presented in Chapter 12.
▶ Clothes
• Into a specific outfit and back again: 5 Power Points
• Into any outfit: 10 Power Points
▶ Form
• Into one specific physically different person: 10 Power Points
• Into a variety of persons or forms, either pre-specified or improvised: 10
Power Points
Power Points As determined by application above
Endurance No Endurance cost
Invisibility
The hero cannot be seen beyond 1 hex and is difficult to see at close range. When
adjacent to someone else, that person may spot them as a 0-Phase action with
a perception roll, at least enough to know that someone is there, with specific
information as determined by special effects. Success means the person may
target the hero with an attacking value of 6. However, if the hero attacks someone
at close range, the Invisibility has no effect until and unless he or she moves farther
away. If circumstances arise such that someone attacks them at range based on
guessing where they are, the attacker first states the targeted area in enough detail
for the game master to determine whether the hero is or is not there. If they are,
then the attacking value is reduced to 6 and is subject to range modifiers.
Power Points Minimum: 20
Additions Includes all ordinary senses +5 Power Points/Includes Awareness: +10
Power Points/Remove close-range perception and targeting perception
(attacking negation cannot be removed): +10 Power Points
Endurance 1 per 5 Power Points; must be spent for each Phase the Power is used
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Chapter Six • Stuctural Mechanics
Life Support
The hero is protected from dangerous environments or does not need resources
to survive in them. The effect may apply to any environment, subject only to
special effects, and with one specified exception. Alternately, the effect may be
customized to one of the following environment or by combining more than one:
▶ Under water or similar conditions: 5 Power Points
▶ Vs. gases breathed or absorbed: 5 Power Points
▶ Vs. radiation: 5 Power Points
▶ Vs. vacuum and high pressure: 10 Power Points
Power Points 30/Complete/Or customized as above
Additions No required biological functions: +5 Power Points
Endurance No Endurance cost
Mind Control
This power attacks with Ego at range to force, influence, control the actions of
another person. The effect is immediate and the target loses no time, taking his
or her next action as indicated by the Speed chart. The hero must communicate
their commands successfully. This requires no special perception or action unless
conditions are making communication tough for everyone, but as long as it uses
ordinary communication, others can witness and comprehend the command
and evident control.
Core rolled Viable commands Psychological Situations
1-2 None, but they know what you want N/A
3-6 What they are inclined to do anyway Often, ordinary response
7-10 What they wouldn’t mind doing Often, irrational response
11-14 What they’re normally against doing Rarely, irrational response
15+ What they’re violently opposed to doing Contradicting
The control stays on with no further Endurance cost, but commands past the
first are dropped one level in effect. This reduction can be avoided by paying
Endurance. A target who receives no orders is inactive or performs any common-
sense activity to maintain his or her own position or safety; as long as the effect is
10 or higher, they cannot perform other volitional acts. Nuances of the power are
described in Chapter 12: Dynamic Mechanics.
Power Points 5/+1d6
Modifiers Range = perception; no distance modifier
Endurance 1 Endurance per 5 Power Points of effect
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Chapter Six • Stuctural Mechanics
Missile Deflection
This power functions similarly to a Maneuver, permitting a Dexterity roll to
deflect the damage of Dexterity-based ranged attacks which the hero can perceive
coming. It is performed as a free action once between Phase Actions and does not
require canceling the upcoming Phase. It protects only the hero unless the Usable
for Others Advantage is included.
The attacks it may deflect include thrown objects less than 1 hex in size, gunfire,
Blast, and other attacks as determined by special effects. It does not protect against
Ego-based powers, Flash, Entangle, or attacks with the Area advantage, although
special effects may modify these restrictions, e.g., if the attack is delivered by a
bullet-like projectile.
Power Points Minimum: 20
Additions Each additional use between Phase actions: +10 Power Points
Endurance No Endurance cost
Negation
This power attacks at range to stop or suppress one Powers-based hazard or a
maintained or Persistent Power. The targeted Power’s special effects must be
vulnerable to the special effect of the Negation; otherwise it is unaffected. To
affect Ego-based Powers, it must have the relevant Advantage.
The Negation roll’s Core value decreases the current effect 1d6 or the equivalent,
such as 1 Body for Entangle or 1 segment for Flash. If directed at a Multiform or
Variable Power Pool, the pool is directly affected, altering the ceiling values of all
its applications.
The targeted Power continues to operate at its reduced value as long as the
Negation is maintained, which costs its user full Endurance as if it were not
Negated. If the Negation stops, then the Power resumes at full value. However, if
at any point the Core of the Negation reduces the Power’s effect to 0, then one hex
of the hazard is eliminated, or the Power is turned off or stopped.
Negation’s effect may be increased by attacking again, which requires both the
Endurance to maintain it and for the new, “stacked” effect.
Power Points 10/+1d6
Modifiers Range: 5 hexes * Power Points/Distance: -1 per 3 hexes
Endurance Endurance cost: 1 Endurance per 5 Power Points of effect
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Chapter Six • Stuctural Mechanics
Regeneration
The hero regains additional Body per Recovery action as shown by the total
dice results. The hero recovers Destroyed Body per Recovery action equal to the
rolled Core results.
Power Points 10/+1d6
Endurance No Endurance cost
Shrinking
The hero decreases in size, becoming more difficult to perceive and gaining
many opportunities that are left to immediate situations of play. If the hero is
Stunned or knocked out, they return to normal size by default but this may be
subject to special effects interpretations. The hero’s own movement rates may
be maintained at the lower levels, but are subject to adjustments in comparison
with larger characters if necessary. Their perception of the environment does not
shift scale under 8 levels, at which point they are effectively operating in different
“worlds.” Similarly, below level 8, the hero’s own movement and ranged attack
Powers may or may not be subject to size modification depending on special
effects, but at level 8 they shift to inhumanly small scales of effect. Feel free to
hand-wave any physics that aren’t fun, including audibility and surface adhesion.
Levels of
Shrinking Size Visibility Movement
none Normative adult No effect No effect
1 Little person, pre-teen child Significant modifiers Minor modifiers
in comparison
2 Medium-size dog, toddler
3 Doll, action figure, most tools Effective Concealment
or toys
4-5 Most desk-top objects, books, Adjusted to scale
utensils
6-7 Pocket-size, loose change Effective Invisibility
8 Too tiny to recognize, insect
9 Speck Luck only Insignificant to
ordinary scale
10 Out of scope of ordinary Impossible
experience
11+ Increasing weirdness
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Chapter Six • Stuctural Mechanics
The hero may use a return to ordinary size to augment an attack, adding 1d6
damage for each un-shrinking level and gaining a surprise bonus even if the
target knows they can do it.
Shrinking or its reversal requires Endurance for the appropriate shift at each
instance of use, but it doesn’t have to be continually spent to stay at any one size.
Power Points 10/+[½ size, 1/8 mass, ½” Running, + 3 hexes Knockback]
Endurance 1 per 5 Power Points of effect; see above for required use
Specialized Defense
This power defends against a specialized attack as Defense, with no required
action. Multiple units of each may be used.
▶ Versus Ego based attacks: Negates the highest-value die of effect
▶ Versus Find Weakness: Negates highest-value die of an attack enhanced by
Find Weakness
▶ Versus Flash: Reduces the duration of Flash by 1 Segment
▶ Versus Drain and Weaken: Negates the highest-value die of Drain attack
▶ Versus Knockback: vs. ordinary Knockback, -1d6 hexes (read the value
showing on the dice); vs. High Impact, negates the advantage and the ordinary
Knockback rules are applied
Power Points 5/+1 removed d6
Endurance No Endurance cost
Stretching
The hero extends his or her body, or some part of it, to punch, lift, carry, grab, throw,
or, if perception permits, to manipulate or do skilled work. Running is also increased
by the reach, if the power is used to enhance it. The special effects matter greatly,
applied to action/reaction, grabs and Entangles, shape distortions or the distribution
of the stretching across one’s body, and the effects on points of perception. The
implications for skill use and powers combinations are legion, including getting
through unusual spaces and integrating shape change with size change.
Power Points 5/+1 hex additional reach
Additions
Endurance 1 Endurance per 5 Power Points; re-stretching or shaping a stretched
body costs additional Endurance; no cost for maintaining a given length or
shape, or for returning to ordinary shape
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Chapter Six • Stuctural Mechanics
Surfaces
The hero’s Running operates unusually on surfaces, and he or she does not
become disoriented by unusual positioning. Surfaces does not alter or otherwise
provide special effects for the hero’s rate of movement. It must be defined as one
of the following:
▶ Clinging is only nominally related to Climbing despite usually being visually
similar, as it works on almost any surface without considerations of available
protrusions or even aspects of gravity if the hero is touching a surface. Under
circumstances that may remove the hero from the surface, the Clinging may
be used to resist in the form of Strength.
▶ The Air-walking version permits the hero to travel along horizontal surfaces
as if he or she was touching them, but at any altitude he or she cares to walk to.
▶ The Escher version does not “stick” to surfaces but instead treats “up” as the
hero desires; it costs Endurance to maintain.
Power Points Clinging: 5/+1d6 Strength/Air-walking: 10/Escher: 25
Endurance No Endurance cost per for Clinging or Air-Walking beyond that of
movement or Strength exerted/Escher costs 5 Endurance to maintain per
Phase
Telekinesis
The hero lifts, carries, holds down, grabs, and throws physical objects from a
distance. He or she must be able to perceive them. Unwilling targets must be
successfully attacked using Ego. Telekinesis cannot be used as transport or
suspension for oneself. It cannot be used to squeeze for damage or to contest an
Entangle or grab. The interaction is not subject to action/reaction physics, and
the hero cannot feel through the contact or extend it into unperceived areas. By
itself it does not have surfaces or borders and cannot grasp fluids or energy. More
complex versions and other nuances are presented in Chapter 12.
Power Points 10/+2d6 Strength
Additions Fine work permitting Characteristic or Skill rolls: +10 points
Modifiers Range: 5 hexes * Power Points/Distance modifier of -1 per 3 hexes
Endurance 1 per 1d6 Strength
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Telepathy
The hero sends or receives thoughts across distances. The default interpretation is
equivalent to talking and listening, like a mobile telephone call, subject to special
effects. No roll is required to begin such a conversation with someone whom the
hero can perceive, and who is willing, or to maintain it if perception is lost. Visual
contact, or an equivalent, and an Ego-based attack roll are required to establish
such a link with an unwilling subject, and also to continue such contact per
Phase. Additional people can be added with 1 more point of Endurance spent on
maintenance if they are willing, and with attack rolls and appropriate Endurance
expenditure if they are not.
Value rolled Accuracy Psychological Effects
1-2 Send a single thought None
3-6 Read or send surface thoughts, None
frequent Psychological Situations,
recent Presence Attacks
7-10 Read or send hidden thoughts, rare None
Psychological Situations, Secret
Identity
11-14 Read or send memories Alter the wording of relevant
Psychological Situations
15+ Read or send into unconscious Add a new Psychological Situation
and values-based thinking, alter equivalent to 15 points
memories
Telepathy does not track the other person’s location or provide access to their
senses. More intrusive or stressful uses of the power are described in Chapter 12:
Dynamic Mechanics.
Power Points 5/+1d6
Modifiers Range = perception; no distance modifier
Endurance 1 Endurance per 5 Power Points; must be spent for each Phase the Power
is used
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Teleportation
The hero moves from place to place without traveling in between them,
instantaneously. It counts as a move action for all timing and distance mechanics.
The default is that they need to perceive where they’re going in order to use the
Power, but this and many other details are subject to widely-varying interaction
with other Powers and Modifiers, as described in Chapter 12: Dynamic Mechanics.
This power may have the Expanded Scope Advantage. The hero may maintain a
single memorized location where he or she may teleport regardless of perception,
as long as it is within noncombat range. It may be re-assigned as a ½ Phase action
when the hero desires, but only at that location.
Power Points Minimum: 20/10 hexes
Additions Per 5 hexes additional distance, with additional Endurance cost: +5 Power
Points/Per 2x mass, permitting transporting others or big objects: +5 Power
Points/Per additional memorized location: +5 Power Points
Usable as a close-range attack to teleport a target: +30 Power Points
Endurance Endurance cost: 1 Endurance per 5 hexes moved
Tunnel
The hero moves through solid objects by opening them. The Power can either
leave a tunnel behind or close it up as it goes along, or either as desired, as
determined by the special effects. It cannot be used to attack living things. If the
user changes directions while moving through the object, he or she must succeed
with an Intelligence roll in order to arrive at the desired destination, unless an
appropriate version of Awareness is employed.
Power Points 10/+[1 hex per Phase, vs. Defense 3]
Additions 5/+[2x mass, permitting transporting others or big objects]
Endurance 1 Endurance per hex traveled
Weaken
This power attacks with no range, resolved with an attack roll. It decreases one
Characteristic according to the Core of effect rolled. Strength or Presence are
reduced by removing dice equal to the rolled Core; Speed, Dexterity, Intelligence,
or Ego are reduced by subtracting the rolled Core. No other feature may be
Weakened.
Power Points 10/+1d6
Endurance 1 Endurance per 5 Power Points of effect
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Frameworks
A Framework organizes several powers into a unique, related point structure.
They permit Power Points to be shared across Powers or sets of Powers, altering
the Character Points which account for them in building the hero.
Each type is a different spin on the same concepts:
▶ The Pool, a designated amount of Active Points that may be customized into
specific powers
▶ Slots, representing named and quantified powers
▶ The Control, a point value associated with the shifts or distribution of the
powers in use.
You can’t put one Framework inside another, and no powers can share or split
slots across more than one Framework. Skills cannot be included in Frameworks. A
hero may have more than one Framework but not more than one of each type. Also,
having No Framework is valid. These heroes are very straightforward, as what you
see is what you get, and each item is Modified independently. They typically have
some high Characteristics and some specialized form of alertness. They always have
one or more interesting Skills as well as carefully-tuned Skill Levels.
Historically, these heroes are defined less by their powers than by their cultural
and psychological situations, with stark iconography. Their Situations are
distinctive, so mutually supporting, and so intense that they make the character’s
super-name and appearance iconic.
The Variable Power Pool has a Pool and a Control, but no Slots, so it allows the
hero to use every Power. The player constructs new powers as notes, even on the
fly during play, so that, at any given time, the hero has some in a current array.
▶ The Active Cost of any single power in the array may not exceed the value of
the Pool, and the Character Points of the entire array may not exceed the value
of the Pool.
▶ The array of powers may be changed outside of combat, in relative calm.
▶ For 5 additional Points, you may invent a Control Skill which begins at 11-
and which may be used to alter the array of powers as a ½ Phase action during
combat or other stressful situations.
This must be a new skill, not listed in the rules; give it a name appropriate to its
special effects.
You’re stuck with the powers in the array until you get a chance to change them
in the ways described above.
▶ The Points represented by the Pool cannot be modified and will always be
bought outright.
▶ The Points for the Control are half the Pool, but may be modified.
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A slot is capped at the pool’s total, including Advantages. It can contain any
number of powers in that total. Its Active Point total must be a multiple of 5.
The slots are used as toggles, so that the pool’s Active Points total is shaped into
separate, full-use applications. The number of slots that can be employed at once
depends on how many Active Points each represents, so slots whose combined
internal totals do not exceed the pool may be used simultaneously.
▶ If all your slots are maximal size, then you have a whole-pool trade-off among
separate versions.
▶ Conversely, if many or all of your slots are under-sized, then you have a mix-
and-match combo menu.
You may use one or some powers in a slot and not others, as long as they are
not tied together locally, and you may use the powers in a slot at less capacity than
their total Active Points. In either case, however, the full Active Points are still
committed insofar as slot use is concerned.
If and when you’re using enough slots to account for your pool, then the other
slots are locked out of use or consideration of any kind. You can’t use half a slot
and half of another one; if you want two slots to be able to trade off among halves
like that, then get four small ones. Also, the slots are firewalled away from one
another, so you can’t have two attacks tied to each other across slots, or link things
in one slot to things in another, for example.
Changing slots is a ½ Phase action, always.
Modifiers
A Modifier alters the function of a power or a Framework, reflected in increased
or decreased Points based on advantageous or limiting effects. You do not have to
use a Modifier in order to conceive and play a Power in a certain way, ever – the
feature you want is defined by special effects, which are always relevant during
play, if variably so. Modifiers make particular special effects constant if you want
them to be. But once established, they aren’t detachable at will. To have different
modified versions of Blast, for instance, you’ll need to get each Blast.
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Modifiers: Advantages
An advantaged Power is increased in points, yielding a new term:
Active Points = Power Points x (1 + sum of Advantage ratings)
For example, that 9d6 vaporous Gas Jet from Chapter 4: Special Effects has the
High Impact Advantage, with the value of ½. Therefore its Power Points are 45,
which is multiplied by 1½ for an Active Points total of 67.5. It is now established
that the jet will knock its target around, according to the rules for that Advantage,
rather than occasionally doing so.
Adaptive Effects
The Power’s special effects are derived from immediate circumstances. They
aren’t customized to taste, but instead must respond to external input of some
kind.
▶ If the power has its own special effects which are modified or stacked upon
(½)
▶ If the power requires the external input in order to work at all (¼)
This is a key advantage for many powers concepts, including reflecting attacks
(in combination with the Reactive Advantage) or taking on the properties of or
manipulating local materials or elements.
Area Effect
The Power targets a hex rather than a person, and the effect extends into hexes
adjacent to it. The target hex has a defending value of 6. All individuals in the
affected area roll defense separately against the same attack roll which hit the hex,
and they may not use reactive defense maneuvers (but they may use defensive
Powers).
▶ Explosion: drop 1d6 of effect with each hex outwards from the target hex in
three dimensions (½)
▶ Single-hex (½)
▶ Sphere or cone with radius 1 hex per 10 Power Points in the attack (¾)
▶ Add ¼ to Advantage value if targets may be selectively chosen inside the
affected area
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Aura (½)
The Power (Blast, Entangle, Flash, Telepathy, Mind Control, or Drain) has no
range and is not used as an attack action. It operates against someone else’s grab,
touch, or contact-based attack as a free action, with no attack roll. It operates
similarly when accompanying the hero’s Grab maneuver. It must be activated
and Endurance is spent to maintain it (similar to Force Field). Aura damage is
voluntary, i.e., the hero can keep it from hurting others at will. If you want it to
be less voluntary, take the Tricky Limitation. It provides no defense and does not
add to Punch or Kick damage.
Destructive (½)
Damage delivered by the Power is not restored by recovery actions and is
recovered only via special effect or the Regeneration power.
Ego-based (½)
The attack value for the Power uses Ego, or the protective power’s Defense stops
Ego-based effects in addition to its listed effects. The Power may be targeted
anywhere the hero can perceive and is not subject to range modifiers. There is no
“reverse” version of this Advantage.
Expanded Scope
This Advantage significantly alters the function of Flight, Teleport, or Awareness to
operate at an entirely different scale. For Flight or Teleport, the Power is used as a
full move regardless of the distance traveled within the designated scale. If necessary
to compare with others’ actions, regional or planetary travel requires a full turn (six
segments), and the larger or weirder scales’ duration of travel is determined by
special effects. It may be used in a fight only to leave the situation entirely or to
return or arrive there. For Awareness, the Power permits perception to orient one’s
own position in the entirety of the designated scale. With the Analyze option, it
may also be used to understand phenomena and to locate individuals or objects
within it. If the target of such an attempt is known to the hero either personally or
through the operation of a relevant Skill like Detective Work, then the perception
roll is unmodified; otherwise it must operate at value of 9. A Power with Expanded
Scope may only have one scale, and no scale includes any of the others. To operate
at multiple scales, the Power must be taken more than once.
▶ Regional (¼)
▶ Planetary (½)
▶ Space/Interstellar (1)
▶ Dimensional (1)
▶ Psychic (1)
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Lethal (½)
The attacking Power which would otherwise do no Body damage (Entangle,
Telepathy, Mind Control, Flash, Drain) applies Body damage as rolled in addition
to its other effects. It is reduced by the appropriate Special Defense, or by resistant
Defense for Entangle, not by Defense.
Persistent (1)
The Power (Density Increase, Desolid, Force Field, Growth, Invisibility, Shrinking,
Surfaces) requires no additional Endurance to be maintained per Phase. The Power
still requires its initial Endurance cost to be used, and maintaining it, or turning
it off, is still a 0-Phase action. If the Power is turned off or stopped in some way,
it does not re-activate automatically and must be begun again using Endurance.
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Piercing (½)
Body damage from Blast ignores non-resistant defenses.
Reactive (½)
The attack Power is attached to a defensive Maneuver or to the Missile Deflection
Power. The power is used as a free action when triggered by an attack and must be
directed toward the attacker unless it has the Usable vs. Others Advantage. It may
be used regardless of whether the triggering attack hits. The defensive Maneuver
or Missile Deflection operates normally but the power itself adds no defense
Separate (¼)
The Power, Strength, or Multiform slot moves and acts independently from the
hero’s body; it can be attacked without affecting him or her. It has Dexterity and
Ego as the hero for purposes of attack and defense. It has Body 1 per 5 Power
Points and Defense is determined by rolling 1d6 per 5 Power Points and counting
Body. It has Endurance equal to 3x its Body and cannot recover; the hero may
donate Endurance to it which will not recover until the Power is discontinued. It
disappears when it runs out of Endurance, or the hero may turn it off before then
as a 0-Phase action.
Its default action is a simple task, including the basic attack and defense
maneuvers, with little or no flexibility or comprehension. Directing it to change
tasks is a ½ Phase action. The hero knows and understands what the Separated
Power is doing as long as it is within his or her perception.
▶ If the Separated Power acts autonomously according to what the hero would
do given its perceived situation, so is effectively another “you,” increase the
Advantage rating to ½
▶ Per additional “copy:” ¼ Advantage rating each – built exactly as the first, no
deviation.
The precise psychological interplay between the hero and his or her Separated
Power is adjusted by the options taken and by accompanying Modifiers, but is
ultimately defined by special effects, including whether the Separated entity’s
experiences are known to or internalized by the hero when the Power stops.
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Severe (½)
The Knockout damage delivered by Blast ignores Defense. It is reduced or stopped
by one (and only one) of the following:
▶ Resistant Defense, which reduces it by value
▶ One textual power (e.g. Force Field), which negates its effect entirely
▶ One special effect, which negates its effect entirely
Strike
The attack Power (Blast, Drain, Entangle, Flash, Images, Mind Control,
Telepathy, or Weaken) is attached to an attack Maneuver (Punch, Kick, Martial
Punch, Martial Kick, or either Move attack). The attack has no range. Additional
Modifiers to the attack Power apply only to its effects.
Regarding Blast, there is little point to assigning Strike instead of more
Strength in one construction or another. However, if one or more other Modifiers
is included, then many possible applications flow from there, as discussed in
Chapter 12: Dynamic Mechanics.
▶ Replaces Maneuver damage with power damage (¼)
▶ Adds power damage to Maneuver damage (¾)
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Modifiers: Limitations
The Active Points of a limited Power or Characteristic is reduced to arrive at its
Character Points, as follows:
Points = Active Points ÷ (1 + sum of Limitation ratings)
Regardless of all textual wording, a Limitation is intended to result in observed
inconvenience, risk, or difficulty for the hero during play. If it consistently does
not, then the hero’s construction must be redesigned without the Limitation.
Activation
The Power might not work when the hero tries to use it, as determined by a
roll immediately before the effect would occur. Failure to activate costs the full
Endurance. The Power’s timing is not affected.
▶ 3d6: 14-/(½)
▶ 3d6: 11-/(1)
Always On (¼)
The Power cannot be turned off with results that pose ongoing problems for the
hero. It is always at maximum effect for its Active Points and cannot be Pushed. If
the power costs Endurance, it must have the No Endurance advantage.
Burnout
The Power might stop working after the hero uses it, as determined by a roll
immediately afterward. A roll of 11 or less on 3d6 indicates failure of the power.
Restoration requires some specific activity appropriate to the special effects.
▶ Mild: restored by a recovery action (¼)
▶ Serious: restored out of combat (½)
Conditional
The Power or Characteristic works poorly or not at all under some condition or
qualities of its target, or conversely, it will not work fully or at all unless some
condition is met. The condition must be possible but not universally present in
the context of play, cannot defined by opinions, and cannot be controlled by the
hero or his or her usual associates.
▶ Reduced effect (½)
▶ All or nothing (1)
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Constrained (½)
The Power’s effect may be used only within a subset of the mechanics listed in the
Power’s description or only in a single circumstance of the hero’s other Powers’
use. The Power does not work outside the constraint.
Examples include but are not limited to:
▶ Constrained to high effect, at half or more of the Power’s capability
▶ Constrained to follow the use of a specific attacking Power by the hero
▶ Constrained to operate in a graded fashion, adding one unit at a time
The effect is to narrow the Power’s options for use that a hero would otherwise
be able to vary. It does not apply to Powers with no varying options, and it does
not include either environmental, external conditions.
Costs Endurance (½ )
Straightforwardly, the Power costs 1 Endurance per 5 Power Points. Maintaining
it, or turning it on or off, is still a 0-Phase action. It may not have the Always On
Advantage.
Focus
The Power or Characteristic is remarkably vulnerable to being grabbed, broken,
interfered with, or otherwise made unavailable by another person. Typically, but
not necessarily, it includes the special effect of relying on an object or device.
A Focus has Defense equal to 1 per 5 Power Points and Body either equal to
that value or designated to be unbreakable (although that does not stop it being
made useless or unavailable). A broken Focus can always be repaired or replaced
eventually. An Obvious Focus is easily be identified as the source of the power
when it’s used; an Inobvious Focus may be identified with a perception or relevant
Skill roll, subject to range modifiers. If Focus modifies a Characteristic, then the
entire Characteristic is made unavailable or dysfunctional by interfering with the
Focus. Other nuances are presented in Chapter 7: Villain Making.
▶ Inobvious (½)
▶ Obvious (1)
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Involuntary
The power is potentially activated by a specific event or environment which is
not under the character’s control or that of his or her associates on a roll of 11
or less on 3d6. The triggering effect must be likely in the context of play and
uncontrolled by the hero or his or her usual associates. It may not have the
Always On Advantage.
▶ In addition to voluntary use (¼)
▶ No voluntary use (1)
▶ Triggering is not affected by Activation; the power will go off
Linked (½)
The non-attack power is usable only when another non-attack power is active.
The other power must cost Endurance, and the Linked Power’s Active Points
cannot exceed that of the other Power.
No Knockback (¼)
Straightforwardly, Blast delivers no Knockback effect.
No Range (½)
Straightforwardly, the Power may not be targeted away from the hero. If its effect
covers more than one hex, the hero must be centered in it. It does not apply to
attacks (see the Aura and Strike Advantages). It applies to Concealment, Force
Wall, Illusions, and Telepathy.
Shutdown
The hero becomes inactive while using or maintaining the Power. Aside from
competently using the Power itself, he or she cannot move and combat values
drop to 6.
▶ Use can passively perceive things, interact, and slowly perform minor actions
(½)
▶ User is almost comatose, minimally aware, and helpless (1)
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Skill-based (¼)
The Power functions only in the context of a successful roll for a Utility Skill. It is
useful to think of the special effects as artistic devices that dramatize the mastery
over that Skill. The requirement does not replace or alter any rules of timing,
energy, or range of either the Power or the Skill.
Tricky
The Power requires a Characteristic roll to focus on the hero’s desired target or
outcome. A failed roll means the effect is directed toward another target or goal
of the game master’s choice.
▶ At first use in a situation (¼)
▶ With each use in a situation (¾)
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Consider The Which’s construction in the Appendix. Her Variable Power Pool
is variously phrased as This or That, Either/Or, or Equal and Opposite. The Pool is
40 Points, so the Control Value has 20 Active Points. This is Limited at ¼ because
every Power made with the Pool must have the Tricky Limitation. She also has
the Control Skill option, named Free Will, which is 5 Points.
The Point breakdown is therefore:
▶ Pool: 40 Active Points = 40 Points
▶ Control Value: 20 Active Points with a ¼ Limitation = 16 Points
▶ Free Will Skill: 5 Points
▶ = 61 Points
In using the Variable Power Pool to make powers, their sum in Power Points
cannot exceed 40, nor their sum in Points. However, they must have the Tricky
Limitation, and they may be given any other Limitation as desired, so their Points
may well be far below their Active Points. For example, an array of Powers using
her Variable Power Pool might include:
▶ Force Field with 14 Defense, which is 35 Active points; with Tricky at first use
and Burnout (serious form), it’s at 20 Points, leaving 20 free.
▶ 6d6 Severe Blast (stopped entirely by Special Defense: Ego), which is 40 Active
Points; with Tricky at first use and Increased Endurance, it’s at 17.
That array at 37 Points fits within her Variable Power Pool, providing her with
two fearsome if energy-exensive effects.
The Which also has relevant Situations relevant to her Powers: Side Effects,
occurring at each use of the Variable Power Pool, and her Psychological Situations,
providing context to the whole construction.
Elemental Control is the most complex Framework. You may conceive of each
Slot constructed with its Powers and Advantages first at whatever level is desired,
and then the Control Value is retroactively set at half the smallest one. Then each
Slot is relieved of the “covered” amount of the Control Value. Each Slot is then
subject to both the overall Framework’s Limitation, if any, and to its own local
Limitation, if any. The Control Value is only subject to the former.
Consider Ruby Ray’s construction as outlined in Chapter 5. Her Elemental
Control is defined as Red Laser Transformation, with a Control Value of 20
Power Points. Therefore each Slot must include at least 40 Active Points. It so
happens that each is exactly that: the Laser Zap with 20 hexes of Flight, the Hard
Glow with Force Field 16, and the Light Up with Flash 4d6.
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Chapter 7
Villain Making
Chapter Seven • Villain Making
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Chapter Seven • Villain Making
and culture-clashes, and a pop spin on mythology. By the 1970s, heroes might
battle a direct menace or stop a crook or two, but they mainly struggled in the
grip of problems and forces that could not be so easily solved, and a fair number
of the villains held an understandable point of view.
Step by step, the “bank robber” concept disappeared in favor of questions like
“What does a villain ‘break’ anyway: morals or laws? Is the society the hero lives
in something to protect, or is it the source of the ills they confront? How bad
is bad, really?” Evil found new forms, some of them as influential upstanding
citizens, and others who were figuratively or even literally versions of the heroes
themselves.
So the comics can’t serve as a simple guide; they’re too specific to the moments
they were published. Your own group playing Champions Now must develop its
own spectrum of villainy from everyone’s appreciation in play.
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Chapter Seven • Villain Making
▶ Then consult your inner standard for “what makes a hero,” and bump him
or her barely off of it, working with the features of a hero sheet which aren’t
represented by points.
▶ Twist one Psychological Situation very hard into fanaticism or certainty; also
consider relating Powers or other features to it through Limitations.
Finally, there is Otherness, relating to the statements entirely differently,
challenging their existence. This is sometimes a bad idea and should perhaps be
preserved for later play; after all, you can’t really challenge something unless it’s
been validated. But if you do it:
▶ Jump up the scale or scope of the villain’s attention, to render the statements
irrelevant, at least as far as the heroes’ general take on them is concerned.
▶ Find some other issues or venue that the statements aren’t able to handle, for
the villain’s area of concern.
You might look at the villain using the three corners, which can be a little strange
in a good way. Even absences in the person corner work fine, as something like “I
was never born,” or “unfeeling construct,” may take on identity through negation.
However, if such things carry no resonance or chance for reversal, then you’re not
talking about a villain at all, but a hazard, which is described in Chapter 10: This
is the World We Live In.
Here I am, looking at Ruby Ray’s character sheet, with the name “Killer Coil”
as a Hunted Situation. Who’s that? The player tells me that’s the widely-feared
villain whom Ruby Ray stopped from doing something awful, that she was kind
of lucky to manage it, and that the villain took it very personally. That’s it. Real
name, personality, goals, powers, criminal or outlaw or what? That’s up to you,
says the player.
So I’m thinking, what kind of adversary would not let go of a personal clash with
Ruby Ray, and probably vice versa? I decide to distort the statements and answer,
someone who stands for nothing, the precise antithesis of the kind of hero Ruby
Ray is. A mercenary at the most moral level, meaning none. The statement says,
“A hero stands for something!” but she says, “Well, I’m no hero,” and owns it. (1)
I start free-associating using the three corners and soon come up with...
▶ Person: Nicole Carr, utter mercenary, self-made, affluent
▶ Powers: Killer Coil, cybernetic switch-off for morality (so she can do any job),
robot wrist/forearm tentacles, tech assassin
▶ Problems: Disabled with a severe systemic disorder; totally regarded as
criminal; “won half the battle by losing the other half ”
In personal, antagonist terms this is working well. As a disabled person, Nicole
would potentially receive acknowledgment and advocacy from Ruby Ray, but
her own solution to her problems has put them on profoundly opposite sides.
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Chapter Seven • Villain Making
Nicole doesn’t want anyone’s advocacy and, when on assignment, has insulated
herself from moral considerations. Thus she’s turned out to be rather monstrous;
but I note to myself that when she’s not on a paid job, she does have reasonably
ordinary morality and functions successfully as a person. Which is even more
frightening, actually, but at least it means she’s not a psycho all the time.
Numbers
Point for point, villains should outmatch heroes. Consider violent confrontations
for a moment. Heroes won’t do well if they wade in swinging and blasting, trusting
to the mutual statistical grind of damage dice vs. their defenses. That doesn’t
mean the villains can fight blindly either. They have Endurance to manage, and
all those maneuvers and positioning effects to consider too. But when it comes to
the numerical edge, they have it, not the heroes.
They should also feature higher ratios. The players’ heroes are capped at
119, but villains’ ratios can be taken up to 129. Another way to look at it is, if a
villain has a ratio in the range of the heroes, give him or her even more points.
This matches the comics villains’ tendency to wield more raw power in more
extravagant, sometimes less practical ways.
The extreme case study for this idea is the Focus Limitation. An object or
item wielded by a hero or villain doesn’t have to be a Focus. But if it is, its “plot
protection” of being part of that person, as a story-entity, pro- or antagonist, is
severely lessened. It not only can be taken away or broken, it pretty much will be.
For a hero, this Limitation is best suited to parts of a given power, or to a single
or a couple of characteristics; given all the spotlight they get, heroes need to be
playable with or without their takeable/breakable stuff. None of the items wielded
or worn by your favorite comics heroes matches the rules-limitations of a focus.
Various consequences of them being objects are easily played as special effects,
like not having them immediately on hand once in a while. Better Limitations
for such things are Burnout and colorful Conditional concepts that punch home
the special effects; Focus should apply at most to some specific application of a
power, rather than the whole fictional item.
But for a villain, whose story-role is more about confrontations, you’re free to
go “all in,” e.g., reducing an entire Framework’s Character Points, permitting its
effects to be notably higher than a hero’s would be. The powers in that Framework
will hit hard and do mighty things, shockingly or overwhelmingly so... unless the
heroes can get their hands on that damn Focus!
Limitations may be chosen to heighten the inherent downsides of each Power
Framework, trading more difficult management or contradictory potential for
magnitude.
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▶ Elemental Control relies on Endurance use, often for multiple powers at once,
placing this limited resource at risk.
▶ Multiform carries the inconvenience of using or being in one slot when one
would prefer another.
▶ Variable Power Pool seems nigh-unstoppable until one focuses on the
Limitations and special effects of the Control and, if present, the Control Skill.
Pro villain tip: it’s fun to pull a reversal with yet other powers or qualities, which
unleash who-knows-what awfulness only without the Focus or other Limitation.
Especially if the villain hates and fears that awfulness.
Villains’ Situations are a special place. For one thing, given the higher point
totals, there’s more of them, conceivably up to 160 points. For another, they
may be extravagantly emotional or unhinged, including more irrational, with
meltdown components, or having disturbing triggers for Enrage. Contradictory
Psychological Situations are especially good, resulting in a snake-pit set of values
and viewpoints churned by inner conflicts into extreme responses. Such a villain
might be so physically formidable that going for a psychological meltdown is the
only sensible option.
Now for the numbers! Ruby Ray has 200, so Killer Coil will have more; at the
creative outset, I’m thinking 220 or 225.
As usual, I don’t build each of these categories separately or in sequence, but all
at once, so you can’t really see the process on paper, but the result looks like this.
KILLER COIL
The central concept for her is that every time she shows up, she’s on a different job
and is therefore holding completely different values and purposes in her head.
Literally slotted or programmed in, mechanically. She feels no responsibility for
former jobs at all. It’s chilling on its own, but it’s also potentially complicated,
because those jobs did happen, and who knows what consequences all those
different actions may add up to.
My first thought was for her wrist-tentacles to be stretchy body parts, but
since her mental powers and concept are cybernetic, it’s more elegant and also
easy to draw upon a couple of favorite comics villains who mechanical coils for
dangerous infighting.
Situations Specifications Points
Dependent: cybernetic mental clearance Daily; 3d6 15
Physical: Requires assisted living Some of the time; limiting 10
Secret Identity: Nicole Carr 15
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Chapter Seven • Villain Making
That puts her at 100 + 125 = 225 points, which is just right for a nemesis villain
whom the player has already stated is supposed to be tougher than the hero.
Whatever shall we do with these 225 points?
Characteristics Effect Points
Strength 4d6 4d6 10
Presence 3d6 3d6 5
Body 12 20
Speed 3 20
Defense 12 Total Defense = 18 2
Resistant Defense 6 obvious focus [1: armor] 15
Dexterity 13 20
Intelligence 13 obvious focus [2: cranial module] 11 without focus 10
Ego 11 0
Skills
Security Systems 13 with focus, otherwise 11 5
Martial Arts Attacks 10
Martial Arts Maneuvers 10
Martial Arts Find Weakness 10
Powers
Awareness, tied to Security Systems, Shutdown Mission investigation, regional, 23
high-tech, analyze
Awareness (orientation) inobvious focus [3: visor] This is a different Focus from the 13
one for her characteristics
Telescoping Coils: Stretching 3 hexes Her wrist-coils are technological, 15
but not a Focus in rules terms
Wrist Coils: Extra limbs x2 20
Painful Technique: 1d6 Flash Strike (adds to 17
Martial Punch)
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Chapter Seven • Villain Making
DEVOUR
Anybug’s grandfather, thus Manfred Owen Barfield II, is listed as required by
the Situations rules. However, that does not stop me from providing a villain
sheet who happens to be the same person. Decades ago, Devour was one of
the most feared uncontrolled and uncontrollable super-menaces, and also the
most pathetic, as his transformations were entirely involuntary and savagely
cannibalistic. He was never apprehended; unknown to anyone, his condition was
diminished and effectively canceled by the onset of mild dementia.
Situations Specifications Points
Secret Identity: Manfred Owen Barfield II Anybug’s grandfather 15
Dependence: human flesh Eww! (since he doesn’t get it, 10
he’s often feeble and debilitated)
Physical Limitation: Memory loss, mild to He has forgotten that he is 10
moderate dementia Devour
Psychological: Loves and admires Miles Often 15
Psych: Desperately seeking cure Sometimes (when he 15
remembers); meltdown
Psych: Infuriated when people don’t listen Sometimes; irrational 10
Enrage, triggered when attacked Common, 14 or less 20
Unusual Looks: odd, offputting, or when 11- 10
transformed, horrifyingly fanged and distorted
Hunted: U.S. Defense Threat Reduction Organization, extensive, 20
Agency manipulative
Unluck 2d6 10
That’s 100 + 125 = 225 points, just like Killer Coil. The player specifies that no
one knows grandpa’s secret history, and that he hasn’t transformed for decades.
This guy is totally screwed! I feel bad for him already.
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Chapter Seven • Villain Making
I’m creeped out now. This poor old guy just tries to orient himself, but hovers on
the edge of realizing he’s a horrible cannibal berserker, and if he does remember
and tries to work on a cure, he’s one bad interaction away from bulking up into a
giant, fanged, rampaging monstrosity. And the empathy lets him know when he’s
being humored or ignored.
Similar to Killer Coil, he represents a distortion of the statements, in his case, the
second one about “family,” rather than the first about “standing for something,” in hers.
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DOMAIN
This is a group or hive entity that forms from many people, representing the
complacent privileged social position which regards itself as “just average;” I
think of it as a kind of evil psychic Elks Lodge. Furthermore, there are always
a couple of minds in overall control, those who represent or influence the most
people (hard to tell which). Hobie and Ginny have used their leadership or, as
they see it, “most average” position for maximum individual gain, but bad as they
are, any other two would be just as bad or worse.
I imagine one of these hood-and-cloak floating foes, but in the hood are two
faces, weirdly divided or superimposed, and all these other, indistinct faces
surround it like bubbles or backdrop, a whole horde of them.
Situations Specifications Points
Secret Identity Virginia Goode 15
Secret Identity Hobie Bartmann 15
Psych: Entitled establishmentarian Often; irrational 20
Psych: Odd consensus mind Often 15
Homophobic Rarely; irrational 10
Enrage: explicitly ideologically defied 11 or less 10
Side Effect: if mind control is broken 3d6 Entangle + 1d6 Blast 35
Hunted: The Which Super, ruinous 20
That’s 100 + 140 = 240 points, a nice heft compared with the heroes beginning
at 200 points.
It snaps together for me nicely. In this case, it would be lazy to go full-on
horror, like sacrificing people in their meetings and so on. No. This is banal
power. Domain wants things to go just as they are, enjoying the benefit of forcing
problematic lives on others, then smugly blaming the others for any problems. It
enforces and exploits the way things are and the powers that be.
I feel better already. Killer Coil and Devour are rather tragic monsters with
understandable problems; systemic disorders and dementia are no joke and
should not be villainized. However, Domain is a true force for oppression and
discrimination, by choice and entitled self-blindness, and infuriatingly pleased
with itself about it.
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Chapter SeVeN • VILLaIN maKING
The numbers match at 100 + 140 = 240, with a ratio of 118.75. (3)
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Chapter Seven • Villain Making
LA SOCCORSA
I suppose it’s time to introduce you to the woman on the cover. When artist
Erica Rossi and I talked about a villain as the central figure, we agreed that the
stereotyped gloating psycho or moldy old rule-the-world nonsense wasn’t very
interesting. I crossed my fingers and asked her what she thought of someone who
drew the line at the bombing of Libya. Perhaps who lifted a whole Mediterranean
island out of the sea, claimed sovereignty of it, and also jurisdiction over all
refugee movements and locations throughout Italy, Greece, Cyprus, Turkey,
Libya, and Syria, with a promise to one day follow up with Palestine, Egypt, and
Lebanon.
Erica’s eyes narrowed. The character instantly became female. She was an
Italian physician, acting in the combat theater, overwhelmed by atrocities,
constant injuries, roving gangs funded by external governments, uprooted lives,
international indifference, vindictiveness, and disease. She dared the powers
who’d permitted and abetted this disaster to stop her, and she had everything it
would take to back that up.
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I ran with that. Let’s get out of the U.S., I said; out of New York, especially
the Hollywood version. Let’s get really Mediterranean with the heroes, and
furthermore, let’s go full Jack Kirby, with a good dose of modern techno-versions
of ancient myth, including weird headgear. And of course, she was sketching the
whole time.
And here we’ve arrived at my favorite sort of villain: the well-intentioned
extremist.
Situations Specifications Points
Public Identity Antonia della Rossi 10
Unusual Looks: aura of suffering, 11 or less 10
ailment, and fear
Psychological: Arrogant Common 15
Psychological: Selfless Common; irrational 20
Psychological: Loves hero Zulfiqar Sometimes; irrational 10
Enrage: law-abiding rhetoric 8 or less 10
Hunted: NATO Large group, extensive, includes 30
superheroes, ruinous
Hunted: Verethragna, Zoroastrian Single individual, super, ruinous 20
god of war
Dependent NPC: Lonni Daniels, Psych: American patriot (sometimes, 20
hostage U.S. Journalist irrational), 10; Physical: badly injured, 10
Vulnerability: Drain 2x effect before defenses 15
That’s 100 + 160 = 260 points, about as high as I’m willing to go for anyone
without increasing points through play.
The cover art includes a little drama too, as the patient at the lower left is the
superhero confronting her, in the center at the top right. That’s the love content
in the Situations, all grand opera and sweeping gestures.
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Chapter Seven • Villain Making
Base
Lipari Island, suspended above the ocean
Distinctive 5
Monolithic 10
Facilities
Medical 5
Regeneration 1d6 Usable on others 20
Staff 5
Mass living space 5
Public Identity Situation; reduces base points [10]
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Chapter Seven • Villain Making
References
(1) Constrictor is the tentacled villain who most influences Killer Coil visually.
Constrictor first appeared in The Incredible Hulk #212 (1977), created by Len
Wein and John Romita Sr., illustrated by Sal Buscema, published by Cadence
Industries using the Marvel Comics Group imprint. Doctor Octopus is inevitably
invoked as well, as the king of this motif; Doctor Octopus first appeared in The
Amazing Spider-Man #3 (1963), by Stan Lee and Steve Ditko, published by
Magazine Management using the Marvel Comics imprint.
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Chapter Seven • Villain Making
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Chapter 8
The Now
Chapter Eight • The Now
W hose story is this, and what is “the story” anyway? I wish I could shrug and
say, “like in the comics,” but the grim truth is that superhero comics make great
stories except when they don’t. Which isn’t much help.
But there is this. Before the mid-1960s, many superhero comics stories were
isolated one-offs without much forward drive, consequence, or character
development. By the mid-1980s, they were mostly forward-planned, editorially-
controlled, franchise-driven publicity campaigns for toys and movies. The
superhero comics in between were uniquely different from either model, and
they inspired the original Champions. What we can learn or do based on them?
▶ Whatever happens has consequence and fuels development
▶ Play moves into an unknown future rather than according to a planned
structure
For this to work in role-playing, each session of play is “the first day of the
rest of your game,” fanning outward to an unspecified and unknown number of
possible outcomes, rather than inward to a planned event. You need a thing which
represents, not an itinerary or schedule for isolated actions, but an across-content
leading edge of what just happened and what is or could be about to happen.
The method
Here I’m speaking to the game master. Starting before, during, or just after the
first session, build a cast list outline based on each hero: his or her name, relevant
identity terms, persons they know or who are otherwise relevant to them,
locations, institutions and group and groups of all sorts. Include reminders of
whatever personality, goals, and details seem obvious to you, for anything in
there, with brainstormed inspirations or modifications as well as the known
things.
Sketchy is perfectly all right; just one or two points of detail per thing is plenty.
Add a few items if you must. I can’t think of one time I’ve played without pulling
in an original villain or two whom I’d made by the time I got to working on this
part.
With each session or couple of sessions of play, add and alter copiously, but do
not replace the document. Instead, layer it onto the previous one; and, yes, they
will pile up! I used to do this with stapled sheets of messy photocopies, and now
I do it with digital files and printouts, with new filenames for each save. That’s the
Now: the newest file, or the front page, or the top of the stack.
My format uses lots of subheadings and bullet points, but yours should be
whatever works for you. Some people like Venn or similar diagrams better, or
spreadsheets, or a Wall of Crazy with a bulletin board, and some even like to
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Chapter Eight • The Now
pepper it with creative details like newspaper articles about what just happened.
What matters is that it is a list rather than a prose story or essay: that you can read
it with little concentration, that it’s casually accessible, that it can be easily added
to or noted upon, and, as time passes, that you can look back through its older
incarnations.
As you make or alter each new version, it transforms from a location and list
into the physical and social ecology of immediate, about-to-play play. It is full
of previous outcomes’ consequences and also of “wants to” and “about to,” and
is therefore dynamic. In motion. Due to that and only that feature, this thing is
now a setting without pulling in the baggage of world-building. Or, stated more
positively, within a very few sessions you will discover that you’ve powerfully
accomplished world-building. The noun of a “world” is being created through
the repeated outcomes of verbs.
As far as settings and world-building go, this is also where everyone playing
contributes to the game’s collective naturalism and its science fiction or otherwise
fantastic contents, moving along from the ideas that went into and proceed from
the Now.
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Chapter Eight • The Now
▶ The history and architecture of the Space Needle, which has certainly already
seen its share of disasters in comics, but there’s always room for more
▶ The bizarre organization and jurisdiction chart for the Kansas City police
department, considering the two cities by that name which comprise the state
boundary between Kansas and Missouri
▶ Speculative and not-so-speculative technology for Mars habitats
▶ The power of the Family Research Council and the Heritage Foundation
▶ Operation Wetback in 1954
▶ Project Gnome, which I’ll let you look up and wonder why this didn’t make it
into a comic book by now
Work from your own interests. Mine (apparently) skew toward politics and
science, and I admit to adding a fair dose of psychedelica onto whatever I dig up,
but yours might include crime drama, mysticism, pop psychology, or classical
myth, to name a few which have also featured widely in superhero comics. Such
information instantly reveals or suggests organizations and institutions - and
those, in turn, are like free gift emporium in providing persons of influence and
strongly-felt goals, whether real or fictional.
One’s mind understandably turns toward super-powering such persons. Villains
may serve or oppose organizations, and the question of other, NPC heroes arises
as well, also in a variety of relations to institutions and situations. At that point
no rules guidelines are possible. Whom you may invent (or expy) and what they
may be doing, in your Now, is so specific that all I can say is: do it and find out.
One option is to create an NPC hero who operates as a member of the players’
heroes’ group, sometimes called a GMPC. I’ve played a lot of these, done without,
and very reluctantly I would favor not using them, if I had to choose permanently
one way or the other. The risks are real: creating the role-playing equivalent of
a Canon Sue, whom everyone is supposed to like or favor despite deserving no
such thing; implying and eventually falling into the play-practice of “oracle,”
i.e., consistently providing insights or knowing what the group should do next;
becoming a lightning rod for player dissatisfactions if any should arise; and
worse. Then again, certain instances have been very successful for me and for
others, so I leave the option open and hope for the best.
For, while I love the villains and non-player heroes, it’s easy to forget that
for them less is more. Whereas for the ordinary people in and among all those
organizations and social situations, the best practice is the opposite: more is more.
Not just in numbers, but in the game master’s commitment to them as thinking,
active beings. Supporting cast make play come alive. (As discussed in Chapter 9:
What’s Happening). List the ones you know from the sheets, then invent some
more based on the heroes’ lifestyles, relationships, work, and families. Then,
during play, discover and invent even more!
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Chapter Eight • The Now
The Defiants
Looking over the heroes in the Hartford game, not yet named as a group, but
organized into a kind of unity via a Now arrangement, I could see something
jump out immediately: gay pride, and every possible angle on assimilating
versus rebelling. It even helps, rather than hinders, that one hero is straight and
one either nonconforming or agender, rather than all four being “comfortably”
categorized or unified.
We didn’t play very many sessions with these heroes, so I’ll only reference the
limited Now we used in terms of Hartford’s long-running activist history, which
at times seems like an establishment of its own, and its fraught ethnic conflicts
despite its position in the popular symbolism of American freedom. Here I want
to showcase the supporting cast that emerged from the heroes’ sheets.
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Chapter Eight • The Now
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Chapter Eight • The Now
Legacy
I briefly mentioned this hero group in Chapter 3: Your Game. We played it for
enough sessions to see the Now really blossom and boom, and I kept a good
running record as we went. To remind you of our opening statements:
▶ Powers are bright, fun, and hopeful
▶ The past is always present, on the Left Coast [Big Sur to Vancouver]
The starting heroes were Power*Star and Advance, soon joined by a third,
Komodo Dragon.
It offers some practical insights about the Now as a technique. You’ll see a
lot of emergence from the coincidence that the starting players independently
focused on alternate technology for their heroes’ powers, making it a central,
even unifying feature of our game. Also, since its statements explicitly brought in
history, that shows up here even more than it usually does in my games.
The following material is ripped straight from my Now for our first session of
play. The text in italics was red in the original, to remind myself that the content
isn’t known to the heroes.
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Chapter Eight • The Now
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Chapter Eight • The Now
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Chapter Eight • The Now
Emergent properties
There are things even in the very first Now that you don’t see coming, indeed,
that no one can.
For the Legacy game, Alan, Power*Star’s player, had spitballed the name
“Charles” as an intermediate ancestor between his hero and Thomas Edison, and
was surprised as anyone when Charles Edison, Thomas’ son, turned out to be
a historical person. I hadn’t heard of him and assumed Alan had chosen him
deliberately, so I’d put some effort into learning about him and conceived of the
content and timing of the original Power*Star’s career based on what I’d found.
That content and timing influenced us all, including such things as Alan
enjoying an extremely retro appearance for his hero, reminiscent of 1920s pulp
rather than 1950s comics, and quite a bit of political context for the imprisoned
nemesis, Doctor Darius Darkstar. That in turn provided a framework into which
the other starting hero’s history, including the initial appearance and mysterious
disappearance of his powers, could be timed.
The interplay of input, interpretation, and connection was impossible to plan or
control. It looks planned, even quite clever. I’d be proud of it on our behalf, except
that this is normal, something everyone can do, as long as they share a certain
aesthetic, contribute things playfully but with genuine interest, and remain ready
to accept and adjust.
It’s also good example of where superhero comics of the relevant era overlaps
with role-playing.
One of the most well-known and beloved superheroes in the world first appeared
in a short piece in the last issue of a canceled anthology title, featuring a uniquely
detailed costume with a curious mix of arachnid powers and gadgets. (1)
Who “created” him? Before you answer, consider these:
▶ The 1940s comics superhero, the Spider Queen, who crawled stealthily upon
inside and outside walls and used web-shooting devices on her wrists
▶ Another 1940s comics vigilante, the Tarantula, who fought crime using
acrobatics and a “web gun.”
▶ A Halloween costume displayed in New York store windows in the late 1950s,
including not only the characteristic webbed patten and full-face mask, but
even a name strikingly similar to the as-yet uninvented hero
▶ Preliminary artwork by two, not one, of the primary artists at this particular
company
▶ A writer and an artist who had already honed a mutualistic technique for
a decade of horror and monster stories together, in which each altered and
adjusted to what the other was providing
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Comics fandom writhes and wrestles about “who did it” and no one will ever
win the argument, because so often in this art form, the auteur theory disintegrates
when applied. And here’s another one, from the end of the relevant era of comics
rather than its beginning:
▶ A defunct company’s hero characters from the 1960s had been purchased by
an ambitious company during the 1980s
▶ A comics creator from a foreign land, rejected by his company of choice, had
gained fame with one of this company’s B-level titles
▶ Assigned these characters for a limited series, his proposal was audacious
enough for the editors to only permit it using expys (stand-ins, “official
imitations,” or no-serial-numbers IP revisions)
▶ The work was freed from the need for continuity with other company heroes
and from expected constraints of this company’s typical thematic outcomes
▶ The artist was included at the author’s request, as they’d worked together in
the foreign land, and his distinctive designs and layout deeply informed the
nature of the script and ultimately the plot
▶ Partly due to the shift in “who” the heroes were, many, even most of the details
and at least one major plot point were last-minute improvisations, for the
series as a whole and for each individual issue (2)
Even the one superhero comic which most famously showcased clockwork
determinism as its story content was not itself made that way. They received,
retooled, thought of new things, and, sequentially, used what they’d just done as
an opportunity to add or alter more.
Greatness for these titles, especially for specific heroes’ personality, development,
and fate, jumped unexpectedly out of a convergence of legal adaptation, semi-legal
copying, synthesizing, toss-it-in, “editorial opportunity” (i.e., relaxed control),
and the personalities who contributed to it. It happened consistently during
the writing-forward, relatively unmanaged context of that period in superhero
comics, for which these two titles are pretty good representatives of its beginning
and end. The skills, or if you prefer, creative genius, are found in knowing what
to do with the stew you get (or are in), not in pushing a magic mental button to
produce it as planned on demand.
That ties really well to role-playing based on multiple player input for situations
of crisis and drama, which shines when it takes that same lesson to heart: not
a directed, controlled glide along step-by-step confrontations toward a pre-
supposed climax. Instead, the guiding principle is clear: play doesn’t follow plots,
it takes up the craziness of what’s at hand, and makes them.
In your game, ride the wave of Now.
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References
(1) Contributors to the concept of Spider-Man include or may include:
▶ The Spider Queen first appeared in The Eagle #2 (1941), by “Elsa Lesau” (Louis
and Arturo Cazanueve), published by Fox Features Syndicate.
▶ The Tarantula first appeared in Star Spangled Comics #1 (1941), by Mort
Weisinger and Harold Wilson Sharp, published by Independent News using
its DC imprint (soon revised to “Superman DC”).
▶ Joe Simon and Jack Kirby provide differing accounts of their development of
someone called either the Silver Spider or Spider-Man during the 1950s.
▶ A Halloween costume produced and marketed by Ben Cooper beginning in
1954 undeniably displays distinctive features of the eventual comics costume,
as well as the name “Spider Man.”
▶ The Fly first appeared in Adventures of the Fly #1 (1959), by Joe Simon, published
by Archie Comics Publications using the Red Circle Comics imprint.
▶ Stan Lee describes pitching the Spider-Man concept to Martin Goodman
in 1962 and arranging its publication in the final issue of the canceled title
Amazing Adult Fantasy.
▶ Jack Kirby provided pencils for an initial Spider-Man story that was not used.
▶ Steve Ditko designed the costume.
▶ Steve Ditko pencilled and often inked the comics, beginning with Amazing
Adult Fantasy #15 and then The Amazing Spider-Man #1 going forward.
▶ Lee scripted the comics but the credits are carefully parsed regarding plotting
either by him or by Ditko throughout their collaboration on the title.
(2) Watchmen #1-12 (1986-1987), by Alan Moore and David Gibbons, was
published by Warner Communications through its DC Comics division. The
circumstances of the title’s conception and production are well-documented. One
almost unbelievable example of confluence is that the Galle crater on Mars does
look like a smiley face from straight overhead. It was photographed by Viking
Orbiter 1 in 1976 just after the almost identical image became an international fad
(on Earth), as if both were waiting for Moore to re-invent the hero Peacemaker as
the Comedian with the smiley-face motif and the hero Captain Atom as Doctor
Manhattan who is obsessed with Mars. Granted, no one knows which detail came
first as a creative process. The point is that it’s always a stew.
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Chapter 9
What’s Happening
Chapter Nine • What’s Happening
H ow about play itself? We all know that the next session will include super-powered
crisis and action, probably including heroes and villains hitting one another, as well
as emotional developments and confrontations. But how is this done?
It’s not done by keeping one powerful hand on the controls for what can and
will happen at all times.
Let’s turn a critical eye to the difference between preparation and play. The game
master has the job to set fictional facts before play: things like a location that a
villain seeks to destroy, that this particular villain happens to be the most active
adversary this time, or that this event coincides with a tricky local political decision
and a contested election. During play, as well, the game master serves as the arbiter
for where most things are and what people besides the players’ heroes try to do.
But the authority stops there, specifically:
▶ When players say heroes’ decisions and actions
▶ Before planning or anticipating outcomes during play
The game master’s tasks make play possible. But what happens during and
because of play isn’t under the game master’s control. That’s tough for some to
contemplate. Maybe not you; but a lot of people associate authority over prepared
facts with authority over a pre-conceived series of events and, in the end, a final
pre-planned confrontation. For them, doing the one without the other is cutting
their skill-set in half.
This cut-in-half authority serves superhero role-playing very well, with the
content nailed down but the events’ outcomes wide open for discovery. Here’s
how to do it.
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Chapter Nine • What’s Happening
That’s the “what,” now for the how. These people and entities from the Now
must already be in action at the start of the session. It’s not something to “get to,”
or to maneuver people into somehow arriving there; you have to own it and say,
this is what the Now has brought us, period.
Once you’re committed to it, here’s a useful dial to contemplate: coming in hot
or playing it cool.
Coming in hot is assertive situation-framing. For a game master, it includes:
▶ Prepared locations and saying “you are here.”
▶ Imminent or even already-happening crisis, in your face, no need to go
looking for it.
▶ The arrival of information right now, and this is what it says.
▶ Other people act on their goals, with immediate effects.
Whereas playing it cool is based more on these:
▶ Asking “It’s first thing in the morning, where are you?” or any other variant
on “what do you do?”
▶ Other people interact with the heroes and provide opinions.
▶ Various known things are updated through ordinary means, like checking
one’s emails or going to work and seeing what’s new.
▶ The known and observed features of the world shift a little based on what the
Now has brought it, but not urgently so, or not yet.
▶ When the interactions and circumstances provoke someone enough, they
turn up the action hot as the gates of hell.
Neither is better play. They operate as a dial.
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Chapter NINe • What’S happeNING
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Chapter NINe • What’S happeNING
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Chapter Nine • What’s Happening
In this case, the adversity will arrive mainly how its perpetrators want it to,
when and where they want, and all the rolls can do is alert and prepare the heroes
a little better for it. It doesn’t have to be nearby and they will most likely be engaged
in other difficult or important things at the time. Playing this way includes a lot of
“uh oh” realizations punctuated by hard cuts to “oh no” as the crisis hits.
Players are free to prefer this “default” activity level, without the Skills and
Powers dedicated to situational framing. It means they like being ordinary-
people heroes whose lives get gate-crashed. If so, then the game master should
honor that choice by playing pretty hot.
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Chapter Nine • What’s Happening
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Chapter Nine • What’s Happening
Rolled
value Luck Unluck
0 Unfortunately no effect Fortunately no effect
1 You’re there, as if the problem had You’re there, but with divided
landed there just for you attention, not well-positioned
2 You’re right in place to see and Tables turn, they spot you, or
respond to the problem, as if you’d danger targets you
planned it
3 Absurd position and opportunity to Absurd inclusion of unrelated
respond with an advantage Situation
4 As 1 plus you get an insight or useful As 1 plus there are added risks
observation to others (even if they have to be
invented)
5 As 2 and applies to an ally (no reason) As 2 and applies to an ally (no
reason! Damn it!)
6 As 3 and dangers to other people or As 3 and applies to all the heroes
things are reduced, for the moment (oh now, come on)
Ready steady
The next chapters drive into play at the table, so here’s a review for their context.
▶ Preparation is solid and definite for certain things, specifically the fierce
presence of some part of the Now.
▶ Heroes’ lifestyles, personal priorities, and point-of-view experiences provide
the backdrop and most consistently-visited situations of play.
▶ Group play includes hard frequent cuts across heroes, giving everyone a good
spotlight and establishing simultaneity.
▶ Situations develop and change due to what happens, using and responding to
decisions, actions, and rolled outcomes.
▶ Locations are modified by easy additions and even heightened focus on things
just because they’re interesting.
▶ Adversity comes in hot at least a little, and possibly a great deal. It doesn’t have
to be maneuvered into or nudged in order to happen.
▶ There is no planning for or fudging outcomes, at any time.
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Your group’s version of play develops all of these beyond mere “style,” almost
to the level of game design. You’ll have your own collective accepted range for
hot and cool, and specifically for what. You’ll collectively arrive at a functioning
mix of formal and informal ways to play locations and their details. The players
will tune their own proactivity and use of relevant Powers and Skills into a highly
distinctive method for “what happens,” to the point of nigh collaborative game
mastering so far as situational framing is concerned.
To illustrate a great benefit of customizing and creating your own Champions
Now this way, consider one of the famous writer-artist collaboration in the
comics. The hero team in question revived a fallow title with a hodgepodge of
pre-existing and new characters,. The writer focused on the social crisis of the
heroes, who were distrusted and sometimes demonized by the general public,
and who often put their lives at stake on that public’s behalf, so now you know
whom I’m talking about.
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Chapter Nine • What’s Happening
One of the artists with a long influential run on the title was an effective
co-author, and one of the comics’ features during that time was its difficult
compromise between them. Briefly, the artist liked the action and bad-assery,
especially for his favorite characters, whom he beefed up considerably in
effectiveness. But the writer liked the dialogue-heavy relationship drama and
social musings, especially in naturalistic settings in ordinary clothes. Each was
candid in complaining about the other: “they sit around, out of costume, in jeans
and t-shirts, and just talk;” and “to me, the fights are bullshit.” (2)
The point being that violent melodrama can be tough to arrange, because either
the fights or the talking can become pro forma, or filler. This comic turned out
to benefit largely because neither creator budged, resulting in better and more
mutual justifications for both than many. But all too many titles founder either in
irrelevant fights or irrelevant blither, and are read in partial fast-forward mode,
similar to a certain other genre which I’ll leave at that.
However, in table-top play, that reinforcing quality between talking-situations
and violent fights is much easier and more about mutual creative enjoyment.
We are contributing, paying attention, and running with the consequences, from
anyone to everyone according to each person’s role. So the developments proceed
and the confrontations emerge based on just those things, making much more
sense and with a generally mutualistic spirit.
Solid preparation plus open outcome, full of readiness but with no control. It
works.
References
(1) Brainiac 5 of the Legion of Superheroes provides the gold standard for super-
smarts which effectively define whole situations by figuring them out ahead of
telling the reader anything. This particular example is from Adventure Comics
#345 (1966), by Edmond Hamilton and Curt Swan, published by National Comics
using its Superman DC imprint. Batman’s surreal detective savvy provides a
close second, with honorable mention going to Spider-Man’s eponymous “sense,”
which more or less tells him where the plot is.
(2) Chris Claremont and John Byrne collaborated on The Uncanny X-Men #108-
143 (1977-1981), published by Cadence Industries using the Marvel Comics
Group imprint. Nominally they were respectively writer and artist, but Claremont
was also an experienced layout artist and Byrne was also an experienced writer.
Their creative tension and their respective interactions with Jim Shooter as editor-
in-chief are legendary in comics fandom, due to the results on the title’s plot and
the characterizations and fates of several heroes. The quotes here are referenced
in Sean Howe’s Marvel Comics: The Untold Story.
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Chapter 10
This is the World We Live in
Chapter Ten • This is the World We Live In
T he default setting for superhero comics is easy: ours. Not only that, but ours
as it goes along, adding fantastic elements to the past and present without much
regard for logic or consistency. If the Egyptian gods were real for purposes of a
cool hero or villain to appear, well then, they were. If alien warrior species from
the Sirian system is real because it’s fun to draw them invading, well then, they
are. Contrary to any sense, such things have no effect on history that brought
modern life into being; or, if they did, only to make it get into the state that we
actually know. Nor, going forward, do they affect who gets elected president for
the comic’s nation of origin, nor anything particularly about life, culture, or the
economy there, all of which simply follow along the course of real events.
Just as with newsstand and spinner-rack comics publishing, for every new issue
or, rather, for every session of play, the Now is our Now. “Our” world can have
anything in it as serves the fun of the super action, but it never diverges from
“our” course of reality.
You might prefer a more logically consistent or more original setting if that’s
your thing. Sometimes it’s mine too. As of this writing, my current Champions
Now game is set in modern Istanbul, in the thick of shifting real-world alliances.
We rely on real-world maps, the personal knowledge of the players, and news
reports, treated as a wave-front of continuing setting input as we play week by
week. But my next one is going to be set in a future Mars habitat, because as of
this writing, the 165 designs submitted to NASA just became available online
and beg for in-game use. In such situations, play must rely instead on prepared,
invented information.
Either way, these are the tools that make a given location work for the action
of play. But how does the setting work, mechanically? I pick up the tractor and
throw it at him! How does this spaceship work? Does this blast of proton rays
hurt?
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In the following lists, the Strength listed is for lifting the thing or toppling it.
Throwing requires at least 1d6 higher, for range in hexes equal to the difference
as the default. Double the distance for anything designed for throwing, and halve
it for anything notably awkward, unbalanced, or jointed (including an unwilling
person). Endurance is spent for both lifting and throwing, separately.
As a starting references, here are some things from around the neighborhood.
The listed Defense and Body indicate demolishing them into shards and rubble.
To pull off or uproot the ones that are attached or rooted, ignore Defense.
Defense Body Strength to lift, if detached
Fire hydrant 8 5 3d6
Public mail box 6 5 3d6
Street sign 4 3
Lamppost, telephone pole 5 8 4d6
Medium tree 5 8 5d6
Big tree 5 11 9d6
Some things aren’t lifted or broken entirely, but in pieces. The listed Defense
and Body in this case refers to about a hex. Additional hexes’ values are the same,
but a greater area must be affected in some way to apply more widely.
Strength to lift,
Defense Body if detached Notes
House wall Also roofs, doors,
4 3 n/a furniture, stairs, et cetera
Plate glass pane 1 1 n/a
Reinforced glass 3 1
Brick wall 5 3 n/a
Concrete wall 6 5 n/a
Rock wall or surface 5 13
Concrete/asphalt road To shatter or tear up about
surface 6 5 n/a 1 hex
Metal fire door Use same values to tear
7 5 4d6 off/out
Safe door 10 9
Vault door 16 9
Lobby/industrial I For underlying structure;
furnishings are crap at
5 6 3d6 Defense 2, Body 1
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Chapter Ten • This is the World We Live In
For masses of natural stuff, the listed values apply per hex, if you’re trying to
destroy or break through it. If you’re buried in them, use the Hazard rules.
Defense Body
Dirt 0 16
Rock 5 12
Snow 8 6
Ice 6 10
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Chapter Ten • This is the World We Live In
Industrial machinery is similar but more durable. These values are for single-
operator size, one or two hexes. For bigger, factory versions, use the same Body
and Defense values, just increase the area and the required Strength.
Defense Body Strength to lift Notes
Light 5 4 2d6 Lawn mower, outboard motor
Medium 7 6 3d6 Pool/pond pump, bandsaw
apparatus
Heavy 8 9 4d6 Small cement mixer, hydraulic
car lift
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Chapter Ten • This is the World We Live In
People
Character Points address the diversity and capabilities of super-powered heros
and villains. They are not fine-grained enough for the diversity among other
characters. Therefore all the system mechanics for regular people are the same,
or nearly so.
▶ Strength 2d6
▶ Presence 2d6
▶ Speed 1, Body 10
▶ Defense 0 (that’s really zero, not a typo)
▶ Dexterity 11, Intelligence 11, Ego 11
Outside of super-powered stressful situations, these people’s differences are
played as special effects. Their skills, wealth, social position, attractiveness,
power, ordinary opinions, relationships, and all related matters are considered as
bad or good as makes sense for each individual. That especially applies to their
lifestyle and professional competence in the ordinary course of events, which
may be quite excellent and are not resolved with dice.
Continuing, interactive people, or supporting cast, may seem to you to
require a bit more. It’s best to do so after their actual interest and importance
is established or confirmed in play, rather than front-loaded in their original
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Chapter Ten • This is the World We Live In
appearance. If so, and if you think some person’s competence is notable in non-
ordinary circumstances, these parameters are sufficient, and usually not more
than one or two of them.
▶ 1-2 more Intelligence or Ego
▶ One Skill
▶ 1-3 more d6 of Presence
You may assign Situations to them as seem applicable, since these mechanics
often add power to play. However, they have no quantitative effect, i.e., they do
not “buy” Points for other things.
The point values of the game start at 200 and grade up from there; everyone
else is not rated in Points and should not even be considered “below” 200. It may
seem to you as if this ignores a whole category of “trained agent” or “soldier” or
“alien warrior,” but this is not the case – when such individuals or groups swing
into action, ignore the concept of individual builds and use the Hazard rules as
you see fit for the danger and capabilities they represent.
The people who are explicit or implied in Dependent Non-Player Character
and Hunted Situations are built exactly as described above with these exceptions:
▶ Dependent NPCs definitely have Situations, whose total Points are calculated
into the hero’s build.
▶ If a Hunted is defined as super-powered, the relevant characters are fully built
as villains.
▶ No one explicit or implied in either of these Situations may be affected by that
hero’s Presence.
Hazards
Heroes are often confronted by big-ticket situational hazards, including familiar
crises like buildings on fire, natural disasters, technological catastrophes, or weird
conditions like dimensional rifts or magical vortices. Inimical environments count
too, including straightforwardly dangerous situations like an active construction
site, or more deadly surroundings like ordinary water or vacuum. Extreme
situations concerning crowds of people also qualify, when they are too diffuse
or dispersed to be addressed as a group, and too many to fight in the hope of
stopping anything. Devices or weapons which guard or attack may qualify, insofar
as they make an extensive area dangerous and can’t be targeted as objects. (1)
These hazards can’t be fought in the sense of combat; the question concerns
surviving them, passing through or escaping them, and perhaps stopping them.
Combat-specific hazards, which is to say, foes and devices you can hit, are
discussed in Chapter 11: Fighting Words.
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Chapter Ten • This is the World We Live In
Hazards can be the main problem or situation the heroes face, even prepared
much as one prepares a villain. However, superhero action is rife with emergent
hazards, so applying the rules on the fly is a basic game mastering requirement.
Hazards vary according to concept:
▶ What region is affected
▶ How the danger affects the region in terms of motion: whether it simply
persists in that spot, or sweeps over it while going somewhere else, or spreads,
or whatever
▶ Whether the danger is time-limited in any way, ranging from over in an
instant to eternally present; for anything that lasts more than a single Phase, it
has an effective Speed 2.
▶ Whether the source of the hazard is breakable, and if so, it has Defense and
Body as the materials warrant.
A hazard’s damage or effects are built as one or more Powers, using 60 Active
Points, with an appropriate Area Effect that doesn’t affect its Point total. It doesn’t
attack; the effects always work on whoever’s in the affected area. Use the powers
list with abandon: if you fall into the wet concrete, it’s an Entangle; if you stick
your head into the turbine at the power plant, it’s a Lethal Aura; I could go on all
day and you can too, once you get the hang of it.
A hazard’s effect encounters defenses. It is quantitatively reduced by whatever
Powers or Characteristics apply through the ordinary use of the rules, and it is
also countered absolutely by some specific defense or some action, the latter
typically requiring a dice roll.
Finally, a hazard includes some way to solve it. Sometimes that means nullifying
the hazard entirely, putting a stop to it, and sometimes the best you can do is
escape, pass through, or get enough time to accomplish something. In addition
to whatever is listed, obvious special effects apply and people may also hit upon
some other way that makes perfect sense, which is all right too.
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Chapter Ten • This is the World We Live In
Hazards may emerge in the moment, such as the impact from or between
vehicles. In this situation, each vehicle involved is treated as a Move attack.
▶ Move By: base damage is ½ Body of the item in d6, plus the velocity in hexes
divided by 5 in d6
▶ Move Through: base damage is the Body of the item in d6, plus the velocity in
hexes divided by 2 in d6
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Chapter teN • thIS IS the WorLD We LIVe IN
The vehicle takes the damage itself as well as delivering it; which, as you can
imagine, turns a head-on collision into a Grade A disaster!
Heroes have been known to match their might against a careening vehicle. The
safest way is to pull backwards on it, in which case Strength and velocity may
be matched in terms of rolling Body for a relatively easy resolution. However, if
you jump in front of it for direct impact vs. might confrontation, then roll the
Strength exerted by the hero against the damage delivered by the vehicle. If the
Strength delivers equal or greater Body, then the vehicle is stopped. The hero
still takes the damage, and the player decide whether the vehicle does or doesn’t,
treating the hero’s roll as another vehicle’s head-on impact.
People inside a colliding vehicle have no such option and take damage upon
impact, as a Blast with d6 equal to the Body damage that penetrates the vehicle’s
defenses. However, the details of a given vehicle and a given situation may require
customizing a more complex hazard on the spot.
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Chapter Ten • This is the World We Live In
Falling is one of the great emergent hazards, and not even a flying hero is
immune to it, if he or she is Stunned while aloft, for example.
Segment Velocity (hexes per segment) Distance fallen in hexes
1 5 5
2 10 15
3 15 30
4 20 50
5 25 75
6 30 105
Thereafter 30 +30 per Segment
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Chapter Ten • This is the World We Live In
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Chapter Ten • This is the World We Live In
Living and working spaces are common features, either for a base as a literal
home or a vehicle as group transport.
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Chapter Ten • This is the World We Live In
For facilities, the listed Points establish the space and basic functions. For them
to do anything special, you’ll also need some Powers.
Functions Variants Points
Exercise and training Strength, flexibility, fighting practice 5
“Danger rooms” for practice vs. automated, 10
responsive attacks
Medical 5
Security Information 5
Physical protection 5
Labs 5
Libraries or databanks 5
Recreation 5
Imprisonment per unit 5
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Chapter Ten • This is the World We Live In
References
(1) Dimensions may certainly be a hazard unto themselves, especially for
stranding people. Kryptonians have long punished criminals, and occasionally
Superman, by banishing them to the Phantom Zone, where they can drift ghost-
like and observe, but cannot interact with, our universe. (Fortunately, it’s not
very secure!) Similarly, the Negative Zone is so alien and forbidding that Tony
Stark at one point builds a prison for wayward superheroes there. The former
first appeared in Adventure Comics #283 (1961) by Robert Bernstein and George
Papp, published by National Comics using its Superman DC imprint. The latter
first appeared in Fantastic Four #51 (1966), by Stan Lee and Jack Kirby, published
by Magazine Management using its Marvel Comics imprint.
(2) Sometimes the deathtrap joke is more funny than others. The third Mist,
a particularly deadly and disturbed foe of Starman, managed to kill the second
Amazing Man, Crimson Fox, and Blue Devil using a series of cleverly fatal traps
that included holy water in a sprinkler system, glass
walls painted to look like steel, and a handgun in
Starman Vol. 2 #38 (1998), by James Robinson
and Dusty Abell, published by Warner
Communications in its DC Comics division.
It’s good to know whether the point is the
“death” or the “trap.”
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Fighting Words
Chapter Eleven • Fighting Words
T hese rules and their outcomes are to be used with verve, toward the decisive
finishing of fights. And let the results fall where they may! If everyone plays their
heroes as best they might, and you’ll find that these points of decision and thought
pay off. Abandon the habit of softening blows or handing over victories. Don’t
manage “where the story goes.” That pernicious nonsense has no place here.
Ordering
This chapter is about the fight once you really know you’re in it. It is unequivocally
in progress, after whatever single-action moments which may have signaled its
onset. It’s on – and it’s going on.
The sequencing unit is called a segment, and we consider six of them at a time.
You refer to a segment by number as if it were a location, as in, “on 2,” “on 5,” et
cetera.
You don’t get to go every segment. That’s what Speed is for – the number of
segments you get, which are ordered like so:
Segment 1 2 3 4 5 6
Speed 6 ✴ ✴ ✴ ✴ ✴ ✴
5 ✴ ✴ ✴ ✴ ✴
4 ✴ ✴ ✴ ✴
3 ✴ ✴ ✴
2 ✴ ✴
1 ✴
A segment you’re active on is called a Phase, or rather “your Phase.” Find your
Speed and read across, and the dots are your Phases. Lots of things occur until
the start or end of “your next Phase,” so it’s important vocabulary.
Within a Phase, actions proceed based on Dexterity or Ego, depending on what
the character happens to be doing. It’s pretty easy once you’re in it – “All right,
that’s the end of Segment 2, we’re on Segment 3,” and everyone whose Phases
include 3 takes action from highest relevant score (Dexterity or Ego) to lowest.
Then we all go to Segment 4 to see who’s got a Phase there.
For tied Dexterity and Ego values among heroes, the players decide who goes
first. When villains or other NPCs are tied, they go in the order the game master
decides. When villains and heroes are tied, villains go first.
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Chapter Eleven • Fighting Words
Obviously, you need to know how much you can do on your Phase, which is
one and only one of these:
▶ Stay where you are and do any full-Phase action
▶ Stay where you are and do any half-Phase or full-Phase action
▶ If the first half-Phase action isn’t an attack, you can do another one, attack or
otherwise
▶ If it’s an attack, you’re done
▶ Move over half your movement allowance (a full move, up to your maximum)
▶ Move up to half your movement allowance and do a half-Phase action
▶ Do a half-Phase action that isn’t an attack and then move up to half your
movement allowance
▶ Do a 0-Phase action, timed in the Phase according to the particular type; you
can do more than one, but only one of each type
▶ Any Free actions you like; these are liberated from the Speed Chart and may
be thrown in during your Phase or during anyone else’s, whenever you want
Full-Phase Actions
▶ Full Move (any distance from half Move to full)
▶ Move-By or Move-Through (any distance up to full Move)
▶ Fully defensive avoidance: Dodge, Martial Dodge
▶ Recover from being Stunned
▶ Voluntary Recovery (no Phase actions permitted; free actions are permitted)
▶ Use most skills; exceptions are indicated below
Half-Phase Actions
▶ ½ Move (any distance up to half Move)
▶ Basic Maneuvers: Punch, Kick, Grab
▶ Break free (Strength or Ego)
▶ Martial Maneuvers: Martial Punch, Martial Kick, Throw, Martial Block
▶ Actively seek something with a perception roll
▶ Shifting slots within a Multiform, only at the beginning of a Phase
▶ Shifting the Variable Power Pool array using a Control Skill, only at the
beginning of a Phase
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Chapter Eleven • Fighting Words
0 Phase Actions
▶ Turning a power on or off, at any point during a Phase
▶ Using the Climbing or Acrobatics skill to move, or the Stealth skill with any
other actions
▶ Pushing a power or characteristic as an add-on to an action, during its use
▶ Making an Ego roll associated with an action, e.g., pushing extra, during its
use
▶ Sensing something without trying, as called for by circumstances, only at the
beginning of a Phase
Free actions
▶ Speaking (“Monologue”)
▶ Presence Attack
▶ Missile Deflection
Reactivity
You’re not supposed to wait obediently for your formal go-moments in the Speed
Chart. Doing that creates a potential stop-motion, freeze-frame effect which isn’t
really what the system’s for. It’s more dynamic if you use the Chart merely as a
chassis for anticipatory and reactive options.
You can hold actions, meaning, not acting when your designated moment
arrives. To hold, you must state what you anticipate doing, to give everyone an
idea of what your hero is looking at and how they’re acting, although you’re
not entirely locked into whatever you say and can shift to doing something else
instead. Any combination of ordinarily-permitted actions is allowed when you
do act.
You cannot hold a ½ Phase action by itself, i.e., doing a ½ Phase action and
holding “the rest.” To hold an action, you have to give it all up at its default arrival,
even if all you do with it later is a ½ Phase action.
You can hold until later within the same Phase, in which case you can either
“step in” just after someone else goes, or pre-empt someone whose action is about
to come up. If your pre-emption is an attack, you must succeed with either a
Dexterity roll or Ego roll in order to get in first. You may also hold past the end
of the Phase, which isn’t really all that different. If your actual next Phase arrives,
however, then the hold ends and the potential action is lost.
Holding actions is necessary for two of the most important team-tactics in the
system, assisting and coordinating attacks.
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Chapter Eleven • Fighting Words
Reactive actions concern being attacked. Your hero is not standing there like a
post on a target range, so his or her relevant characteristic is already factored into
the standard attack roll. A few specialized maneuvers and powers allow for rolls
in response to an attack, including Martial Block and Missile Deflection.
You also have the more drastic option to cancel your next entire Phase’s worth
of action to defend better than you currently would be able. You may perform
a defensive combat maneuver (Dodge, Martial Dodge, Martial Block, Martial
Throw, Missile Deflection, or an attack power with the Reactive Advantage)
or turn on a defensive power (Force Field, Force Wall, Desolid, Shrinking, or
a similar power). In doing so, you can move up to two hexes, getting the bonus
from Acrobatics if you have it, but you can’t use a movement power.
If it’s during one of your Phases before your place in “line” has arrived, then
you lose the Phase you’re in. If it’s after your action during a Phase, or during a
segment that isn’t your Phase, then the following Phase you’d act in, whatever it
might be, is lost.
Positioning
Super-combat is pure choreography, and knowing who’s where, whether they’re
in motion and how much, can be an art of its own.
The rules terms imply using a hex map for most situations of play, in which
a hex represents two meters of fictional space. However, in practice you don’t
need an actual physical sheet with hexes marked on it. The listed distances are
approximate and intuitive: a hex is “personal space,” a sphere just a bit taller
than a person, or a bit more than full arms-width, which is the same thing. For
movement within this space, by default a hero has 6 hexes of Running, 2 hexes
of Jump, and 2 hexes of Swimming; but most will obviously have more extensive
capabilities based on characteristics and powers.
As mentioned above, the Speed Chart does not represent a metronome for
fixed-in-fiction time. If it did, then continuous movement from Phase to Phase
would become quite strange, e.g., is the character moving while he or she cannot
otherwise “go?” If not, what does that even look like?
Instead, these mechanics embrace comics-panel logic and treat the Phases as
“what we see,” e.g. when the attack or movement lands, letting the in-between
fall into the gutters of the panels. Whatever time-slash-physics wiggle you may
need goes into those and thus doesn’t bother our heads. That’s been perfectly
functional throughout the history of comics, and it’s functional here.
You’ll need to attend to high-momentum moves sometimes, e.g. shaving off
a hex of movement for turning corners during maximum Flight or Running, or
slight time-lapses for especially far Superleap and Knockback so that they finish
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Chapter eLeVeN • FIGhtING WorDS
at the end of a Phase. Flight may also see some adjustment based on its three
dimensions, as it hardly ever goes completely flat or completely vertical.
The listed hexes-traveled for a power doesn’t describe actual distance-over-time
outside the scale of one Phase, so traditional speedometer descriptions of velocity
usually aren’t relevant. However, when they are, e.g., you’re trying to catch or get
ahead of a vehicle in motion, Speed must be factored in.
Speed
hexes 1 2 3 4 5 6
5 6 kph 12 kph 18 kph 24 kph 30 kph 36 kph
10 12 kph 24 kph 36 kph 48 kph 60 kph 72 kph
15 18 kph 36 kph 54 kph 72 kph 90 kph 108 kph
20 24 kph 48 kph 72 kph 96 kph 120 kph 144 kph
25 30 kph 60 kph 90 kph 120 kph 150 kph 180 kph
30 36 kph 72 kph 108 kph 144 kph 180 kph 216 kph
Or in U.S./UK units,
Speed
hexes 1 2 3 4 5 6
5 3.75 mph 7.5 mph 11.25 mph 15 mph 18.75 mph 22.5 mph
10 7.5 mph 15 mph 22.5 mph 30 mph 37.5 mph 45 mph
15 11.25 mph 22.5 mph 33.75 mph 45 mph 56.25 mph 67.5 mph
20 15 mph 30 mph 45 mph 60 mph 75 mph 90 mph
25 18.75 mph 37.5 mph 56.25mph 75 mph 93.75 mph 112.5 mph
30 22.5 mph 45 mph 67.5 mph 90 mph 112.5 mph 135 mph
Orienting
In a combat situation, everyone’s understanding of the physical situation should
be interpreted generously by default, to the unrealistic degree of a bird’s-eye view.
A given hero will know where everyone in their perceptual field is, what they can
and can’t attack, who might be targeting them, and they won’t get disoriented
about who’s moving which way or doing what.
However, if the location is confusing or has features that don’t allow analogizing,
the default switches, so that a given hero is disoriented about directions and
uncertain about what everyone else is doing. It’s treated as a hazard specific to them,
applying the power Concealment, customized as needed for the situational details.
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Chapter eLeVeN • FIGhtING WorDS
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Chapter Eleven • Fighting Words
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Chapter Eleven • Fighting Words
Fighting Maneuvers
Offensive Defensive Damage/notes
Punch (any close physical attack) +0 +0 1x damage
Grab -1 -2 May be followed by
squeeze or throw
Dodge +0 +3 No attack
Interesting Maneuvers
Offensive Defensive Damage/notes
Area effect attack Range modifier +0 Target area defensive value 6;
-1/6 hexes attack roll is then compared to
individual defensive values
Coordinated attack -2 -2 Requires simultaneity; Knockout
damage is cumulative; Knockbacks
are added together
Assist +0 -1 Requires simultaneity; provides
offensive value for another
attacker’s use
Find Weakness +0 +0 Increases attack effectiveness by
1d6 per successful use against a
given target
Move-By -2 -2 +d6 damage / 5 hexes moved
Move-Through -4 -4 +d6 damage / 2 hexes moved
Martial Maneuvers
Offensive Defensive Damage/notes
Martial Punch +0 +1 +3d6 damage
Martial Kick -2 +1 +6d6 damage
Martial Block +0 +2 No abort for reactive use
Martial Dodge +0 +5 No attack
Martial Throw + velocity/5 +0 +1d6 damage / 5 hexes moved; prone
And Out +0 +0 ½ Move following attack
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Chapter Eleven • Fighting Words
Ego Maneuvers
Offensive Defensive Damage/notes
All modifiers apply for Ego-based attack and
defense only
Ego Evade +0 +3 Defensive action.
Mindscape +2 +2 Accompanies an attack and may be maintained
thereafter. As long as it is maintained, only Ego
Maneuvers and Powers may be used.
Id Rush +3 -3 Accompanies an attack. Requires an Ego roll
to resist irrational action based on one or more
Psychological Situations regardless of value
Mind Bar +0 +1 Defensive action. No roll is required; the bonus
applies so long as it is maintained. Locks down
an attacking mental power and prevents it from
being used. Maintaining the bar is a ½ Phase
action. Escaping the bar is a full Phase action
and requires no roll.
Mind Stab +0 +0 Target must already be Mind-Barred; no attack
roll required. Inflicts 1d6 Knockout per 1d6 points
Endurance spent.
Self Mastery +0 +0 Attack using Ego to shift level of Ego-based
power affecting you downward by one level. It is
not necessary to perceive the target.
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Chapter Eleven • Fighting Words
This is the complete list, so you don’t have to cross-reference it with anything.
The net effects are extremely dramatic, but since they’re all cumulative, it’s a lot
to process until you get used to your hero’s typical use of them. A bunch of little
counters to shove around for plus and minus can help.
Example: When Grimfire punches Killer Coil, it so happens that she used the
Martial Kick maneuver in her last Phase, so her defensive combat value is +1,
therefore 14 instead of 13. Therefore the player’s target number on 3d6 is 11 + 12 –
14 = 9 or less.
Example: When Anybug Stink Bug Sprays Domain, it so happens that he is about
8 meters away (about 25 feet), or 4 hexes. Range modifiers work in units of -1 per 3
full hexes, so his combat value is -1, at 13 instead of 14. Therefore the player’s target
number on 3d6 is 11 + 13 – 11 = 13 or less.
Example: When Domain uses Hegemony on The Which with the Id Rush
Maneuver, for a +3 attacking combat value of 17. Therefore the game master’s target
number on 3d6 is 11 + 17 – 12 = 16 or less.
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Chapter Eleven • Fighting Words
as a separate attack if you aren’t sent into anything. If you are, then roll and take
damage as if for the initial attack, again. A person who is knocked back ends up
prone, unless they can do something about it using Strength or Acrobatics.
Given a solid surface to brace against, including the ground or floor, you may
roll Strength to resist Knockback as a reactive action, spending the required
Endurance. The Core rolled counteracts the hexes of Knockback one for one,
with the added benefit of not being knocked prone.
Acrobatics permits a Dexterity roll to avoid being knocked prone or, if you are
flying, to remain airborne at the end of the path. Neither applies if you’ve been
knocked back into some object.
Getting Stunned
Losing Knockout points is a foregone conclusion, and in small doses it has no
immediate effect. However, if, after defenses, you take Knockout damage from a
single hit that equals or exceeds your Stunned value, you’re stunned.
▶ Your defensive values for combat rolls drop to 6.
▶ All active Powers that cost Endurance turn off.
▶ You may only perform free actions during your next Phase and you cannot
move at the scale of hexes. This Phase is called “recovery from being Stunned,”
but you do not recover Body, Knockout, or Endurance.
Getting hurt
The other kind of injury you take comes off Body, which is potentially real tissue-
trauma injury. As long as Body remains above 0, there are no mandated effects
of injury, but players have been known to assign their characters penalties or
reduced function of some kind, just because they like to.
Body damage does recover, at 1 point per recovery action. By default, the
perceived injury isn’t as bad as it seemed at first, or is simply treated unrealistically
in terms of permanent harm. If Body is taken to 0, it operates similarly to
Knockout: the character may recover, but if Body is reduced to 0 a second time,
they are rendered helpless. Furthermore, they are nominally dying.
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Getting negated
Characteristics may be reduced by Weaken and Powers may be suppressed by
Negate, or if it’s nasty and Destructive, ruined by it.
▶ Strength taken to 0 dice may still be used at that value, relying on Pushing.
▶ Presence taken to 0 dice may still be used at that value, relying on situational
modifiers.
▶ Dexterity may be used normally at 6 or above, below which the target is
unable to direct his or her physical actions. Using Ego-based or otherwise
non-physical actions depends on the circumstances, especially for their field
of perception.
▶ Intelligence and Ego may be used normally at 6 or above, below which the
target becomes confused or demotivated.
▶ The target must make the relevant Characteristic roll at the current value as a
0-phase action in order to direct any and all actions of any kind; failure means
he or she cannot act or performs some nonsensical, non-advantageous action.
▶ Actions using the relevant characteristic use the current value, including 0.
▶ A Power whose effect is exceeded by Negate is switched off; if it is Destroyed
in the process, it cannot be used at all until the recovery condition is met.
Absent relevant special effects or the Destructive Advantage, reduced features
are restored by recovery actions.
▶ Strength and Presence regain 1d6 per Recovery, or 1d6 equal to the value
rolled if Regeneration is used.
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Chapter Eleven • Fighting Words
▶ Powers regain one unit of effect per Recovery, usually expressed as dice.
▶ Dexterity, Intelligence, and Ego regain 1 point per Recovery.
If any of these is taken to 0 a second time during a confrontation, an appropriate
incapacitating effect occurs, equivalent to the effects for Body and Knockout.
Getting tired
In combat everyone burns Endurance like mad. You have to do it just to move
and fight at all, or when you try to break free of things using Strength or Ego.
Even missed attacks spend the stuff!
Ongoing powers which require Endurance only cost you on your Phases, not
on the segments in between. (That’s the comics panels logic coming in again.)
Then there’s Pushing, which you can do with any action that requires Endurance.
▶ Pay d6 Endurance per 5 Active Points of increased effect
▶ Pay d6 Endurance per the Strength’s or power’s 5 Active Points for one of the
following effects
▶ Area Effect (single-hex or explosion, no selective targeting)
▶ Piercing
▶ High Impact
▶ Severe (damage is reduced by resistant Defense)
To Push a further consecutive action, make an Ego roll. If you fail, you cannot
Push this time, but merely hit the listed value on your sheet (and spend its
Endurance cost). you’re free to start a new Push next time, assuming you’re still
upright.
When Endurance hits 0, you can use Knockout instead, taking 1d6 Knockout
damage for each equivalent of 2 Endurance spent. This either rolls over during
an action if Endurance runs out in the middle of it, or is used to power an action
from scratch if Endurance is already at 0. And always remember: Endurance is
a precious commodity, to be tracked, protected, and husbanded with great care.
Spending it has real, in-game consequences, and losses due to Drain are thus
justly feared.
Reviewing recovery
Super-fights are a race against your own reserves, villains included. If combatants
make it past the first full-powered furious assaults, they’re sucking wind and
fearing a solid hit. Knowing how to recover, and what, and how much, is a key
factor in play.
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The simplest recovery is when you’re Stunned. It’s involuntary and requires a
full Phase. You regain no points of any kind, but when it’s over, you’re not Stunned
any more.
The other kind is voluntary and again requires a full Phase, permitting only
free actions. All of the following effects are applied.
▶ If Endurance and Knockout are not at full values, both regain points equal to
Recovery, up to each full value
▶ If Strength and/or Presence are reduced by Weaken, both follow the same
rule, with 1d6 restored per Recovery
▶ If Powers are reduced fully by Negate, they all follow the same rule, regaining
a unit of effect per Recovery if the Negate is not maintained
▶ If Body, Dexterity, Intelligence, Ego, or Speed are damaged or reduced, they
all regain 1 point
The above values also apply when Knockout or Body reaches 0 for the first time
during a fight, occurring during the hero’s next Phase. These values recover up
from 0. If either is taken to 0 again during this fight, then the hero is unconscious
or dying and will remain so throughout the fight.
The Regeneration power allows 1d6 more Body, Dexterity, Intelligence, Ego,
and Speed to be regained through recovery per 10 Power Points. It does not
prevent the unconscious or dying results, but it does ensure that “dying” status is
entirely nominal as far as fictional causes are concerned.
The Destructive Advantage prevents the effects of the attack from being restored
by recovery, although Regeneration permits restoration of Body and the other
relevant scores equal to the Core value rolled. If Destructive damage takes a hero
to 0 Knockout or Body, it is treated as the second time, so the hero is thoroughly
unconscious or dying.
Example: Anybug has been busy in a fight, so is at Knockout 11, Endurance
20, and Body 10. He takes a Phase to recover. His Recovery 13, so Knockout and
Endurance are brought up to 24 and 33 respectively, and Body is brought up to 11.
At some point thereafter, he receives 15 points of Knockout from a single blow,
bringing him to 9 Knockout and Stunning him. His next Phase is automatically a
recovery from being Stunned, but it does not change his current values for anything.
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Some of these are obviously more suited to telling people something specific,
and others to just wowing them into inaction, but look at how important that
soliloquy and setting are. You’re penalized a lot when trying to talk down or
intimidate someone who’s punching you and hates your guts, but if you say the
right thing at the right time, you just might make your point.
▶ “Don’t do it, Death-Skull! She’s – your daughter!”
▶ “Gasp! You swore you’d never tell!”
▶ “My … daughter? But they told me you were dead!”
▶ And the whole fight changes.
It’s possible to end up with no dice and therefore no effective Presence Attack.
Aside from this unhappy case, once you know the total dice, roll them and count
the Core. Roll the defender’s Presence as well; it is all right to roll once collectively
for crowds or groups without specific known individuals in them. The defending
rolls use unmodified Presence only.
Subtract the defender’s result from the attacker’s and use the following table.
Difference in Core Effects
Less than 0 No effect
0 or 1 Impressed; opponents may act before the affected person this Phase
if applicable
2-3 Very impressed; they will consider the content of the Attack seriously
and will lose any held action or lose their upcoming ½ Phase action
4-5 Awed and inclined to comply, however briefly; they will lose any held
action and their next Phase, and drop DCV to 6 until the beginning
of the one after that
6+ Cowed; they may surrender, run away, or faint; if they do not, their
defending value drops to 6 for the rest of the fight
Everyone who perceives the Presence Attack is affected, but those it’s not
specifically directed against are reduced in effect by one step. Yes, your own allies
may be a little gobsmacked when you do the things you need for big dice bonuses,
and you may find yourself going before Mr. Speedy for once.
Example: Grimfire punches one of the kidnappers off of some elevated point inside
the burning church. With the young child held safe in one arm and his Nimbus
flickering out to its full Innocence extent, he tells the others, “This place is mine now.
Choose: the police outside, or me, in here!”
Let me count the ways: -1d6 for being in the midst of combat, -1d6 for his Unusual
Looks (they might be too scared to think straight), +1d6 for exhibiting a Power,
+2d6 for a violent action (the guy was really punched and fell hard), +2d6 for the
soliloquy (that was pretty good, I think), and +2d6 for the very appropriate setting.
That’s +5d6 to his base Presence of 4d6, for 9 dice total.
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One consideration is the mood of the target: in this case, these opponents’ scheme
had already gone awry and they were not invested in any kind of endgame-
showdown with Grimfire. Against fanatics who were seeking exactly that, he would
have lost 3 more dice for the Presence Attack.
There is a single, specific zone of immunity: the Dependent NPCs and Hunteds
are immune to the Presence of the hero whose sheet they’re on.
Presence effects ripple throughout all the other mechanics in nigh-infinite
forms. Sacrificing Endurance may be the guts of a super confrontation, but
Presence is its heart.
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Chapter Eleven • Fighting Words
Luck in a fight
Luck is rolled in combat when things are going badly for the hero’s goals: something
or someone they want to protect is in more danger than before, someone on their
side has been taken out of the fight to any extent; an opponent appears positioned
to achieve their overall goal; or the social or more general context of the fight has
turned against the heroes. Unluck applies for all the opposite circumstances.
In combat, their effects apply to logistic and momentary details rather than
to the general, situational, or potentially plot-shaping effects they have in less
hectic circumstances. They bring in physical and other circumstances that are
unexpectedly more helpful or unhelpful, but which are easily understood to be
already present, rather than things happening from out of the blue. If you’re into
realism, then Unluck is the perfect opportunity to dial down the “comic-book”
for a moment, to the hero’s dismay.
Core rolled Effects
0 No effect
1 Some object or structure provides useful vantage or protection, your
current position is more advantageous than it seemed, an ally is well-
placed for cooperating with something, someone’s covert participation
in the situation is now evident
2 Some object or event is helpful to your powers’ special effects, useful
information suddenly becomes evident, an opportunity for surprise
arises, an opponent encounters unexpected difficulty
3 Someone you needed to protect is taking care of themselves,
someone you wanted to stop loses a clear path to their goal, the thing
you wanted to get is now coincidentally in your possession
4 As 1 but applies to everyone in the situation whom you like and would
want to help
5 As 2 but applies to everyone in the situation whom you like and would
want to help
6 As 3 but applies to everyone in the situation whom you like and would
want to help
Unluck is rolled when things are going well for the hero: they appear positioned
to achieve their overall goal; their intended messaging is working; or one or more
opponents have been taken out of the fight to any extent
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Chapter Eleven • Fighting Words
In the multiple-action,
high-dialogue context of
playing combat situations,
the Luck/Unluck results
need to be kept quick,
so it’s most pragmatic
for the game master to
deliver them as rapid
punctuations of what’s
going on.
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Dynamic Mechanics
Chapter Twelve • Dynamic Mechanics
T here is, indeed, a learning curve with Champions. The mechanics are robust
from the start, so they won’t screw anyone over just because they’re new at them.
But they’re also built to sink your teeth into, specific to your heroes and villains.
All these Point-quantified things are inter-connected devices which move, and
whose driving engine is you.
Fighting smart
What is any given fight about? “What are we fighting for?”
Or better yet, “What are they fighting for, or to do, or to get?” Only the most
simplistic comics featured a villain who’s committing crimes and a hero who
jumps in, fights them toe to toe, and stops them because the villain goes down
first. These were isolated filler stories. Superhero comics in all ages of the medium
usually posed more interesting social circumstances, more difficult conditions
of knowledge and its absence, and above all, more uniquely motivated villains.
Villains don’t fight in order to win fights. They have goals to strive for and
problems to solve.
Furthermore, the mechanics are built so that no one can “just” beat anyone else.
The treacherous dice, the energy requirements, and the shifting contingencies
of combat make the outcome more iffy as a fight continues, rather than less. If
someone hasn’t decked the other person quickly, and if both opponents are in it
to the last one standing, then it’s time to think – or lose.
Fighting smart relies on Speed and teamwork, which are all about timing, but
also on Presence and the terrible twins, Luck/Unluck, which don’t care about
timing at all.
With just one run through a fight situation, you can easily see that the Speed
Characteristic’s main job is the promptness of someone’s reactions. It’s more
psychological than physiological, and more than one favorite speedster from
the comics is better described with maximal movement, accuracy, and impact
mechanics rather than maximal Speed.
If you do have high Speed and use it just to do more actions, you’ll be blowing
a lot more Endurance, to the point of falling straight into a trap. It’s better used to
manage actions, rather than simply piling up a lot of them on a known schedule.
Consider losing a Phase due to being Stunned or to take a Recovery action. Having
an extra Phase or two operates like a soak for these, with the added benefit that
most people will be losing most or the rest of the six-Segment turn when they
take what you just took, and you’re still coming in next at about the time they’d
be if they hadn’t been Stunned or recovering.
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Chapter Twelve • Dynamic Mechanics
Every superhero group has its own meaning of “team” in fight situations. With
a nod back to Chapter 2, even the noblest superheroes are super dirty fighters,
and the question is how organized they want to be in setting up and ganging up
on their opponents. They vary from hardly any to highly-practiced ‘tac squad, but
there’s always just a bit of teamwork.
Teamwork relies mainly on timing. The simplest version is taking advantage of
Speed windows or moments of vulnerability while Stunned or Flashed. With held
actions, though, heroes can strike in concert.
▶ The Coordinated Attack Maneuver provides exact simultaneity given one or
more heroes holding actions; the attacks which succeed total their Knockout
before defenses apply.
▶ The Assist Maneuver permits one hero to use the attacking Characteristic and
bonuses of another who is directing his or her actions, again, given that one
or both has held an action in order to perform simultaneously. More than one
speedy, evasive hero has met an unpleasant fate from the ox-like bruiser who
let his or her strike be mentally guided by an observant, Ego-based, hyper-
aware partner.
▶ Heroes may arrive at useful, often entertaining combinations of their unique
abilities, some of which have even gained names of their own in comics.
Sudden or well-placed attacks get surprise bonuses, but such things are hard to
assign unless they use concrete features of the surroundings, accurately exploit
the target’s priorities, or arrive when they are paying attention to something else.
If you have a useful attack and want to be sure it lands, your friends can distract
or impede the vision of a powerful opponent they have little chance to take down,
setting them up for you.
In order to keep that same thing from happening to them, members of
especially cooperative hero teams tend to talk a lot about what they see and what
they think is going on. It does seem a bit odd, as if the place were full of brightly-
clad athletes acting as their own sports announcers, but the habit is practical, for
a group “eyes on” effect to keep anyone from getting bushwhacked.
All this positioning and timing may seem like a deterministic chess match, but
then along come the great disruptors of anything so straightforward as space/
time: Presence and Luck.
Presence Attacks during combat are mostly for entrances, as their effectiveness
drops sharply in the thick of things. Personal staging is harder to arrange, the
targets’ intentions are typically not cooperative, and repetition is penalized. The
significant exception concerns valuable content or context about the fight, for the
extra dice for monologues. Here’s where prior events and current relationships
matter most, as even the most ruthless villain may care about the fate of one or
more heroes or be influenced by the relationship to a third party shared with one
of them.
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Chapter Twelve • Dynamic Mechanics
What really makes the difference for Presence is its independence from the
Speed Chart and even from anything resembling plausible time. The Presence
Attack is the low-Speed combatant’s revenge: anyone can Presence Attack anybody,
whenever, and a good roll disrupts the target’s timing, forcing hesitations and lost
actions. It’s a big wrench thrown right into the chessmaster’s careful arrangement
of Phases and Maneuvers.
As a best practice, heroes should not use Presence Attacks on each other unless
it’s fun, like slowing down Enrages or helping to battle Mind Control. If they arise
in an ethical dispute, players may be reassured to recall that Presence is not itself
Mind Control and that although “consider deeply” may take them aback for now,
it does not mean “submit” or “agree.”
Not even Presence qualifies for the biggest monkey wrench award, however.
Fear Luck and Unluck alike! They laugh at mere bonuses or other statistical
adjustments, as they change the whole contexts in which rolls are made in the
first place.
I don’t even know where to start. Big things fall over. People run around in
wrong directions. Inanimate objects inexplicably arrive in unlikely spots. Devices
stop working, or perhaps worse, begin. Someone says exactly the right or wrong
thing. What you grab isn’t what you thought. All these and more happen to us,
real people, in our daily lives, so imagine the equivalent for a super-powered
crisis. And there’s not a Characteristic, Skill, or Power that can prevent it.
With either or both of them firing off, possibly on both sides of a confrontation,
a straightforward fight becomes a mad scramble over who can adapt faster to
whatever just happened.
Strong stuff
There is no such thing as “the Brick.” Ten super-strong heroes should each have
his or her own interesting profile of special effects, Characteristics, Powers,
and Modifiers to showcase how Strength is done in addition to merely having
Strength. (1)
Special effects play up and define Strength just as they would for a fire-bolt
or a pool of demonic shadow. For example, think of someone using the Block
Maneuver against a punch that’s strong enough to shatter a concrete wall. Since
special effects can be hardened into mechanics, any of these (or anything like
them) could be used to reflect the might on display:
▶ Half the Knockout damage gets through anyway; defenses apply
▶ Require an Endurance expenditure in order to defend
▶ Apply Knockback as if the strike had been successful
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Chapter Twelve • Dynamic Mechanics
If you want builds instead of momentary special effects, the mechanics are
just sitting there waiting. Although one must reluctantly admit that the famous
superlatives – unstoppable, immovable, invulnerable – will never literally be the
case, you can get pretty close.
Higher Strength may be made Conditional for Situations; Susceptibility,
Vulnerability, and Dependence may damage a hero, but there’s nothing like
heaving up an otherwise impossibly-heavy object while you’re reeling from that
very damage. And you can’t unsee it: Enrage begs for Strength and associated
Powers that only work under its influence or following recovery from it. Finally,
small-ish Powers can be attached to punches as Strikes that add their effects, for
extra pain and disorientation. A Severe little Blast with Strike and No Endurance
Cost sets up the “too strong to block safely” effect formally if you want. (2)
Consider defense as well, with the special effect of just flexing real hard, possibly
with the Costs Endurance Limitation for extra drama and pushing potential.
Such things might be Special Defense: Knockback tied to a Dodge or Block, or
Force Field which only works against Knockback, and of course, Special Defense:
Ego. More actively, one’s physical might can be extended for others’ benefit, like
a Force Wall with No Range, defined merely as looming into the attack: “Get
behind me!” thud thud thud.
How about tactics? The basic rule is easy: hitting things, throwing things, and
crushing things all do damage based on the Strength you were using. Things were
made to be broken, after all, and you don’t have to wait for a game master to fill in
what. Pushing for Piercing gives Strength terribly destructive force against them,
and a Perception roll can show you the structural details of a building or similar
object, so that destroying one hex can set up a collapse.
But there’s more to it, because more than anything else in the system, Strength
moves things around. You can throw anything! If it’s one level below you on the
Strength chart, you can shove or heave it a couple of hexes, and if it’s two levels
below, you can really wing it somewhere, a number of hexes equal to the Strength
dice you’re using. Pushing, obviously, bumps you higher on the chart.
A couple of technical points on throwing: an aerodynamic object can target
a person or something like that, but a non-aerodynamic object targets hexes
appropriate to its size. A willing person is aerodynamic; an unwilling one is not.
Also, at least one of the objects has to take damage upon impact, and it’s up to the
thrower to say which, or both.
And who said Knockback can’t be given a direction? “I’m hitting them that
way!” Remember that business about targeting vulnerable points of structures? It’s
even better if you punch someone into the super- duper scary, enormous device
and bury them in its so-expensive, now-useless pieces. The converse is nasty too:
if you have a size advantage from Growth or combine your punch with a leaping
attack, you can pound someone straight down and the ground will hit back.
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Chapter Twelve • Dynamic Mechanics
Move it
Simply getting from here to there, because you want to go and have the hexes, are
the movement powers’ least important or interesting feature. Playing them well
starts with considering what each movement power feels like for each hero.
Take flight, for instance. The comics are always very clear about it: some fliers
seem to be swimming, some are soaring, some are jet-propelled, some walk
normally except for not needing the ground, others float, others use wings similar
to birds, glide using devices or clothing, and still others are riding a fantastic
version of a familiar high-velocity object or vehicle. Some leave a trail of effect,
some make an accompanying sound. No one “just” flies, and their respective
properties are used to their minor advantage and disadvantage all the time.
The same applies for all movement powers, for instance, whether your
Teleport involves subjective movement through weird intervening space, and
so on through the list. They should all be played generously, for example, high-
velocity or nominally less-controlled flight definitions are more maneuverable
or adjustable than they could really be. Also, in ordinary situations, heroes do
not run into lampposts and they can swerve at angles under 90 without trouble.
They can do plenty of things without penalties or complications, including most
0-Phase or half-Phase actions, by dropping a hex of their total movement based
on Endurance spending, or as much as called for if it involves shifting vertically.
Move attacks are included in this concept, as they carry their own modifiers.
However, there is no moving-power concept which allows a hero to go where
they will, however they will, oriented as they will, free to do anything they want
along the way, free from any action/reaction, guaranteed of a safe stop or turn.
Since fighting or hazardous situations quickly shift out of the ideal, daring
actions on the go push the limits of the movement’s special effects. Many hazards
explicitly impose this danger, as do attempting sharper turns and sudden changes
in altitude. Dexterity rolls may get you through, but if you’re surprised, and if you
don’t have Acrobatics, then the roll is dropped to 6, modified only by relevant
Skill Levels if you have any.
Every hero’s super-movement, then, has its own little nuances waiting for
whatever can go wrong: because it will! Everything previously hand-waved
about momentum, turn radius, and, you know, gravity kicks in, depending on
the situation and the movement itself. Absent obvious adverse side-effects of
the powers in action, convert your current hexes of movement into Knockback
in the most plausible and least desirable direction. Apply all the modifiers for
Knockback, especially to Flight.
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The same principles apply to orienting among obstacles. Most of the time, in
the absence of a designated hazard, heroes stay oriented and don’t blunder into
lampposts by default. But this default can be disrupted by a long list of events:
getting hit by a surprise move, getting Stunned, getting Knocked Back or thrown
somewhere, particularly into and through something, receiving contradictory
information. Unexpectedly encountering changed circumstances will do it too,
for instance, after recovering from being Flashed or perceiving your way through
Concealment.
The governing mechanic is the Perception roll, based on Intelligence and
relevant Skill Levels, as a 0-Phase action. Think of that quick lane-check speeding
heroes do in the comics, often accompanied by a thought balloon to keep the
reader oriented, and also of how the next panel might be their push to do what
they’re trying to do, or an unfortunate collision because they took their eyes off
the road.
Staying oriented maintains the movement action as intended and also allows
you to turn a moving reactive defense into active tactics. Think of it as suddenly
getting two free hexes, so go two hexes in a direction or to a location you want,
Acrobatically if possible. The latter not only provides a bonus to your defensive
value but significantly expands your options for the landing spot.
A failed roll, however, converts your immediate location into a standard hazard,
customized as in Chapter 11. And no, you don’t get a new Dexterity roll or reactive
defense. Failing the perception was the whole screwdriver and you’re screwed.
The one-stop solution for this general problem is the Awareness Power,
to provide broader and better sensing of one’s immediate situation, greatly
increasing the safety range for not even needing to roll to orient. However, even
that Power encounters limits in terms of exact senses and their special effects,
e.g., its vulnerability to overload.
Teleporting is supposed to be fun, so it’s overdoing things to require perception
checks before and after, every time. It’s best to treat it the same as running around,
only with weirder possible consequences in more difficult situations. Teleporting
heroes are well-advised to include the above-mentioned Awareness, even if it’s
Limited to apply only to that movement.
Sooner or later, special effects and stressful circumstances will lead someone to
try teleporting “blind,” without being able to perceive the destination. The easiest
solution is simply to decree that without a perceived destination, the Power cannot
work. However, that’s no fun; so if the acting player accepts some risk and states
the intended distance and intended direction/location, go for it. If the attempt
was triggered by the Involuntary Limitation, operating irrationally, or due to a
Psychological Situation, then set the range at maximum plus a Push. If someone
is unfortunate enough to occupy a solid space, presumably the effect isn’t good,
according to whatever hazard is best suited to the current special effects.
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Things get really funky with Expanded Scope in both Awareness and Teleport,
as the hero becomes a global, interstellar, dimensional, temporal, or psychic
journeyer. Although that’s obviously cool for the situations and stories of play,
failing to orient properly becomes considerably more dire. The consequences for
others who may be involved, when they lack these abilities, should be left to the
imagination. (4)
Moving others can be as good as moving oneself; a purpose for which the
attacking form of Teleport is remarkably nasty! It can be highly characteristic
and thematic given the choice of Modifiers, such as the “castling” or “switch
places” version. Applications with other Powers may be refined quite tightly,
as with the hero who used fine-work Telekinesis, Skill Levels with Grab, and
attacking Teleport Limited to small items only. It’s a bad day for the heavily-
armed opponents who see the hero smile, open his hand, and drop the pins from
the grenades they’re wearing on their vests.
Tunneling is obviously intimately connected with terrain, and its concept range
is very wide. Its special effects may be defined to remove substances automatically,
not at all, or opportunistically, and it works on any solid barrier or substrate and
not just the ground. So it doesn’t have to be literal burrowing at all. For example a
“desolid field” so that you can turn the immediate surroundings intangible, or an
energy discharge tied to a Piercing Strike which delivers awesome destruction to
the area your target’s in, as well as upon them.
There’s moving through and around terrain, and then there’s moving it around.
Tunneling in its more aggressive forms is an obvious way to tear up the joint,
not only making holes but doing something with the leftovers. Adding Force
Wall allows you to re-shape the whole place as you please. Force Wall by itself
cannot provide support, like a floor or bridge, but combining it with Telekinesis
can, either directly or by adding existing structures or substances into the mix
of making holes or new barriers. Combining these powers with Entangle and
Concealment yields so many applications, depending on nuances of linking or
relative values, that they almost comprise their own subset of the rules.
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abort the held action for a necessary reactive defensive move without losing the
upcoming scheduled one.
The Maneuvers are savage in this context. The Attacks don’t cost Endurance
for their extra dice, bypassing that particular downside of Speed. Martial Block
and And Out provide defense and movement at moments that other people don’t
have.
Messing with others’ Speed Charts is possible too. Even minimal success with
a Presence Attack robs opponents of their expected positions in the order, and
Find Weakness allows for potentially Stunning blows, forcing lost Phases and
opening up repeated strikes. Find Weakness may not seem like much, just one
piddly die more, but it can be used multiple times against a single target as long
as you keep succeeding. And the effect doesn’t go away! That opponent remains
vulnerable to that attack for the rest of the fight.
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That’s why confrontations between martial artists often begin with the
combatants staring oddly at each other: they’re using Find Weakness and
a Presence Attack in a duel of forced hesitation and held actions, to gain the
advantage for a devastating strike.
The other benefit is getting to name a fighting style as a special effect, which
permits dipping into the Powers – in effect, “just fighting” but with a superhero’s
worth of smackdown attached to your favorite Maneuvers.
Strike can be attached to any attack maneuver – want your Throw to immobilize
someone? That’s an Entangle. A disorienting blow? That’s a Flash. Choke hold?
No problem, attach Severe Blast to the follow-up squeeze on a Grab, which
requires no attack roll. A big one can even be Conditional, to apply only to a
second consecutive strike on a given target. It works just as well for defense, so
that not even a hit hits, sometimes. Consider Force Field plus substantial Special
Defense: Knockback tied to blocking or dodging, or even Desolid with the right
Conditional Limitation.
Nevermind the “Glass Ninja” concept either. Consider instead that taking a
beating can be its own superpower. Considerable extra Body and Powers may
have be Conditional upon recovering from being Stunned. Or what if such
benefits are Conditional upon recovering from Enraged, making you more
focused and effective, albeit not particularly reasonable? That sounds more like
the great pop culture martial artists to me.
The fighting style may certainly include all manner of mystic, psychic, or mental
resources which ignore the simplistic brains-brawn divide. Mental Discipline and
Special Defense: Ego are a nasty surprise for the Psychic Psycho who encounters
your California-Zen-Tao training, and the Invulnerable Indestructo will be
equally unhappy with your Ego-based Drain Strength Strike.
And those are just individual Powers! You should be dreaming up a whole
Framework about right now.
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The default is that everyone can see or reasonably sense what’s going on in their
ordinary field without trying, and that typically a Perception roll is only called
for when someone tries to discern something difficult. You don’t have to roll to
notice that some guy flew in and is trying to hit you.
The simplest outcome is whether the sneaky character can attack with a surprise
ambush, when and if the other parties have no idea that you’re even there, or have
tried to find you and failed. It’s nastier than the usual surprise bonus: the target’s
defensive value drops to 6, no reactive defense is possible, and he or she takes
double Knockout damage before defenses, or an equivalent increase for other
attacks.
A more complex case arises when one character stalks another to trade off
attacks with hiding, or even more so, when both combatants are doing it in a
relatively confusing or complex environment. The whole diagram may be called
into play across many Phases, turning the fight into a ruthless dance of timing,
recovery, Skill and perception rolls, distance management, set-up, and ambush.
When someone “loses” the duel of perception in this situation, they are not
gobsmacked as if they’d been ambushed out of nowhere. The attacker gains the
maximal surprise bonus of +3, and the defender may use reactive defenses.
Keep in mind the difference between the two sneaky Powers: Invisibility affects
persons (more generally, living things) whereas Concealment affects areas.
Therefore the Area Advantage provides personal Invisibility to people in an area,
but does not affect the area or objects in it.
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Going mental
The question about mental-psychological powers is whether they’re an additional
venue for glowing power-on-power combat, or a whole realm of insidious and
disturbing conflict. The first is nicely suited to applying the Ego-Based Advantage
freely and also providing Expanded Scope to Awareness and Teleport into freaky
dream or supernatural dimensions. This approach veers into pop mystic and
psychedelic territory, a fine place to go. The second is wonderfully exacerbated
by the Invisible Special Effects Advantage, irrational Psychological Situations,
misconceptions, disinformation, and perhaps the Mystery Powers concept
presented in Chapter 15. This approach brings forward psychology, personality,
motives, memories, reactions, trauma, and related matters.
In construction terms, Ego-based powers’ Modifiers interplay well with
Psychological Situations, as indicated by some of the rules. A group may like to
systematize these further by matching the parameters for Psychological Situations
to each level of each Ego-based power.
The further you go with such ideas, players’ agency via their characters will shift
its boundaries into new places. This is fine as long as it’s a shift to understandable
procedures, not a sprawl into disempowered play. The best practice, whatever
else is done, is to maintain full player authority over how the character feels about
the Ego-based powers experience afterwards, and to spend some play time for
the character to express it.
Just as a high Strength value doesn’t provide comics super-strength all by itself,
no single Ego-based Power provides mental and emotional mastery. To play like
the mental heavy-hitters in comics, you’ll have to combine two or more of them
into single attacks.
Images risks being overlooked. Compared with tossing a Chrysler (or toppling
the Chrysler Building), showing pretty pictures to a single target doesn’t seem
like much of a power. The first counter to that is that the minimal effect means
that the target genuinely perceives whatever the image is, and the target doesn’t
realize they’re being affected.
Overcoming that deception is hard. Some external stimulus must be involved,
whether it’s someone trying to “wake” you, another sense receiving a powerful
countering impression, or something that contradicts the illusion affecting you
dramatically; like, say, being hit by something else or stepping off a cliff! In the
absence of utterly contradictory input, the target must experience something
of this kind and succeed with a perception roll using an unaffected sense. Even
realizing the images are false doesn’t make them stop, although once you do you
can choose to ignore them and disciplined heroes can shift the effect down with
the Self Mastery maneuver.
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Continuing Images requires continuing to spend Endurance. But you can also
reduce or increase the effect, rolling the appropriate number of effect dice, with
no required new attack roll, so the continuing Endurance cost is based on that
effect.
Images’ applications vary immensely. One spin is to not to deceive at all, but
rather to depict or communicate something. This may still be its own form of
attack, using confusion and distraction, especially if the content is coordinated
with a Presence Attack. Perhaps it’s not even an attack, but a useful way to let
one’s allies know important visual information, such as directions, someone’s
appearance, or their Psychological Situations, perhaps backstopped with
Detective Work or Telepathy.
When believing the images are real is the point, then a high effect is the key. But
consider combining it with some other Power which itself carries the Separate
Advantage; after all, a complex image becomes a lot more convincing if part of
it just punched you in the face. Furthermore, since the biggest risk to Images is
contradictory impressions, Concealment of whatever the Images are not is a very
effective partner Power.
Higher levels of effect may alter the target’s concept of their whole environment.
It’s easier to change the perceived environment a lot, i.e., “the surface of Mars,”
“trapped in infernal flames,” than to do it subtly, like “everyone around you has
a clockwork key protruding from the backs of their necks.” When the altered
environment includes the absence of specific people in it, yourself for instance,
then Concealment or Invisibility can backstop it if the illusions don’t make it to
the needed effect. If you’re looking for disorientation and physical helplessness,
then Entangle, Flash, and even Severe Blast damage are fine participants too.
Any of these applications may be expanded to affect multiple targets with an
Area Effect, which, if deceptive, is effectively backstopped with Concealment
over the same area and following up with precise uses of Telekinesis. The affected
area does not have to be filled with images, i.e., they don’t have to be continuous
within it, but the entire area which contains any of them is considered a single
area in terms of how many hexes are affected.
By itself, Images won’t alter the target’s feelings or beliefs about the situation,
nor will it access their existing emotions or memories for the visual content.
These and similar effects require adding Telepathy. If the desired effect includes a
specific directive, then you need Mind Control too.
Mind Control is arguably the laziest, most unsatisfying plot device in
superhero comics, but it is occasionally redeemed when everyone understands
that the literal power’s sole purpose is to be broken. It isn’t being controlled that
matters, but what follows after: the wreckage, reflection, recovery of oneself, and
discovery of others’ views. (3)
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The rules are tuned to reinforce the “made to be broken” principle. First, the
Power by itself is more limited than it looks, as it can only enforce an explicit
order which precedes or accompanies the attack roll. For the orders to be willed
rather than communicated normally, you need minimal Telepathy, and effects
like “forget” or “believe” require much stronger Telepathy. To make the target
see or otherwise perceive what isn’t the case, which can go a long way toward
meeting the requirements for specific levels of effect, you need Images.
Unfortunately for the target, each attack roll constitutes the only substantial
moment of potential refusal. Psychological Situations that accord with the Ego-
based power were already taken into account regarding the level of effect, so
they don’t reinforce it or counteract it. The only effective resistance mechanic is
Mental Discipline to reduce its effect.
When acting under its influence, the target may perform any actions consistent
with the command, e.g., making tactical choices in combat when directed to fight.
The character knows he or she is mind-controlled and although they can’t do
anything else that requires a Phase action, they may take free actions. Commands
like “act normal” or “stay silent” can shut those down, or other Ego-based powers
can strike deeper to reinforce submission.
A separate Mind Control attack is required for every command, therefore
carrying its own Endurance cost as well. Although the Power is not technically
maintained, it may be continued through consecutive attacks in order to arrive
at some desired action by the target. Those who anticipate extensive rather than
momentary control should take the Persistent Advantage.
Puppetering levels of control are possible, but they not accounted for by
any single Power, requiring a customized mix of Mind Control, the Persistent
Advantage, Telepathy, and Images at the very least, and likely Awareness with
Expanded Scope. The complex build and high numbers of required Points reflect
the comics convention that people with this ability are pure specialists in its use,
and as with many complex systems, it is riddled with ways to go awry.
Telekinesis reinforces other Ego powers’ effects with tangible movement or
impact. It may provide significant auxiliary effects, such as providing Images with
physical manifestations, or restricting the movement and therefore maintaining
the perceptual range of targets for Telepathy and Mind Control. Plenty of other
concepts for mental prowess do well to include it.
The default application isn’t sensory, but it can be made so by including
Awareness, for an extended sensory self which can actually do things, without
going so far as the Separate Advantage.
Telepathy is a catch-all term for very different goals of thought-based
communication. The only thing they have in common is that contact may be
maintained at any distance at 1 Endurance per Phase given a willing participant,
otherwise repeating the initial Endurance expenditure per Phase. The most
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Such mind scanning is a fairly minimal application of the Advantage. It all goes
mad, in the good way, when you have a movement power at the same degree of
Expanded Scope, to combine “knowing and going.” The hero becomes an explorer,
traveler, and even denizen of the freakier, more psychic dimensions, connected
dreamscapes, or even whole realms defined by metaphysical concepts, where
“cosmic,” “philosophical,” and “mystic” special effects are the same thing. When
you apply the potential communications and control effects of Powers across this
level of perception and movement, it’s literally a game-changing capability.
Weaponry
The system features no rules subset for the technological range of ways to injure
people. You can be a weapon-wielding hero simply as a special effect for Powers.
Missile Deflection, Strike, and Blast are the most obvious, as well as your pick
of Area, defenses Usable for Others, and whatever else. A bit of added Flash as a
Strike is particularly appropriate. But they are no different, as Powers, from any
other special effect.
The good side of the special effect, i.e., holding this particular weapon, is that
it’s cool-looking and demonstrates something remarkable and fun about the hero
because they made it, or have the right to it, or can use it at all. That’s about it.
The bad side is that the thing can be damaged, lost, left behind, or taken away.
Granted, the whole point of special effects is that their impact is opportunistic
and inconsistent, so be comforted by the plot proviso that your khukuri or
widget or ray-gun will be replaced, recovered, or otherwise returned to your use;
especially if you put some effort into it. Also, such events won’t happen to you
any more frequently than anyone else’s Powers’ special effects giving them the
business once in a while.
Beware the Focus Limitation! It is not for heroes, at least not in the simplistic
sense that “My thing is an object, so it must be a Focus.” It’s not synonymous with
“the power comes from an object,” instead, it means the power will be broken,
interfered with, or taken away. Not “can,” but will, and what’s more, with merely
an ordinary attack. The signature weapons wielded by the comics heroes do not
correspond with the rules for Focus at all; I can’t think of a single one. As discussed
in Chapter 7: Villain Making, Focus is usually a villain thing, especially when it
applies to a whole object rather than to some aspect of a complex power. (5)
The other weapons to appear in play are typically directed at your hero.
Hazards of this sort, say, an automated device, a military vehicle, or a squad of
soldiers, may of course be any Power, but the most straightforward is Blast, with
the fortunate quality of being vulnerable to ordinary attacks. Designated as a
weapon or not, they are as dangerous as they are defined to be, based on Powers
and Points.
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Such a thing is also likely to appear as part of a foe’s Powers, constructed in the
ordinary fashion. It might be just like the one a hero will have, so in mechanics
terms, that usually means the Powers are unmodified or modified with some
weaknesses of being that particular weapon or device. For certain kinds of
villains, however, putting all or nearly all the oomph into a Focus is practically
standard, perhaps reinforced with some unhealthy mindset or relationship with it,
expressed as Psychological Situations with irrational and meltdown components.
Given the generous higher range for a villain’s Ratio, this kind of thing represents
an extravagant mismatch between the outrageous things the device is certain to
do and the all-or-nothing quality of trying to grab or damage it.
Now for the gray area: the pick-it-up situations, when the minion’s ray-gun or
the agent’s Desert Eagle .50 AE clatters over there, and you dive-and-roll, coming
to a crouch with it raised up to fire. What happens? It seems hardly fair to say
otherwise, so you go right ahead and turn that hazard, constructed as written,
upon whomever you want. Altering its function might be impossible or require a
specialized Skill like Computer Programming.
May I keep it? You may, if you use Points to construct a new Power with the
special effect of owning and using this thing (see Chapter 15: You Must Change).
Depending on what you do with the Points, it may function much as it did at first
appearance or, somehow, be re-imagined differently, with the original vanishing
into the common comics memory hole. If you don’t commit the Points to it,
however, at the end of the fight or immediate situation, it goes away. Explain or
depict that however you want; but the rule is that it happens.
The foregoing would be all that’s necessary for the topic, except that guns have
a fraught history in comics. What they are differs drastically from time to time
and title to title, ranging from little more than props that bad guys wave around
for some reason to terrifying slay-devices which are faster and more deadly than
anything else, including most super-powers, sometimes in the hands of anyone.
So here are a few extra words about the bang-bang. (6)
These rules include nothing magic about “a gun!!” that transcends the ordinary
meaning of Points. If you want “guns are deadly” in terms of real-world plausibility,
then you already have it. Ordinary people have Defense 0, so they are at lethal
risk from any ordinary attack which threatens 10 Body damage. More dice or
even a single Advantage out of several available turn that risk into near certainty.
If you want a gun, or guns in general, to outweigh most super-powers, then the
necessary Points increase accordingly: at least 60 Power Points in Blast, probably
more, Modified with Severe, Piercing, and Destructive, supported by significant
punch in Speed, Find Weakness, and special effects. The teeth-clenched squinting
insta-killer observed among certain comics favorites is walking around with an
extraordinary and, I might add, disproportionate Point total.
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Regardless of whatever lethality you want to associate with guns, other relevant
Modifiers for them and similar things include No Endurance and Burnout, to
dramatize ammunition which might run out. That way, you get all the unexpected
click-click and ducking around to reload that you’re looking for without counting
anything. If you want to pull the realism cord, then No Knockback can be
included, but I’ve noticed that even the fervent proponents of realism still want
bullets to knock people all around the place.
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Another change isn’t as drastic physically, but rather socially: altering one’s
appearance to another identity, typically to deceive, in “master of disguise” or
“man of many faces” style. The Disguise Skill is the anchor for Images and Instant
Change, as well as Invisibility tied to Stealth for finding unlikely moments or
opportunities for being unnoticed. Other Power tweaks may emphasize disguising
either away from one’s own identity (“not me”) or toward someone else’s specific
identity (“them”).
If such a character has Unusual Looks, they can be nominally hidden as a
special effect, but that doesn’t stop them from getting their ordinary roll, which
if tripped, includes spotting them in the first place as well as the typical response.
If a hero is even more changeable, based on actually transforming rather than
re-shaping or looking different, then it may still be expressed as a special effect of
Instant Change with no other Powers involved, if the different forms don’t differ
in their capabilities.
Before looking at constructions for when they do, Instant Change deserves
some attention of its own. Its simplest form is to change clothes, but it may also
apply changing one’s entire appearance, whether to “my superhero self ” or in
service to the master-disguised concept described above. Most drastically, it can
mean becoming a different person, creature, or even thing. Perhaps surprisingly,
it’s the same number of Points, appropriate to its use, regardless of how many
forms or options are involved, so it could be a single “other me” or dozens, or
even customizable ones.
A radical version involves changing into inanimate objects. If the point is
actually to masquerade as the object, that’s a version of the Disguise-centered
construction above, and if its operating properties are important, that includes
Powers with Adaptive Special Effects. If the transformation is so thorough as to
become that object itself, then the mild form of Shutdown applies. Even more
bizarrely, consider Usable on Others in its aggressive form in order to turn
people into toasters or frogs, which include such things as Entangle or Shrinking,
respectively, with added powerful Ego-based combinations for “You’re a frog.”
When the different form or forms include different profiles of Powers or
Characteristics, then the Multiform Power Framework works best to organize
them.
With this type of hero concept, the Multiform is usually pretty big. You can
even allot the maximum possible Points into a Multiform and its Slots for
entirely different versions of the hero. Do this by first assigning Points outside
the Framework for any baseline they all share, which must include any Skills,
regardless of whether the latter are conceived to be specific to a given form. All
the other Character Points now become the Multiform’s Pool and Slots. If any
Limitation applies to the whole thing, figure out the math first so you know how
many Active Points are available.
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The versions may actually be different individuals, like a literal “alter ego,” or
maybe you’re a portal for different dimensional warriors. To associate them with
different personalities, organize several Psychological Situations accordingly. If
you want to be uncertain about which one you get or become, make the Instant
Change Tricky. And if you want to make one or more of them act unpredictably
relative to the others, that’s Tricky as well, for the Framework as a whole.
Then there’s the opposite, to make more individual versions of yourself, which,
in the comics, usually turns out to be not much of a power. If you’re going for
the mob dogpile attack, then it works better as a Blast or Entangle with the Area
Advantage, with all those grimacing versions of yourself as a special effect. If you
do use a Multiform, then the Point structure does not allow you to get multiple
and simultaneous full-power heroes for one hero’s Points. Instead it relies on
the Separate Advantage with the option to provide the separated entity the
independent range of action. You only need Multiform if the selves differ from
one another in Powers or Characteristics. Variants in the comics include fully
independent separate minds, full contact and integration via a single mind, and
carefully-tuned intermediate concepts. (8)
References
(1) Ben Grimm, or the Thing, demonstrates strength as a function of emotional
ties and determination, and applying it tactically, rather than simply out-hitting
weaker opponents. He first appeared in Fantastic Four #1 (1961), by Stan Lee
and Jack Kirby, published by Magazine Management using its Marvel Comics
imprint.
(2) Repeated heroes have demonstrated that being unequivocally strong enough
to beat anyone or do anything is sooner or later dialed back for stories to be
interesting. The standout example began with Superman #233 (1971), by Dennis
O’Neil and Curt Swan, published by Warner Communications using its DC
Superman imprint, including drastically reducing the hero’s powers and removing
vari-colored kryptonite as a central plot device. A similar effect occurred for the
Hulk beginning with The Incredible Hulk #331 (1987), by Peter David and Todd
McFarlane, published by New World Entertainment using its Marvel Comics
Group imprint. After this point the Hulk’s strength took second place to his
cunning, and focused on suppressed fury rather than going berserk.
(3) Most mind control in comics is binary: either it can’t be broken by its victim,
or it can and is, upon sufficient effort. The most striking contrast, in which mind
control relies upon and releases unconscious urges, is found in Mastermind’s
control of Jean Grey, in her persona of the Black Queen and the creation of Dark
Phoenix, in The Uncanny X-Men #129-135 (1980), by Chris Claremont and John
Byrne, published by Cadence Industries using its Marvel Comics Group imprint.
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(7) Although stretching heroes have been around since Plastic Man (Police Comics
#1, 1941, published by Quality Comics), the most intense versions are the women.
My reference is to Elasti-Girl who defied every convention of female protagonists
in the 1960s. The powers concept was taken up a level in Doom Patrol #115-
116 (1967), by Arnold Drake and Bruno Premiani, when her similarly stretchy
enemy, Madame Rouge, was driven mad by competing mental demands, split
into two, and fought herself (themselves?) with disturbing snakey stretches of
any body section for several pages. A similar villain with a slightly more animal
motif, Shapeshifter, first appeared in Elementals #1 (1984), by Bill Willingham,
published by Comico. The latest heroic representative is Kamala Khan, Ms.
Marvel, first appearing in Captain Marvel #14 (2013), by Kelly Sue DeConnick,
Scott Hepburn, and Gerardo Sandoval, published by the Walt Disney Company
in its Marvel Entertainment division.
(8) The typical copy-crowd hero or villain is Flashback, first appearing in Alpha
Flight #1 (1983), by John Byrne, published by Cadence Industries using the
Marvel Comics Group imprint. In issue #28 (1985), his disgruntled teammate
Diamond Lil tells him, accurately, “All those tomorrow men of yours are good for
is instant crowd scenes.”
Triplicate Girl, as she was originally named, presents a whole textbook for
duplicating heroes’ possible fates and multiple deaths, being whittled down to
one (Una) and ultimately “expanding” to nearly infinite (Duplicate Girl). She
first appeared in Action Comics #276 (1961), by Jerry Siegel and Jim Mooney,
published by National Periodical Publications using its Superman DC imprint.
Each duplicate is independent until their memorie are combined upon re-
combining. This is contrasted with the Engineer, or Angie Spica, who maintains a
single mind throughout a considerable number of duplicates, who first appeared
in The Authority #1 (1991), by Warren Ellis and Bryan Hitch, published by Aegis
Entertainment using its Wildstorm Comics imprint. The Mutiple Man, or Jamie
Madrox, is similar to Duplicate Girl. He first appeared in Giant-Size Fantastic
Four #4 (1975), by Len Wein, Chris Claremont, and John Buscema, published by
Cadence Industries using its Marvel Comics Group imprint; with special mention
as well to his appearances in X-Factor (1991-1993) by Peter David and Larry
Stroman, published by Compact Video using its Marvel Comics Group imprint.
Harem, or Daphne DeShantis, produces independently-acting duplicates who
share their memories and new skills at recombination, but who also experience
sensations and other effects while separate. She first appeared in the webcomic
Grrl Power #59 (2011), by David Barrack.
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“early,” then it wasn’t early at all, it’s merely when it happened, and play may either
close accordingly or be permitted some breathing room for new stated actions. If
things have progressed into more complications or actions that are easily handled
after plenty of real-time play, then the issue is free to close without cutting out the
action, as it’s fine to open with its continuation next session.
It’s good for the attitude too. Each issue, or session, matters as its own unit of
“waiting for it and enjoying it.” It needs to be, basically, a fun thing all by itself.
Even the outstanding emergent graphic novels of that time were not planned in
detail in advance or promoted as a single endeavor, and they were not received
and read as a single chunk. A session doesn’t have to feature a scheduled climactic
fight at the halfway point; but it does have to shine that spotlight around, to see
what’s changed for the heroes since the last time, and to watch it change a little
more right now.
The wave-front
Play began with a landscape of heroes and other people who were about to be
seen for the first time and whose goals and actions were generally independent
of one another. But even as soon as two sessions in, and certainly after about
four, things have happened! The game’s potentially dynamic situation has swiftly
become its own actually dynamic social ecology, with its distinctive history and
population of active persons.
Therefore your job is to keep modifying the Now, continually.
▶ Add characters who’ve appeared in play, and invent new ones who seem
reasonable to include next time.
▶ Update the circumstances of all persons and locations, including any changed
or unusual conditions and any relevant aspects of lifestyles, resources, and
attitudes.
▶ Consider the opinions and responses of every person to the latest developments
in play, as well as to real-world events and issues for this location.
▶ Do not hold steady! Everyone is up to something, whether they appeared in
play or not, because if they didn’t, they could well have gone places and done
things.
▶ Add “stuff,” meaning new ideas and problems, drawing on anything you know
about the real world, and anything fantastic you want to use to exaggerate it.
▶ For things that have been sitting there too long and received no reference
points in play at all, heat them up for the next session or just cut’em out entirely.
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It’s all about consequences: what happened, what’s changed. Good practices include:
▶ Focus on the good the heroes have done or tried to do. It’s not fun to reverse
it all on them, “see, you screwed up here, here, and here.”
▶ Spread out from the immediate effects, to see what other people think and do,
not just those immediately involved.
▶ Keep utterly new material to a minimum, focusing first on known persons
and those who, if previously unknown, exist within known contexts.
As a minor but significant detail, I highlight or use a different color font for
things the heroes simply don’t know, and obviously, that changes each session.
Soon, the mischievous brain “sees” questions and connections among things
which were not originally conceived or recorded that way, many of which are
good or “that’s so obvious!” enough to become setting and conflict points, worthy
of development and play.
In play
The mutual creativity encouraged by the steps described in Chapter 3: Your Game
is intended to develop further into a whole-play technique, not as committee
discussion, but through the actions and attitudes of the heroes. If the players ever
thought they were supposed to be taking their cues for that from your vision,
they aren’t doing it any more.
Players often get active between sessions, either as dialogue or written material.
Expect in-character introspective musings, sketches or image montages, research
into historical, scientific, and metaphysical content, and dedicated reading of
past comics; all resulting in passionate opinions.
When that happens the heroes provide much more of the motion, as the
players respond intuitively to the current Now with force through the lens of
their heroes’ goals and actions. They can set quite a bit of the table as their heroes
go here or go there, talk to this person or to look for that thing, and to decide
significant things like whether to resign from their government status, revise
their entire relationship to society, take up residence on the Moon, change their
names and outfits, or anything personal, like getting married or divorced or
changing anything else. They aren’t going to wait passively for the next “scenario.”
During play they aren’t going to wait for cues to tell them where to go and what
to investigate. When the players drive the action through statements in play, the
game master may find that playing it cool is the hottest choice after all.
Remember coming in hot vs. playing it cool? At this point, given the game
master’s own excitement about the Now and his or her sense of identification
with the villains and other people, what to do becomes so obvious that it’s hardly
a conscious decision any more.
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Legacy
Remember that alt-tech Left Coast game in Chapter 8: The Now? Here’s what
its Now looked like after four sessions. The energy thing became so important
that I pulled it out into a “character” level category of its own, and you may be
sure that although I researched and printed plenty of schematics, physics, and
technobabble, the players were way ahead of me.
The boldfaced sections indicate things in this iteration of the Now which I
considered coming in most hot in the upcoming session.
Energy concepts
The power structure of northwest coast energy
▶ Shepherds Flat Wind Farm in north-central Oregon, second largest in the
world, completed 2012
▶ Vancouver’s Renewable City Strategy in 2015
▶ The Geysers in the Mayacamas Mountains (California), supercharged in 1999,
Santa Rosa Geysers Recharge Project in 2003
▶ Damaged by the Basilisk
▶ Seattle City Light: half the city area’s electricity; 88% of it is hydro, driven
by facilities on Skagit River and Pend Oreille River; 2001 directive to reduce
purchases for energy sources
The Skagit facility also damaged by the Basilisk
▶ GridFWD conferences
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Former Power*Star
▶ Dr. Charles Edison (1890-1969) – he was a crypto-fascist Cold Warrior, free
market ideologue
▶ “Estranged” from the family how? Possibly related to Mike and Aaron’s
hippie upbringing
▶ Founded The Fund for American Studies (thus renamed in 1987)
▶ The money was sequestered for twenty years, then entered confused litigation
that was re-defined and resolved recently – could not go to anyone but a single
person, but no person was designated, and so ultimately it went to Mike
Darius Darkstar
▶ Invented the Edison-Tesla tech used by the original Power*Star, implied all
the way back in 1920s; apparently was his technie-genius buddy assistant for
quite a while
▶ Been in Washington State Penitentiary for a long, long time, from Power*Star’s
heyday, despite having the power and the tech to get out if he wanted
▶ The Black List – they’re all actually bad, sprinkled on either side of the
nominal law line; Darius pressures Mike to act on this
The Dark Cohort – founded in the late 1960s, broken off from Darkstar, or rather,
unjustified in invoking his name
▶ Current roster: Obsidian (formerly JoAnn Severin), Circle (Celeste Seitz), The
Edge, Raptor, Eyefire (Jean “Andre” St. Andre), Roachkill (Frank Ketcham)
▶ No member has ever been caught; at least twenty have apparently retired
successfully, including the founders Psy-Chick and the Boomslang.
▶ Searching for the new Power*Star – no joke, intend to put him down
immediately
▶ Thwarted by Advance and Power*Star in their attempt to swipe the cosmic
energies stored via the Space Needle; working on a new plan vs. Project Beyond
The public
▶ Monica Stewart – nosy journalist
• Under the impression that this is the original Power*Star, at least for now;
after all, it’s the original Advance
• Knows a lot more about the original Power*Star history than Mike does
• Investigating him via Advance (she’s no fool)
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Chapter Thirteen • The Next Now
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The Basilisk
▶ Host identities/bodies (typically fatal)
▶ Last known: Shelly Van Houtte
▶ New host is unknown; many candidates
▶ Competitor online vlogger, adversary, alt-right ideologue
▶ Chase is trying to escape from the mutual-condemnation cycle which only
fuels the adversarial base
▶ Now extended into significant power-players which every political person
on the Left Coast must defy or truckle to
▶ Previous “crimes” were almost completely meaningless; makes all “his” money
via the promotion
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Chapter Thirteen • The Next Now
▶ Recently hit the California grid at the Geysers – upping that game considerably
▶ Project Beyond, U.S. government
• Exotic energy strategizing
• Quite happy to help Advanced Futures
• Now controlling the Space Needle
• Revived investigation into Komodo powers now that Jake is active
• Going slowly; they’re uncertain regarding his successful self-marketing –
makes it hard to bag him
• Totally hands-off regarding Power*Star and Darius Darkstar, due to
highly-classified past events
Is all play expected to be so topical and political? Yes and no. “No,” because any
such content comes from everyone playing, so it could conceivably not happen.
However, it’s “yes” in practice, sometimes as explicitly as my play-experience tends
to be, sometimes understated or indirect instead. This comes with the territory.
Superhero comics have always reflected upon the world they were written and
drawn in, and they cannot help at least showcasing things we really think and feel
about it. The best practice is not to force it or stifle it, but to seek authenticity in
anything brought into play, and to discover that your work is what it is because
we are who we are.
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Chapter Thirteen • The Next Now
happened? A similar device, photograph or not, goes very far to provide common
ground and concepts for inventing-slash-discovering the consequential past. (3)
By the time Legacy game’s Now had reached this point, I’d worked up a simple
history that had either been established through character creation or discovered
through play.
Super-history
1920s Power*Star
1930s Dr. Darkstar
1940s
1950s
1960s Dr. Darkstar defeated Komodo Dragon
(Indonesia)
Power*Star’s last
appearance
1970s Dark Cohort (original)
1980s | Advance’s heyday Dr. Bang, Gemfire,
the Slickster, Voidoid,
Dust Devil, Radd ...
1990s ongoing
2000s changing roster
|
2010s Power*Star Dark Cohort Advance‘s powers The Continuum Komodo Dragon
“reappears” (today) reactivate (San Francisco)
It may not look very complicated, but most of the developing Now presented
above reflects the questions that arose when I compiled it. It holds the danger to
“go for baroque” and build more elaborate backstories than anyone in your group
could reasonably care about, including time travel for extra points in irrelevant
cleverness. That’s happened in the comics plenty of times, with special mention
to hooking together three time-spanning villains or supporting characters into a
grand cosmic saga of who was who, when, at which point relative to this or that
other event, what any of them wanted at any point, what any of them knew at any
point, and in what order they fought our heroes. It’s been rebooted and retconned
repeatedly and still doesn’t make sense, and more unfortunately, it always lacked
emotional charge. (4)
I’m all too familiar with it from my own games, when the exercise in logistics
becomes its own end. It led me in many cases to start programming the outcomes
of play, forcing players to conform to situations and decisions, always resulting in
decreased enjoyment.
So beware of building the past as an end in itself; keep it connected to in-play
events and consequences rather than becoming your personal solo construct.
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Play suits this creative jumble very nicely, if the group remains committed
to the original two statements and attends mainly to developing relationships
among persons they care about. Then, expanding and adding locations and
powers-that-be confirms play rather than distracts from it, even to remarkable
degrees of complexity and intensity.
I like to distinguish these effects as Cosmos, as opposed to Universe. Universe
is an editorial requirement, a catalog of things to obey, and as happened into the
comics, degenerates into a struggle for control among contributors. Whereas a
Cosmos grows from what the creators value and want to develop, enjoyably and
unpretentiously shown as having “always been there” even as it is invented piece by
piece, adapting and deepening the content in the living document of the Now. (6)
In the comics, the Universe is legalistic, in constant angry dispute, and ultimately
creatively sterile. Whereas the Cosmos gave us joy in the making and remains the
wellspring of the stories which are re-told and rebooted today. Consider which of
them you’d rather do.
References
(1) This techique for building setting through play was showcased by pioneering
Champions author Aaron Allston in his seminal work Strike Force: A Campaign
Sourcebook for Champions (1988), published by Hero Games. The resulting
setting was later expanded upon by Michael Surbrook in Aaron Allston’s Strike
Force (2016), published by High Rock Press.
(2) When the new Marvel Comics imprint demonstrated surprising sales power
and a vocal fandom, Stan Lee began mining properties that Goodman Publications
laid claim to. The method ranges between literally adopting the old titles’ content
as “the past” and extracting features or names into newly-created heroes.
▶ Namor the Sub-Mariner had first appeared in Marvel Comics #1 (1939), by
Bill Everett, published by “Timely Comics” or whatever one wants to call the
impenetrable murk of Martin Goodman’s publishing concerns at that time.
These earlier stories were effectively treated as “true” relative to the current
fiction when Namor was introduced into the story of The Fantastic Four.
Captain America’s earlier stories were treated the same way when he was
introduced into The Avengers, including a justification for what he had been
doing in the meantime.
▶ By contrast, the original Human Torch, an android, first appeared in the same
issue cited above, by Carl Burgos, but although a hero presented by Lee and
Jack Kirby in The Fantastic Four adopted that name, appearance, and powers,
there was no fictional connection. (And their Namor apparently had forgotten
all about his frequent semi-ally/semi-foe back in 1940.)
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Chapter Thirteen • The Next Now
▶ The earliest hero to use the name Wonder Man first appeared in Wonder
Comics #1 (1939), by “Willis” (Will Eisner), published by Fox Feature
Syndicate. He was the first imitator of Superman and promptly the first to
be scuttled by lawfare. (Fawcett Publications’ Master Man met a similar fate
shortly thereafter.)
▶ The earliest hero to use the name the Vision first appeared in Marvel Mystery
Comics #13 (1940), by Joe Simon and Jack Kirby, published by Timely Comics
(Martin Goodman) in 1940. He wasn’t an android.
▶ The name Wonder Man was later used several times under the DC imprint,
but also for a somewhat sympathetic Marvel villain who appeared and was
killed in The Avengers #9 (1964), by Stan Lee and Jack Kirby, published by
Magazine Management (Goodman Publications) using its Marvel Comics
imprint. No lawfare ensued this time.
▶ Roy Thomas invented a more extensive fictional “past” during the late 1960s
using similar methods, often with bizarre retconning and recombining. For
example (among many others):
▶ The android Vision as designed by Roy Thomas and John Buscema first
appeared in The Avengers #57 (1968), published by Magazine Management
(Goodman Publications) using its Marvel Comics imprint. In publishing
terms he preserved the IP for the name and general appearance of the Timely
hero, with no fictional connection between them.
▶ The dead Wonder Man’s brain-waves were retconned to have been recorded
when he died and utilized to construct the mind of the new Vision. as
described in The Avengers #58.
▶ For extra confusion, Rick Jones projects a simulacrum of the original Vision
along with other heroes of that era in The Avengers #97 (1972), by Roy Thomas
and John Buscema, so apparently he “existed” too in the context of the fiction.
▶ Thomas considered the new Vision to have been rebuilt from the body of
the Timely-published Human Torch, directly establishing that hero to have
“existed” relative to the current fiction. This concept entered the comic in
stages, eventually completed in The Avengers #134-135 (1972), by Steve
Englehart, Sal Buscema, and George Tuska.
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(3) The group photograph device was employed in Watchmen #1-12 (1986-
1987), by Alan Moore and Dave Gibbons, published by Warner Communications
using its DC Comics imprint. Warner had acquired heroes from the now-closed
Charlton Comics and folded them into or alongside existing DC titles much
as they had done with Captain Marvel licensed from Fawcett. However, this
limited series was mandated to use derived, renamed versions instead. Therefore
the photograph served its ordinary function to focus attention on “who were
they then, what has happened since then,” but it also established that this past
belonged to this story without reference to anything that might have occurred in
the older comics, and was freed to be made up, while retaining a visual anchor.
(4) Kang the Conqueror first appeared in The Avengers #8 (1964), by Stan Lee and
Jack Kirby, published by Magazine Management (Goodman Publications), using
its Marvel Comics imprint. He was combined with Rama-Tut and Immortus,
villains with approximately the same publication date, throughout The Avengers
#129, Avengers Giant-Size #2-3, and #141-143 (1974-1976), by Steve Englehart,
Sal Buscema, Dave Cockrum, and George Pérez, published by Cadence Industries
using its Marvel Comics Group imprint. That was only the beginning; at last
count Kang’s multiple-timestream saga includes three more super-personae and
one ordinary human identity.
(5) The Galactus trilogy appeared in Fantastic Four #48-50 (1966), by Stan Lee and
Jack Kirby, published by Magazine Management (Goodman Publications) using
its Marvel Comics imprint. The New Gods appeared in the titles New Gods, The
Forever People, Mister Miracle, and The Fourth World (1971-1973), by Jack Kirby,
published by Warner Communications using its DC Comics imprint. The saga
of Adam Warlock, as well as Captain Marvel, the Magus, and Thanos, reached its
initial fruition in Strange Tales #171-181, Warlock #9-15, The Avengers Annual
#7, and Marvel Two-in-One Annual #2 (1975-1977), by Jim Starlin, published by
Cadence Industries using its Marvel Comics Group imprint.
(6) “Universe” as an editorial policy, as opposed to voluntary continuity, began
with the assistant editorship of Mark Gruenwald, made explicit in The Official
Handbook of the Marvel Universe (1983-1984), edited by Gruenwald, and Secret
Wars (1984-1985), by Jim Shooter, Mike Zeck, and Bob Layton, published by
Cadence Industries using its Marvel Comics Group imprint. The parallel process
occurred for DC with the editorship of Paul Levitz, made explicit in The Crisis
of Infinite Earths (1985-1986), by Marv Wolfman and George Pérez, and Who’s
Who in the DC Universe (1985-1987), edited by Len Wein, Marv Wolfman, and
Robert Greenberger, published by Warner Communications using its DC Comics
imprint. The directive, strategic method for managing multiple-title crossovers
is called the Levitz Paradigm, including the canonical example of The Death of
Superman (1992-1993), edited by Mike Carlin.
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Chapter 14
Who are You
Chapter Fourteen • Who Are You
T he game does not tell you what a hero is. You might already know and just do
it, you might be arriving at a conclusion about it throughout play, you might be
going all grey with it and moreso as you go, or you might, for some reason best
known to yourself, be deconstructing it. It doesn’t have to be a topic of interest
if you don’t want it to be; and, if you do, you can set up the kind of question you
want.
“You” in this case is the collective for everyone playing, so the answers or
approach present a collage or accord from your own events of play. Everything in
this chapter originates in your views and needs at the table.
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Chapter Fourteen • Who Are You
That is a wide open question for this game and these heroes. Considering the
law as a specific legal and physical set of actors and activities, and the larger/
scarier society as a system of influence and power, one question is whether a
given hero wields any of that in the first place. Although the term “crime fighter”
abounds in comics, the history of actually doing so is spotty, and by the 1970s
was practically absent in any sense of crime as we know it. Similarly, the notion
of superheroes as a government-associated but essentially independent global
task force is abundant in years and titles, but it’s specific to one group, its direct
offshoots, and a constellation of imitators, deconstructions, and parodies.
There’s no way to codify society + law for the game rules, because it speaks
to entirely personal views, including how everyone chooses to interpret the
statements, as well as to multiple actions and decisions during play. It doesn’t have
to be a problem, conundrum, or even a topic. You could hand-wave it, as after all
what’s good enough for most comics publishing is good enough for you, to say
“we’re the superheroes” and assume relatively positive working relationships with
state authorities and law enforcement systems, which remain generally stable
throughout play.
But it’s possible, even likely, that the Now-oriented techniques will bring
more substance, shaped as your decisions determine. One of our playtest games
produced a law-enforcement example, informed by a player’s personal and family
history, in which the heroes were part of the police force and aided the captain in
bringing much-needed reform to it. Another found the heroes acting essentially
as private citizens, for whom the state governments and law-enforcement
agencies were both occasional allies and potential problems, especially since both
included multiple actors. Furthermore, at least two featured heroes who by most
establishment and legal standards were criminals, “villains” if you will, willing to
put their reputations and even lives into the public sphere in defiance of agencies
and practices they deemed worth defying.
Here’s some hard-won advice: it’s a really bad idea for the game master to
wield the in-game, fictional law enforcement establishment as a reward and
punishment device toward the heroes and by extension toward their players, as
if they produced “good” or “bad” behavior, and as if the game master stood in
loco parentis toward the actual people they’re playing with. The social and legal
consequences of what the heroes do certainly become part of play, but this is
something you all discover and want, not imposed by one upon the others.
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Chapter Fourteen • Who Are You
to a Psychological Limitation, whether just for a little extra electricity when suiting
up, or to turn your hero’s head into a real snakepit. It shouldn’t surprise you that
later writers of that vigilante hero turned the triple-identity into a psychological
disorder so that none of the three knew about the others.
What you do
Look long and hard through this book, and you’ll find no criteria for being a
good person, being a hero, contributing to society, or knowing whom to combat.
Significantly, there’s no morality in the point-improvement mechanics: no reward
for doing good, no punishment for doing bad.
You won’t find directives to guide you either. No rule says your hero must be
this kind of hero, whether ethically sound, law-abiding, or nice. If he or she is that
kind of hero, that’s your choice alone, no qualifications, full stop.
The rules for “what my guy does” are very hard and fixed for play, using this
table.
Game master
suggests, for Game
Actions Player says player approval master says
Difficult decision or
control
Respond as desired, Improvised Ego roll
or improvised Ego roll
Whether a Say yes or no
Psychological
Situation applies
Psychological Respond as Improvised Ego roll
Situation without desired, or
specific response improvised Ego roll
Psychological Respond as Respond as desired if
Situation with irrational desired, or cede to you have permission
or meltdown response game master
Enraged Situation Whether events
provoke the roll,
and who or what is
attacked
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Chapter Fourteen • Who Are You
The dividing lines are very clear. The game master states whether a Psychological
Situation or Enrage Situation is now in play. However, he or she has directive
power over the hero only when the Enrage Situation is involved. If the roll
indicates the Enrage is provoked, the game master also says who or what the hero
attacks. But that’s it. In all other cases, the player holds the authority over what
the hero does.
One neat version of that authority is to call for your own Ego roll, out of the
blue, to see what his or her hero does. It’s typically in some situation that seems
to call for self-mastery, defined as you like: to do something or not to do it, or
to overcome a Physical Situation or immediate constraint if that seems possible.
Playtesting featured a moment when the hero, who was considered (and possibly
was) dead for three years, saw his little son being brought by social services to
the same charity shelter where he, the hero, was living. I asked whether the hero
would rush to the boy, and the player decided to roll his Ego for it. He chose to
define success as mastering his emotions to stay hidden.
The player may include the game master either for a suggested improvised Ego
roll or for suggested possible responses. He or she may even voluntarily “give up”
the hero to the game master for a moment regarding an irrational or meltdown
response to a Psychological Situation, but does not have to.
In play, these decisions are easy and intuitive, but here are the principles
underneath them.
Psychological Situations which do not include irrational or meltdown responses
represent the hero’s opinions which he or she is not shy about but also manages
pretty well. They might be ideals, personal positions, or habits; slightly more fixed
things like beliefs, blind spots, or rituals; or even troubled but under-control
memories, fears, or fixations.
These Situations’ actual content, i.e., how normal or common or acceptable they
are or aren’t, isn’t rated in points. The points are only about when the hero gets
reminded or provoked by them: sometimes (5) or a lot (15). Sane vs. whacked,
admirable vs. vile, kind vs. mean, whatever – fill in as you wish, the points don’t
care.
Depth, intensity, and sincerity are not rated in points either. There’s a well-known
superhero who is determined to stop criminal actions to the point of mania, often
at a physical or psychological cost to himself, but is equally determined never to
use lethal force. He sets the high-water mark for the most sincere + troubled hero
in superhero comics... but if this feature were written up with these rules, none of
his Psychological Limitations would be at maximal points. He is reliably intense,
even melodramatic when faced with difficult choices about killing, but is not
irrational or prone to melt down.
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Chapter Fourteen • Who Are You
▶ Either the game master or the player may state that the provocation is sufficient,
and neither can be vetoed. There is no roll involved.
▶ The player chooses whether to say what the hero does or to cede that authority
to the game master; again, in either case, no veto applies.
▶ After a Phase of action or its noncombat equivalent (saying or doing
“something”), the player decides whether the hero recovers or not; if not, the
above options continue to apply.
The scary part is turning over the reins for what your hero does in that window,
with no veto power. Irrational indeed!
Whoever says what the hero does needs to know: what does irrational mean?
Certainly, whatever the acting hero does is definitely not to his or her social
benefit. It may or may not mean violent, and if it does, it doesn’t have to be
an attack. And it’s a response, so it doesn’t mean absurd, like doing something
irrelevant or loopy. Ultimately, the social definition is the bedrock: something
that defies what third-party observers, perhaps not well-informed ones, and
perhaps over-idealized, would think is the appropriate response. It doesn’t take
much to dismay such an audience – raising one’s voice or stating something
non-conformist or making an unwanted observation are certainly enough, and
grading up from there is fine too.
What does meltdown mean? It’s pretty extreme: fleeing or attempting to,
collapsing, withdrawing in the clinical sense, becoming unresponsive. Definitely
not to fight or to take any purposeful action. The hero is not turned over to
someone else for play so much as he or she briefly becomes unplayable. It’s not
a casual choice for a hero’s Situations, amounting almost to giving up or failing
outright, so consider defining its cause in a sympathetic, humanizing way.
Although it makes sense to relate or contrast the trigger for Enrage with one
or more Psychological Situations, the phrasing cannot be identical across the
Situations, as they work differently. Enrage is triggered by a roll rather than a
mandate or option, and its response is strictly limited to attack full-force. Its
target is also unequivocally out of the player’s hands: even when it’s obvious who’s
getting it in the face, the game master makes that call.
An Enraged hero is trouble, unable to do anything except keep attacking.
Fortunately the triggering target remains the target as long as the hero can perceive
them. However, if it becomes unavailable, the hero will attack something, most
likely the nearest and probably inoffensive inanimate object. In the unlikely event
no such object is available, including the ground, then the nearest living target is
fair game.
The hero gets the chance to recover as a 0-Phase action at the start of each
Phase, and may also roll to recover in response to interactions along the lines of
“stop, it’s all right, your mother’s gone now.” Or maybe a nice hug.
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Chapter Fourteen • Who Are You
With all this irrationality and mad-attacking going on, the real trouble is what
you might have done. Even if the hero mastered themselves in time to prevent
the worst, that very act of control was obvious and likely vocal. Damage to
persons and property and social proprieties aside, if no one has an opinion about
what happened in the throes of these mechanics, then you didn’t do it right.
Consequences are called for.
These concepts apply especially well to Mind Control as a plot component. There’s
no point in taking agency away from a player, saying “you did this,” and then forcing
them to accept responsibility for it. These easy principles solve everything, though:
▶ The player decides whether this instance of control overrides the hero’s will
completely, which is the default concept for the Power, or instead taps into
feelings or desires the hero would otherwise repress.
▶ The mechanics of Mind Control are designed to be broken, so exactly this is
done, or failed, deserves attention.
▶ Focus on the affected hero’s point of view afterwards, during which the player
says what the hero’s reactions and next actions are.
These work together to make getting mind-controlled about the hero instead of
negating or devaluing the hero.
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Chapter Fourteen • Who Are You
The third option is again to acknowledge killing as a choice, but one which
the heroes and most everyone else have already made: to do it. “Life is cheap
and death is free,” as the song goes. Play doesn’t have to devolve into a dumb
slaughterfest, as it can draw from plenty of idioms in which killing is familiar or
even normalized. Two of the best superhero comics are all about it, one of them
featuring convicted villains who do black-ops for the U.S. government and think
little of racking up a body-count. The other features a faceless detective seeking
meaning in a corrupt city, who does not directly kill people but does leave a trail
of reactive murders and suicides in his wake.
Finally, the edgiest way is to make killing the explicit topic for the “losing
control” mechanics described above, so it becomes a traumatic, possible central
phenomenon. Since the Psychological Situations and Enrages all have their own
content and triggers, the range across heroes and villains can present many
degrees of insanity and responsibility. Psycho-crime and monster-victim stories
go this way, along with heroes with dubious legal status and who may themselves
kill without complete control or consider doing so to be forbidden fruit.
So much for the ideas. How is this done in practice, with actual people? The
problem is that just mandating some standard isn’t enough. Fortunately, the two
statements orient people remarkably well. If you’re writing them for an upcoming
game, and you care a lot about this killing-or-not stuff, one way or the other,
you can get a lot of framing content in there, as you can see across my examples
in Chapter 3. When the players bring their personal spins or angles of attack to
the statements, you get exactly what you wanted: heroes who fit with and bring
insight to the issues.
However, as always, real play outweighs preparatory hopes. That’s why, if you’re
a game master who cares about what killing looks like, you must attend to the
villains and the details of the Now. What the players will make of it is up to them,
but your part matters too.
The Legacy game is pretty straightforward this way, as the first statement
says that powers are “bright, fun, and hopeful.” It says “powers,” not “heroes,”
so I went with that especially when I created the The Continuum, who nabbed
villains from the Eighties to interfere with Advance’s technological experiments.
I even had to rewrite the feared Dark Cohort as they were too vile and vicious
at the first try, to strive for extra coolness instead. Most of the outright damage
in the game involved structures and generalized danger rather than gruesome
individual mayhem.
By contrast, the Hartford game turned out to learn more toward the fourth
option than I initially imagined: Domain, Killer Coil, and Devour are all deranged
and notably lethal. In retrospect it seems strange. Why would I lean that way
when none of the heroes was obviously bent toward killing-oriented trauma?
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Chapter Fourteen • Who Are You
The answer lies in that first statement that I’d written: A superhero stands for
something and means it. That calls for adversaries who put people’s lives on
the line, in two cases because they themselves stand for something (bad). That
means a hero’s stand is not merely posturing; it has consequences that matter
terribly, requiring activism to become action. I was cruel enough to land the most
idealistic hero with the most lethal foe, and most difficult to blame in simple
moral terms.
I typically don’t steer toward that fourth option for my superhero role-playing,
but this time we arrived at it honestly and played it through. You may be interested
to know that The Which fed Domain’s current host to Devour (eww!).
Indomitable spirit
This is probably the single most important characterization in the game, and
yet the shortest section in the rules, because it is entirely emergent. Willpower
isn’t found in an isolated attribute or mechanic. Instead, multiple rules interact
to generate each separate instance of a hero’s will as put into action. It’s not
something you have, but what you do once all the parts are moving.
The Ego roll seems like the first candidate, but it is not actually required much
by the mechanics. It isn’t the reference for any of the roll-based Skills. It doesn’t
affect another person’s views or emotions; that’s what Presence does. It formally
applies only to specialized powers and maneuvers and to recovery from Enrage.
However, its voluntary manifestation is a great example of emergent role-played
willpower rather than mandated.
In the very first session of the Legacy playtest game, the hero Advance was hit
hard by his own Side Effects and could not recover his powers, as the other hero
was battered by Dr. Bang and a techno-cosmic project went dangerously awry.
Advance, as his frail and aged “real” identity, set himself to the instrument panel,
hoping to solve the situation through mad science rather than combat powers...
and the observant game master pointed out the Physical Situation: Arthritis, on
his sheet. The player gritted his teeth: “I’ll try!” It seemed a good place for an Ego
roll, which for Advance stood at the baseline score of 11 or less.
The player accepted my suggestion, and as it happened, he made that roll,
and the following Computer Programming roll as well (whose target was rather
higher). Advance was a massive-growing, glowing, rejuvenated, temporal-
anomalous superhero, but he could never have stood out using those powers as
he did in this situation, as a sixty-year-old man overcoming the pain in his hands.
Enrage counts too, as it is certainly not always a bad thing to lose it and fully
unload on someone or something which is unequivocally horrid. Its hidden
benefit against mental domination certainly plays into that possibility as well.
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Chapter FourteeN • Who are You
BOTTOM RIGHT
Domain likes its hero
es.
Domain likes its quee
rs.
BOTTOM LEFT
We like them loyal an
d pr etty and safe.
liant as laid
Page notes: I think it’s bril
nk of anything
out, flawless. If you can thi
n more evil,
else that makes Domain eve
whole point is
and that clarifies that its
long as they
that “we include anyone as
just like us,”
kiss our asses in order to be
please feel free to include it.
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Chapter Fourteen • Who Are You
246
Chapter Fourteen • Who Are You
Such situations and scenes can’t be front-loaded or delivered into play like a
gift-wrapped package from game master to player. But when both of them stay
engaged and alert, the opportunities appear surprisingly often.
One last point about the villains. Villains in the comics sometimes go on and
on about how much they and the heroes are really not so different. Most of the
time, it’s just bombast or self-delusion; we know the heroes are at least trying
to be better people, and that makes all the difference. But when it comes to the
content of this chapter and the rules it reflects upon, this once, the villains saying
that are absolutely right.
References
(1) Secret identities have an ancient pedigree in myth and adventure fiction.
The immediate precursors to superhero comics include The Scarlet Pimpernel
and Zorro, especially with both having appeared in cinema, via very similar use
for The Shadow and other vigilantes in pulp fiction and for the somewhat more
ethical Phantom in newspaper strips. By the advent of superhero comics, it was
treated as a convention and often as a joke, rather than a naturalistic or justifiable
element. Jerry Siegel even tried to develop Superman as revealing his identity
but was overridden by his editor. The first superhero for whom it was presented
as a psychological or logistic problem was the Flash, beginning in Showcase
#4 (1956), by Robert Kanigher and Carmine Infantino, published by National
Periodical Publications using its DC imprint. The first for whom it was treated
as non-ironic drama was Spider-Man, beginning in Amazing Adult Fantasy #15
(1963), published by Magazine Management (Goodman Publications) using its
Marvel Comics Imprint.
(2) The escaped convict known only as “Lucas,” using the very public, indeed
commercial business identity of Luke Cage, debuted in Luke Cage, Hero For Hire
#1 (1972), by Archie Goodwin, George Tuska, and Billy Graham, published by
Cadence Industries using their Marvel Comics Group imprint. Moon Knight
first appeared in Werewolf by Night #32 (1975), by Doug Moench and Don
Perlin, by the same publisher. He was reconceived with three secret identities
(Marc Spector aka Steven Grant aka Jake Lockley) over several years including
Moench’s long run on Moon Knight with Bill Sienkewicz. The stress among them
became a defining character feature in #10 of that title, and it was reconceived
further as an amnesiac personality disorder in Moon Knight: Fist of Khonshu #1-6
(1985) by Alan Zelenetz and Chris Warner, by the same publisher.
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Chapter 15
You Must Change
Chapter Fifteen • You Must Change
P laying this game is change. It’s a hero sheet’s way of making another hero sheet. (1)
Some superhero history has not featured interesting change. Plenty of it has
been non-continuous, treating each adventure as a rebooted episode. Sometimes
we’ve seen fake or illusory change, claiming transformations to promote sales,
only to settle back to the familiar version eventually.
However, looked at another way, change is constant almost by accident. It’s a lot
like sculpture, as heroes’ powers and appearance are enhanced and refashioned
without much explanation or with the implication that it’s always been like this.
The creators may get better at their skills or hone their notion of what the hero
is like, perhaps an artist arrives at the facial features that become the standard
for the hero, or perhaps an adaptation in other media introduces details or ideas
which the comics adopt going forward. (2)
Finally, sometimes, during a given creative team’s time with a title, heroes
have sometimes displayed genuinely dramatic and understandable development,
including their powers, outlooks, relationships, past history, social circumstances,
and even fates. The rate of such change varies from extremely steady to outright
catastrophic.
These rules relentlessly fuel the latter two types of change. The heroes and
villains in your game develop as a wave-front, a highly-textured call-and-response
across every other person and event.
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Chapter Fifteen • You Must Change
purpose whose Points they’ve already calculated. However, others might hesitate
because they are uncertain about the possibilities or the build mechanics, and
some might forget all about it.
Therefore, at 10-12 points gained, someone should check in to make sure
everyone even knows they have more points available and that they are free to
use them. A sort of “hero creation II” session is useful then, to clarify the options
and to review the rules. Whoever is most familiar with the mechanics may check
the math, including the ratios. However, no one has personal veto power over
anyone else’s choices about how to use the points.
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Chapter Fifteen • You Must Change
Fiction schmiction
Be literal if you want, letting the points “buy” fiction as if it were an assembly.
If something is played as a momentary special effect or mentioned as possible
during play, and you eventually have enough points to buy it, then you do. And
now you have it.
But you can also play games with concepts and time. It’s perfectly all right
to make the change on your sheet with no build-up whatsoever, then show it
off during later play, along the lines of “I’ve been practicing this, time to try it,”
although we’ve seen no such thing until now.
Go further if you want, to hand-wave the fiction-side changes without bothering
about “how it happened” and never mind whether this is a literal change in the
hero. It can be very satisfying to think of quantitative increases on the sheet as
revealing more about the character as he or she is, as if the effect in question had
always been there, but happens not to have been fully expressed in the fiction
until now. You might think of it as the artist simply getting better at drawing
explosions, so of course the hero’s explosions do more damage than they used
to. (4)
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Chapter Fifteen • You Must Change
Situations
Theoretically, you can also spend points to reduce or get rid of Situations, again
1:1. I suppose if a player wants to have a lower point total for Situations and is
willing to spend character points to get it, he or she can. In practice, however, this
makes hardly any sense, because those points have a use elsewhere and because
Situations are not actually bad. The character would not be himself or herself
without most of them.
All that said, given multi-session intervals and a lot of events, it’s reasonable to
rearrange and alter Situations based on what’s happened in play, maintaining their
point total. Perhaps that reconciliation with the villain hunting you is convincing,
satisfying, and final, in which case, cross the name right out of the Situations list.
Perhaps we’ve seen enough of that Vulnerability and you think seeing the hero
not succumb to it next time would be more fun.
This might apply in the negative as well, if a number of sessions have shown
that this particular Hunted or that Psychological Situation (or anything, these are
just examples) aren’t as much fun to play as we’d hoped, or aren’t making sense
enough to have been played at all.
It’s good to go slowly with altering or removing Situations, because a given
one typically doesn’t show up in every session, and you should at least see a fair
range of what it can do for play before shifting things around. This goes double
for Psychological ones because they can be expressed differently across different
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Chapter Fifteen • You Must Change
circumstances. You should see it in action several times and develop it a little
in play for a while before considering a quantitative change. Consider adjusting
their points rather than changing their content outright, for example, making
a viewpoint more rational but more often expressed to reflect a maturing or
healthier attitude – or conceivably, the reverse, if that’s the way things are going.
You have to find something to do with the points of Situations that have been
freed up, by taking new ones or increasing existing ones. The only thing that
has to stay the same is the total. You might even rearrange the whole list a little,
upping this thing over here or reducing that one over there.
Much more so than for powers, change Situations based on events of play
rather than inventing entirely new material. Look for a foe who’d be happy to
become a new Hunted based on that memorable fight a while ago, or for an
intense viewpoint that has developed in play and merits formalizing.
However, the same story-logic that applies to powers works for Situations too,
in that sometimes a new feature on the sheet hasn’t been acquired by the character
but, instead, they always had it... and now it’s just becoming more relevant to
whatever is happening next.
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Chapter Fifteen • You Must Change
Complications
Public Identity 10
Psych: Stands up for marginalized person’s selfhood (often) 15
Psych: Fun-loving (often) 15
Vulnerable: 2x Knockout from red-colored attacks or hazards 15
DNPC: Bri (Secret Identity, 15) 15
Hunted: Killer Coil (individual, super-powered, manipulative) 15
Hunted: FCC (organization, manipulative) 15
Points gained from play 30
Total points = 100 + 100 + 30 = 230
Characteristics
Strength 2d6
Presence 4d6 10
+6d6 Strength only when flying 20
Body 14, Speed 4, Defense 10 70
Recovery 14
Stunned 28
Knockout 42
Endurance 56
Dexterity 12, Intelligence 11, Ego 11 10
Skills
Acrobatics 10
Skill levels: +2 with Coordinated attacks 10
Powers
Contribution to hero-team base: Dark Web presence 4
Elemental Control: Red Laser Transformation 25
Flight 25 hexes, linear only, cannot go less than half-speed 12
Force Field +14 resistant, usable on others 27
Flash 5d6, only at end of flight path, no range 12
Illusions 10d6, tricky 20
Total points = 230
Ratio = 118.7
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Chapter Fifteen • You Must Change
Here, we’re looking at an inspiring, uplifting hero. She includes a boost to the
whole Elemental Control, therefore more dice and other effects, and conceivably
bigger lettering for sound effects and brighter colors. Her protective field now
extends to people she’s next to or carries in flight, she can induce glowing visions,
and she’s shifted her Skills to specialize in coordinated attacks, which along with the
base contribution represent an investment in the shared identity of the super-team.
I’ve reflected that in her Situations as well, by suggesting she’s habitually fun
rather than occasionally, maintaining the whimsical color-vulnerability, and
shifting Killer Coil in a small but significant way, suggesting frenemy interactions
or at least something more nuanced.
But things might have gone a little edgier. Over in “dimension B,” the
establishment has managed itself well against the heroes, and Ruby Ray has
suffered defeat in combat at least once. The team hasn’t gelled as a collective
action group, but remains an alliance of separate individuals. Their triumphs are
real and their vision is unbowed, but they’re half-and-half considered villains at
this point, favoring unequivocal results over approval ratings. A choice like that
has put the bite on the conflicts between family and politics for all of them.
Complications
Public Identity 10
Psych: Stands up for marginalized person’s selfhood (often) 15
Psych: Brash (sometimes) 5
Psych: Anti-authoritarian (often) 15
DNPC: Bri (Hunted by Homeland Security (organization, extensive, ruinous) 20
Hunted: Killer Coil (individual, super-powered, ruinous) 20
Hunted: FCC (organization, manipulative) 15
Points gained from play 30
Total points = 100 + 100 + 30 = 230
Characteristics
Strength 2d6, Presence 3d6 5
+6d6 Strength only when flying 20
Body 14, Speed 4, Defense 10 70
Recovery 14
Stunned 28
Knockout 42
Endurance 56
Dexterity 12, Intelligence 11, Ego 11 10
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Chapter Fifteen • You Must Change
Skills
Acrobatics 10
Skill level: +1 with Move attacks 5
Powers
Special Defense: Find Weakness 5
Life Support (gases, vacuum) 15
Elemental Control: Red Laser Transformation 20
Flight 20 hexes, linear only, cannot go less than half-speed 10
Force Field +16 resistant 20
Overload: Severe Reactive Blast/Dodge 6d6, no knockback 30
Weaken Speed 4d6, conditional: direct external illumination, all or nothing 10
Total points = 230
Ratio = 117.4
This way, she’s a more hard-hitting, ruthless hero. Her Elemental Control
remains at the starting magnitude but is diversified into an arsenal, and clearly
she had a bad experience with someone’s Find Weakness. She doesn’t seem to
mind causing significant havoc and woe betide anyone who grabs her now.
The Situations show it too. She’s done with that “oh no the color red” cartoony
stuff. The fun, breezy personality is gone. Evidently Bri has been outed and is
considered a terrorist and by extension, so is she.
Considerations
How high can the points go? Pretty high. The game doesn’t scale indefinitely, but the
system is robust for heroes who’ve built up beyond twice their starting points. So
several dozen sessions is no stretch at all, in terms of points, dice, and how to play.
How low do we start? Pretty low, which corresponds to most comics heroes
in terms of their first appearances, but there’s more to it than merely mimicking
the source material. Those heroes became great through use, not through their
wondrous initial capabilities. It’s better to start with enough to work with and to
discover what the hero “is” by doing it.
Consider one character built on a lot of points from the start, say 300, and
another – perhaps the same concept – built within the rules’ starting range,
whose accumulated and utilized points through play sum to 300. Typically the
first one can hit harder and withstand more damage, and the second one is less
beefy but can do more things.
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It’s not just “more,” though; it’s content that you cannot get any other way. The
changes in the played character represent what you cared about in play, each
time. The less-explicit connections across all sorts of things on the sheet are
grounded now, they matter, and can be easily acted upon in play by you and by
anyone who went through the character’s history with you. When a hero sheet
becomes a living document like this, and play honors the sheet, that’s how you get
the immersion that everyone likes to talk about.
What about differing point totals among the heroes? Unless every character is
present at every session, or unless the group introduces compensating increases,
they may well do so. It is typically not a problem. Play balance is a real thing, but
it’s not about heroes’ power, it’s about player respect and hero spotlight. When
those are maintained just as they would be anyway, super-teams whose members
vary across as much as 75 points are often more fun rather than less.
That’s why the ratios are more important than the totals, again, perhaps
counter-intuitively. It might look as if two heroes with 225 points but drastically
different ratios are “equal” because “the Points are the same.” But they aren’t, not
at the social level. Limitations command attention and spotlight time during play,
so one with the distinctly higher ratio is going to get more.
Obviously a hero’s ratio increases and decreases throughout their history, which
is fine as long as they stay within the limit. As you spend and construct points, see
if you can keep yours from consistently outstripping those of the other players’
characters, in the interest of respect and fun for all involved.
Villain points
Why yes, villains’ point totals improve too. The method is a little different due to
their irregular participation.
After a villain appears in play, give them 6 to 10 points. Use the points for
anything that seems obvious they’d have due to the events, or because it would
help realize the character’s concept better after having seen them in action this
time. This step isn’t so important in terms of power upgrade, but it matters
because it grounds the villain in the history of play just like the heroes.
Update their status in the Now. Consider where they are, who knows about it
or has something to do with it, what happened to them, who might be offering
something to them, and what they might do about any of those things. Alter their
Situations to match this status.
When you’re thinking about a villain appearing in upcoming play, review their
build and their current point total. There’s no rubric for how much they “should”
have relative to the heroes, because point totals aren’t combat ratings and this isn’t
a skirmish/boss-fight game anyway. So you can do any of these:
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Chapter Fifteen • You Must Change
▶ Leave them as is, even if it’s lower than the heroes’ current values.
▶ Upgrade them to a little higher than the heroes at the moment, perhaps 10
points more, with a higher ratio.
▶ Rewrite them entirely, at whatever point total appeals to you
Any of those will work as long as you keep your eye on two things. The first
is general for this group’s game, the always-and-forever combination of the two
statements, which are straightforward enough to apply and yet nigh-infinite in
their options and connections. Situate the villain and his or her actions among
those. Second, and more specific, any emotional or revelatory interaction with
heroes which has supercharged the villain to seek or confront something they
care about greatly, and might succeed in doing.
What might happen with Killer Coil? For simplicity’s sake, I’ll go with the edgier
“dimension B” above, so that I can focus on increasing her threat factor rather
than a complex web of nuances. Let’s increase her total by 30 points, just as with
Ruby Ray, making her total 255, and since she’s a villain, a higher permissible ratio.
Where might she be in the Now? Perhaps she’s exploited the heroes’ troubled
legal status and established a working relationship with the more ruthless actors
in the national security apparatus, like Homeland Security and the Office of
Intelligence Analysis (U.S. Treasury), to the extent that she has legal grounding
in acting against the heroes. That has generated a split among agencies regarding
her (see the specification in her Hunted Situation). Perhaps she and her partner
have also expanded their operation into a staffed organization at two levels:
an overt and legitimized charity organization which hides a nasty anti-activist
espionage network. I can even imagine her slotting different morality modules
into her head depending on which one she’s managing at the moment.
Complications Specifications Points
Dependent: regular mental clearance Daily; 3d6 15
Physical: Requires assisted living Some of the time; limiting 10
Secret Identity: Nicole Carr 15
Psych: Modular mission-defined values Often; irrational 20
Psych: Consummate professional Often 15
Psych: Limits of programming when values conflict Sometimes; meltdown 15
Hunted: U.S. Secret Service and the Washington Organization, extensive, 20
State Police ruinous
DNPC: Roan Felder (public identity 10, 15
sometimes idealistic 5)
Total points = 100 + 125 + 30 = 255
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Chapter Fifteen • You Must Change
Characteristics
Effect Points
Strength 4d6 10
Presence 3d6 5
Body 12 20
Speed 3 20
+1 Speed obvious focus 5
Defense 11 Total Defense = 17 1
Resistant Defense 6 obvious focus 15
Dexterity 13 20
Intelligence 13 obvious focus 10
Ego 11 0
Skills
Security Systems 13 with focus, otherwise 11 5
Martial Arts Attacks 10
Martial Arts Maneuvers 10
Martial Arts Find Weakness 10
Powers
Awareness, tied to Security Systems, mission investigation, 23
Shutdown regional, high-tech, analyze
Awareness (orientation) inobvious focus
Invisbility, Skill-based (Security Systems) 13
Elemental Control 16
Stretching 4 hexes 10 points 10
Extra limbs x2 10
1d6 Flash Strike/Martial Punch (adds) 10
+4d6 Strength, only with Grab 25
7
Total points = 255
Ratio = 122.0
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Chapter Fifteen • You Must Change
261
Chapter FIFteeN • You muSt ChaNGe
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Chapter Fifteen • You Must Change
Hero endings aren’t automatically the ending of play, but the ending of play can
arrive positively from hero arcs’ resolution within it. A distinctive arc closure or
a sufficient number of them might even show you that you just went through it.
Consider the alternative: when some external, not very arc-ish problem is
designated, say by the game master, as the climax or ending for play. It’s usually
presented in terms of a bigger-than-usual threat, following the grand showdown
or final boss concept. This typically doesn’t work out in terms of fun, even if
the logistic manipulations to set it up and carry it out go all the way through.
Those manipulations always feel distinctly forced and the grandness of the
threat typically falls flat. Manipulations to prep and tune it so that the players are
magically resolving their arcs in line with this big conflict’s cresting process are
even worse.
A great big blowout fight or climactic confrontation to end play isn’t out of the
question, but it doesn’t come from a controlled landing at the end of a planned
flight-path. Instead, it’s just another context to experience a sense of closure
about the two statements, as far as these heroes are concerned, and again, it’s best
recognized afterward as fulfilling this role.
An alternate and perhaps surprising version doesn’t end in the fiction or story
at all. Instead, the arc resolutions generate a sense that this comic title has hit a
smooth sailing groove and maybe it should be left there with pride. I can only
describe it as the feeling that somewhere, out there, the comic title is in good
hands and continuing with more great stories, whose creators show admiration
and thanks to all of you.
References
(1) The chapter title is taken from Captain Marvel’s confrontation with Eternity
in Captain Marvel #29 (1973), by Jim Starlin, published by Cadence Industries
using its Marvel Comics Group imprint.
(2) The single most obvious change to a hero implemented by adaptation to other
media is Superman’s power of flight. As originally conceived and portrayed, he
did not fly and the comic included no mention of such a thing, but the radio
show The Adventures of Superman (beginning 1940) portrayed him to be flying
and introduced the associated catchphrases (“Up, up, and away!” “Look! Up in
the sky...” et cetera). The show also introduced the talk of “truth, justice, and the
American way” in 1940 and kryptonite in 1943.
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Chapter Fifteen • You Must Change
(3) Iconic transformations are not rare in comics, but they are rarely permanent.
Perhaps the most celebrated is Jean Grey, or Marvel Girl, becoming Phoenix
in The Uncanny X-Men #101 (1976), by Chris Claremont and Dave Cockrum,
published by Cadence Industries using its Marvel Comics Group imprint.
(4) Superman also provides an appropriate example for how basic and how low-
powered most beginning heroes are in comics. The sequence of his early powers
“acquisition” goes like this:
▶ In the first Action Comics stories written by Siegel, he can leap about, lift cars,
support trestle bridges, and break chains.
▶ Step by step during the first two years, he withstands small arms fire, inhales
and exhales mighty gusts, can see through things with X-Rays, and has super-
hearing.
▶ He does not fly until the early 1940s, show vulnerability to kryptonite (in the
comics) until the late 1940s, or have heat vision until the late 1940s.
▶ He does not have freezing breath until the late 1950s or show vulnerability to
magic until the mid-1960s.
(5) Super-stealthy heroes are always disappearing between the panels, equivalent
to the cut-away technique in film and TV, but the repeat offender award must
go to Batman, especially in casual conversation. It probably began with Swamp
Thing #7 (1973), by Len Wein and Berni Wrightson, published by Warner
Communications using the DC Comics imprint. This effect became standard for
him during the late 1980s.
(6) Supervillain jobbers are legion. The ur-example must be the Unicorn, first
appearing in Tales of Suspense #56 (1963), by Stan Lee and Don Heck, published
by Magazine Management (Goodman Publications) using the Marvel Comics
imprint. Through the decades, he presents a dizzying display of filler stories,
an unusual example of each visual redesign being worse than the last, writers’
attempts to kill or otherwise nullify him, and confusing reconceptions, for which
maintenance of IP is the only sane explanation.
(7) Doom Patrol was canceled in 1968. Typically, a canceled series’ content is
merely discontinued or abandoned. However, in this case, the creators ended the
team’s story in the final issue (#121) on an appropriately high note of defiance, as
they sacrificed their lives to save a small fishing village in Maine.
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Dedication
This work is dedicated to the memory of K. C. Ryan and Michael O’Connell,
including the legendary Forte game and the Amateur Press Alliance The
Clobberin’ Times, but most especially their boundless imagination, enthusiasm,
good will, and indomitable spirit.
Great memories and thanks to fellow denizens of the ‘Times: Tim Watts, Jim
McClain, Aaron Storck, Bennett Bellot, Kaye Bellot, Jeff Baumgardener, Will
Geiger, Aaron S. Thompson, Derek Garrison, Greg Johnson, Scott Burnham (in
memory), Martin Maenza, and Joel B. Levy.
Acknowledgments
& appreciation
The great credit belongs to the original authors of Champions the Super Role-
Playing Game, George MacDonald and Steve Peterson, and also to contributors
Bruce Harlick, Aaron Allston, and Michael A. Stackpole. All of us who worked on
this project hope we have represented you well.
I am grateful to Jason Walters and Hero Games for this opportunity, and here’s
a whoop-whoop fist circle with my buddy Steve S. Long!
The big list of playtesters and participants in discussions sprawled into the
multiverse, but the most directly connected to the game as it develped are Mark
Delsing, Jay Brown, Rod Anderson, Ross Hunter, Santiago Verón, Alan Barclay,
Frank Ferraro, Jason Walters, Rick Loritsch, Jim Crocker, Robbie Boerth, Pawel
Solowczuk, Aybars Yürdün, Tobe Morgan, Erica Rossi, Sarah Yoshi, Robert
Baldwin, Abby Baldwin, James Schmitz, Gordon R. Landis, Keith Andreano,
David Wood, Sean Holland, Peter Lindstrom, John Desmarais, M Platinum,
Aldo Regalado, Chris Goodwin, Alan Bradley, Joel Davis, John Powell, Terry
Gant, Alice Peng, Brandon Powers, and Jerry D. Grayson. Special mention goes
to late-stage readers Craig Lewis, Peter A. Lindstrom, Jonathan D. Woolley, and
Aldo Reginaldo.
The long reach of the past arrived as well from John Hotchkiss, Edd Jones,
Maggie Goold, Ed Dunphy, Matt Jones, Kas Short, Kristen Fisher, Chris Funk,
Simone Cooper, Chris Miller, Randy Hardin, Marty Devine, Ken Norton, Tommy
Boyd, Lawrence Collins, Mike Kent, Patrick Beatty, Andy Rothfusz, and David
Baekey.
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Chapter Fifteen • You Must Change
Bibliography
Timothy Callahan (editor), Teenagers from Outer Space. 2010, Sequart Research
and Literacy Organisation.
Pierre Comtois, Marvel Comics in the 1960s (2009), … in the 1970s (2011), … in
the 1980s (2015). TwoMorrows Publishing.
Jon B. Cooke (editor), Comic Book Artist magazine. TwoMorrows Publishing.
Sean Howe, Marvel Comics: The Untold Story. 2012, Harper Collins Publishers.
Will Jacobs and Gerard Jones, The Comic Book Heroes. 1985, Crown Publishers.
Gerard Jones, Men of Tomorrow. 2004, Basic Books/Perseus Publishing.
Stan Lee, Origins of Marvel Comics (1974), Son of Origins of Marvel Comics (1975),
Bring on the Bad Guys (1976), The Superhero Women (1977). Simon & Schuster.
A. David Lewis and Christine Hoff Kraemer (editors), Graven Images: Religion in
Comic Books and Graphic Novels. 2010, The Continuum International Publishing
Group
Scott McCloud, Understanding Comics (1993), Reinventing Comics (2000),
Making Comics (2006). William Morrow Paperbacks.
Adilifu Nama, Super Black. 2011, University of Texas Press.
Matthew J. Pustz, Comic Book Culture. 1999, University Press of Mississippi.
Jim Steranko, The Steranko History of Comics, vol. 1-2. 1970/72, Crown Publishing
Group.
Durwin S. Talon, Panel Discussions. 2007, TwoMorrows Publishing.
Special thanks for help with my inquiries to the Comics Historians Group on
Facebook, to Ken Quattro’s Comics Detective blog, to A. David Lewis’ Sacred &
Sequential website, to Sean Howe, and to comics professionals whose names are
kept private.
266
Appendix
the Defiants
Appendix • The Defiants
Overview
This is a group of dedicated super-powered activists, operating in one of the
significant political power-centers of the United States. They do not consider
themselves guardians of the law or even of order; they seek change, and they are
done with “the system” as the only means for doing so. Such groups have often
been caricatured as fanatics or idiots in the comics, but here, they make it work
and they make it stick.
One reason it works is that they know they aren’t always going to agree, and
they respect one another enough to adapt, at least most of the time. The edge
cases provoke a lot of drama.
Another reason is that they understand messaging and use Ruby Ray’s and
Anybug’s social skills to promote the context and purpose of their actions.
They’ve managed to evade or counter establishment efforts to paint them as
empty-headed rabble-rousers – so far.
268
Appendix • The Defiants
Characteristics
Strength 2d6 0
+6d6 Strength; 30 Active Points 30 ÷ 1½ = 20
Conditional: when flying (½ Limitation)
Presence 3d6 5
Body 14 40
Recovery 14, Stunned 14, Knockout 28, Endurance 42
Speed 4 30
Defense 10 0
Dexterity 13 20
Intelligence 12 10
Ego 11 0
Skills
Acrobatics 10
Skill Level +1 with Move Attack 5
Powers
Elemental Control: Red Laser Transformation 20 points 20
Laser Zap: Flight 20 hexes; 40 Active Points 40 – 20 = 20
Conditional: linear only, Conditional: cannot go less than half-speed 20÷2 = 10
(½ + ½ Limitations)
Hard Glow: Force Field 16; 40 Active Points 40 – 20 = 20
Light Up: Flash 4d6; 40 Active Points 40 – 20 = 20
Conditional: only at end of flight path, No Range (½ + ½ Limitations) 20÷2 = 10
Total Points = 200
Ratio = 115.0
Examine the Elemental Control to see how it’s modified. The overall Framework
has no modifications. Each slot has the minimum number of Active Points (twice
the Control = 40). Each slot’s Points are already partly acounted for by the Control,
yielding, in each case, 20. That amount is what’s affected by the Limitations.
Ruby Ray’s ratio is calculated by ignoring the Limitations (in italics), which
eliminates any calculation with a dividing sign. In that case, the total Points
would be 230. 230 ÷ 200, multiplied by 100 for easy reading = 115.0.
269
Appendix • The Defiants
In use
Situations
Public Identity
Psych: Stands up for marginalized person’s selfhood (often)
Psych: Brash (sometimes)
Psych: Fun-loving (sometimes)
Vulnerable: 2x Knockout from red-colored attacks or hazards
Dependent non-player character: Bri, her brother (Secret identity)
Hunted: Killer Coil (individual, super-powered, ruinous)
Hunted: FCC (organization, manipulative)
Characteristics
Strength 2d6
+6d6 Strength
when flying
Endurance 2 for ordinary Strength, 8 for total Strength
Presence 3d6
Body 14
Recovery 14, Stunned 14
Knockout 28, Endurance 42
Speed 4
Phases 1 / 3 / 5 / 6
Defense 10
With Force Field, Defense 26 of which 16 is resistant
Dexterity 13
Intelligence 12
Ego 11
Acrobatics
Skill Level +1 with Move Attack
Elemental Control: Red Laser Transformation
Laser Zap: Flight 20 hexes
linear only, cannot go less than half-speed
Endurance cost: 1 per 5 hexes
Hard Glow: Force Field 16
Endurance cost: 8
Light Up: Flash 4d6
only at end of flight path, no range
Endurance cost: 8
270
Appendix • The Defiants
271
Appendix • The Defiants
272
Appendix • The Defiants
Powers
Superleap 10 hexes 20
Multiform 40 points: Bug Simulator
Conditional: ½ effect without power pack (¼ Limitation) 40 ÷ 1¼ = 32
Assassin Bug Bonk: 6d6 Reactive Blast; 30 Power Points
40 Active Points in slot
Conditional: ½ effect without power pack (¼ Limitation) 8 ÷ 1¼ = 6
Stink Bug Spray: 4d6 Flash; 40 Power Points
40 Active Points in slot
Conditional: ½ effect without power pack (¼ Limitation) 8 ÷ 1¼ = 6
Bedbug Slurp: 8d6 Drain; 40 Power Points
40 Active Points in slot
Conditional: ½ effect without power pack (¼ Limitation) 8 ÷ 1¼ = 6
Total points = 200
Ratio = 112.0
The Multiform is set up with each slot at maximum Active Points, so only one slot may
be used at a time. If, for example, each slot were set at 20 Active Points rather than
40, then any two of them could be used (“on”) together. Modifying a Multiform with
Limitations is much simpler than an Elemental Control: you simply apply the Limitation
to the whole thing, Pool and Slots alike.
Anybug’s ratio is calculated by ignoring the Limitations (in italics), which eliminates any
calculation with a dividing sign. In that case, the total Points would be 224. 224 ÷ 200,
multiplied by 100 for easy reading = 112.0.
In use
Situations
Unusual Looks 11- (unfortunately repulsive bug forms)
Public Identity
Psychological: Thinks everyone knows entomology (often)
Psychological: Idealistic, “everyone will get along if they just listen to each other”
(sometimes, irrational)
Psychological: Very brave (sometimes, irrational)
Dependent NPC. aged grandfather, Manfred Owen Barfield II, (Aged/infirm, limiting,
all the time, 15; Secret Identity: Devour, 15; Disoriented, sometimes, 5)
Unlucky 2d6
273
Appendix • The Defiants
Characteristics
Strength 2d6
Endurance cost: 2
Presence 2d6
Body 10
Recovery 10, Stunned 10
Knockout 20, Endurance 30
+3 Body inobvious focus: power pack
Recovery 13, Stunned 13
Knockout 26, Endurance 39
Speed 3
Phases 2 / 4 / 6
Defense 16
6 resistant (16 total)
Dexterity 14
Intelligence 12
Ego 11
Skills
Climbing 14-
Computer Programming 12-
Lucky 2d6
Powers
Superleap 10 hexes
Endurance cost: 1 per hex
Multiform: Bug Simulator ½ effect without power pack
Assassin Bug Bonk: 6d6 Reactive Blast
½ effect without power pack
Endurance cost: 6
Stink Bug Spray: 4d6 Flash
½ effect without power pack
Endurance cost: 8
Bedbug Slurp: 8d6 Drain
½ effect without power pack
Endurance cost: 0
274
Appendix • The Defiants
275
Appendix • The Defiants
276
Appendix • The Defiants
In use
Situations
Unusual Looks 11- (demonic-looking, scary)
Unusual Looks 8- (reputation as lawless, thoughtless vigilante)
Psychological: Despises hypocrisy (often)
Psychological: Struggles with despair (often)
Psychological: Lonely (sometimes, irrational)
Side Effects, when using telepathy: Images 6d6
Hunted: The Eagle Forum (organization, ruinous)
277
Appendix • The Defiants
Characteristics
Strength 6d6
Endurance cost: 6
Presence 4d6
Body 12
Recovery 12, Stunned 12
Knockout 24, Endurance 36
Speed 3
Phases 2 / 4 / 6
Defense 13
With Force Field, total Defense is 21, of which 8 is resistant
Dexterity 12
Intelligence 12
Ego 11
Skills
Detective Work 12-
Martial Moves
Dodge, Martial Block, Martial Throw, And Out
Find Weakness 11-
Powers
Telepathy 4d6
Skill-based with Detective Work (¼ Limitation), Burnout, mild (¼ Limitation), No Range (½
Limitation)
Elemental Control: Hellish Fury
Force Field Defense 8, Usable for others
Endurance cost: 4
Strike (adds to punch): 2d6 Weaken Presence
Endurance cost 7
Missile Deflection 11-, 2x b/t Phases
2x Endurance (1 Limitation)
Endurance cost: 12
278
Appendix • The Defiants
279
Appendix • The Defiants
280
Appendix • The Defiants
Powers
Invisibility, 20 Active Points
Skill-based, with Stealth (¼ Limitation) 20 ÷ 1¼ = 16
Teleport 10 hexes, 20 Active Points
Linked to Invisibility (½ Limitation) 20 ÷ 1½ = 13
Variable Power Pool: This/That, 40 Points 40
VPP Control, 20 Power Points
Control Limitation: Tricky (¼ Limitation) 20 ÷ 1¼ = 16
Total points = 200
Ratio = 109.0
The Variable Power Pool cannot be modified; its Points are its Points no matter what.
The Control carries the blanket Tricky Limitation, which is rated at ½, but as applied to
the Control is only ¼. This would be the case even if a dozen Limitations were piled on
there.
For Powers constructed using the Pool, however, the Tricky Limitation is treated
normally, as a ½ Limitation reducing the Points. If you select other Limitations for them
as well, then you might have quite a few full-powered (i.e. 40 Active Points) effects
running simultaneously.
The Which’s ratio is calculated by ignoring the Limitations (in italics), which eliminates
any calculation with a dividing sign. In that case, the total Points would be 218. 218 ÷
200, multiplied by 100 for easy reading = 109.0.
In use
Situations
Secret Identity
Side Effect, when Think Twice fails: 2d6 Entangle
Psychological Limitation: Complex morality, understands both sides (often)
Psychological Limitation: Brutally honest to others (sometimes)
Psychological Limitation: Secretive to/about self (sometimes, irrational)
Dependent NPC: twin sister Tina (Unlucky 2d6; Hunted: Domain)
Dependent NPC: parents (Psychological: Homophobic, sometimes)
281
Appendix • The Defiants
Characteristics
Strength 3d6
Endurance cost: 3
Presence 4d6
Body 12
Recovery 12, Stunned 12
Knockout 24, Endurance 36
Speed 3
Phases 2 / 4 / 6
Defense 13
Potentially augmented by Powers from VPP
Dexterity 12
Intelligence 12
Ego 12
Skills
Stealth 12-
Think Twice 13- (includes Skill Level)
Skill Level: +1 to Think Twice
Lucky 3d6
Powers
Invisibility to ordinary sight
Skill-based, with Stealth
Endurance cost: 4
Teleport 10 hexes
Linked to Invisibility
Endurance cost: 4
Variable Power Pool: This/That, 40 Points
Pool, 40 Points
VPP Control
Tricky 12-
282
Appendix • The Defiants
283
Appendix • The Defiants
284
Appendix • The Defiants
Ken Solo, Kevin Brennan, Kevin Flynn, Kevin Madison, Kris Scott, Lee Carnell, Lee Smith, Loren Frerichs,
Lorenzo Gatti, Lorrraine, Maewbank, Mark Argent, Mark Brunsdon, Mark Malone, Marshall Miller, Matt
Blackwell, Matthew B, Matthew Hain, Matthew Roth, Matthew Skail, Mel White, Mendel, Michael D Opdyke,
Michael Gunn, Michael Harvey, Michael Martin, Michael McLawhorn, Michael Monk, Michael Muller, Michael
Potter, Michele Gelli, Mike Douglas, Mike Ferdinando, Mike J. Murtha, Mike Stewart, MistWing SilverTail,
Morgan Weeks, Myshe Stephenson, Naked Heathen, Ned Leffingwell, Neil Felix Schulman, Nestor Rodriguez,
Nick, Hopkins, Omar Hernandez, Omar Vega, Ota Ulc, Paul Glenn, Peter Raines, Phil, Philip Rogers, Philippe
Sergerie, Print And Play Gamer, Quincy Jackson, Ralph Mazza, Randall Wright, Randy Bias, Rich Howard,
Rich Redman, Rich Spainhour, Richard Christopher August, Richard Comfort, Richard Corcoran, Rls, Rob
Stewart, Rob Trimarco, Robert Ahrens, Robert Baldwin, Robert Mull, Rod Currie, Roger Hall, Roger Rebisz,
Ron Roberts, Ron Sojourner, Sam Eaton, Sam Zeitlin, Samuel Puddleduck, Scott Dorward, Scott Mohnkern,
Sean Reeves, Sean Stubbe, Sean Todd, SeaWyrm, Seth Maxfield Flagg, Shannon Case, Shawn Marier, Shervyn
von Hoerl, Stefan M. Feltmann, Stephan Parker, Stephen McGinness, Steven Davis, Steven Henderson, Steven
Lord, Steven Sauer, Storium / Stephen Hood, Storn Cook, Tad Simmons, Terry Whisenant, The Game Steward,
Theron Bretz, Thomas Mundt, Thomas Phinney, Thomas Thetford, Thorsten Schubert, Tim C Koppang, Tim
Jensen, Todd Showalter, Tom Ferguson, Tom Huber, Travis Casey / Ebon Gryphon Games, Tristan Crocker,
Victor Allen, Vincent Baker, Warren, Wayne Stewart, Wayne Tripp, Wilfred Helling, Wilhelm Fitzpatrick, Will
Arnold, Will Triumph, Yamato, Yancy Evans, Zachary Brown, Zeb Walker
Triple Threat!
Alan Bradley, Alicia A Rybczyk, Amanda M. Penn, Andrew Cowie, Andrew Miesem, Andrew Moreton, Andy
Staples, Anthony R Cardno, Antonio Montagnese, Ari D Jordon, Baal, Benjamin Terry, BeZurKur, Bloo, Brian
Fried, Brian Isikoff, Bryan Considine, C. Ryan Smith, Carter Merritt, Chad, Charles A. Bernacchi, Charles
D. Moisant, Charles Henebry, Chris Goodwin, Chris Halliday, Chris Helton, Christian Lindke, Christopher
Bishop, Christopher Kit Kindred, Colin Booth, Cominius, Craig Rasmussen, Cubist, Daniel Smoak, Dave Bell,
Dave Freireich, David Abzug, David Bent, David Breuer, David Conklin, David Majors, David Steele, Deleted,
Deth Nightslayer, Diego Garcia Madrid, DM Jalund, Donald C. Dodd, Donny Arnold, Drew Bergstrom, Eric
Jackson, Erik Talvola, Erik Yocum, Frank Romero, Geoffrey Tillman, Ges Seger, Govis, Graham Cheshir,
Grubnash, Hawkeye Pearce, Jack Gulick, Jack Flash, James Van Horn, Jason “JiB” Tryon, Jason Leisemann,
Jason Pelloni, Jason Petry, Jason Verbitsky, Javier “Intkhiladi” Escajedo, Jay Goodfader, Jeff ‘Shaggy’ Ring, Jeff
Troutman, Jeffrey Meyer, Jeffrey Pfaffmann, Jeremy Barton, Jerry D. Grayson, Jesse Goble, Jesse Zwerling, Joe
Walsh, Joel Davis, John Bailey, John Berry, John Bookwalter Jr., John Desmarais, John Thompson, Johnny
Casady, Jon Sloan, Jonathan Ly Davis, Jose Torres, Justin S. Davis, Karl Knutson, Keith J. Schnelle, Keith
Phemister, Kheprera, Kieran Mullen, Lachlan Jones, Larry Hetrick, Lawrence E. Su, Leah Watts, Leonard
Pierce, Lisa Rich, M Newton, Manu, Marc Gillham, Mario Gintella, Mark Delsing, Mark James Featherston,
Mark Solino, Martin Maenza, Matt-Man, Michael Machado, Michael G.L. Price, Michael Feldhusen, Michael
Maroon, Michael Tisdel, Michael Tully, Michael Vulcano, Mike Frost, Morgan Hazel, Nathan Harwell, Neil
Carver, Nick Braccia, Odidikillu, Patrick Oshea, Paul, Paul C., Paul Hagan, Paul Reed, Peter A Lindstrom,
Peter Evanko, Rachel Gollub, Rich Banks, Richard Auffrey, Richard Ingram, Rob Kalbach, Robert Dorf, Robert
H Hudson Jr, Robert Hitz, Robert Kim, Robert Soderquist, Robert Webb, Roger Carden, Ross Hunter, Ross
Rannells, Sam Anderson, Samaritan1975, Schuyler Corson, Scot MacNaughton, Scott Baker, Scott Elderkin,
Scott F, Scott Maynard, Scott Pinnow, Sean Jenkins, Sean Smiley, Seth A Spurlock, Shawn P, Siegzon, Solomon
Grundy, Stardog, Stephen, Steve Donohue, Steve Kenson, Steven Verbridge, Tanda Cash, Ted McClintock,
Thaddeus Ryker, Tim Cox, Tim Statler, Timothy Salisbury, Todd Vanderbeek, TomWhise, Tony Messerges, Tor
Erickson, Trip Space-Parasite, Tristan Salazar, Unlikely Lass, Valhalar, W!, Walter, Wayne Walls, William King,
Wout Thielemans, Zelski
Team Up!
Brian Dalrymple, EndGame / Chris Hanrahan, George Vasilakos, I’m Board! Games & Family Fun, Sean
Holland, Tiana Chase, Ultrium
Heroes Assemble!
Aldo J. Regalado, Carl Rigney, High Rock Press, Sean Mahan
285
appeNDIX • the DeFIaNtS
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286
Comic Title
Situations
Utilities
1 1 1 1 1 1
Dice End Dice Total Resistant Other Luck Unluck
Strength Presence Dexterity Intelligence Ego Defense Luck Phases
Punch +0/+0
Grab -1/-2
Dodge NA/+3
Coordinate -2/-2
Assist +0/-1
Skills Maneuvers
Powers
Modifiers Slot
Modifiers Slot
Modifiers Slot
Modifiers Slot
Modifiers Slot
Modifiers Slot
Character Name Hero Name
Power Concept
Problem Concept
Situations
Situation Total Points
Characteristics
Strength
Characteristic (Limitations) Base Value Points Per Value New Value Limitation Value Total Points
Presence
Characteristic (Limitations) Base Value Points Per Value New Value Limitation Value Total Points
Body
Characteristic (Limitations) Base Value Points Per Value New Value Limitation Value Total Points
Speed
Characteristic (Limitations) Base Value Points Per Value New Value Limitation Value Total Points
Defense
Characteristic (Limitations) Base Value Points Per Value New Value Limitation Value Total Points
Dexterity
Characteristic (Limitations) Base Value Points Per Value New Value Limitation Value Total Points
Intelligence
Characteristic (Limitations) Base Value Points Per Value New Value Limitation Value Total Points
Ego
Characteristic (Limitations) Base Value Points Per Value New Value Limitation Value Total Points
Skills
Skill Points Per Value Total Points Skill Points Per Value Total Points
Skill Points Per Value Total Points Skill Points Per Value Total Points
Skill Points Per Value Total Points Skill Points Per Value Total Points
Powers
Power Points Per Value Limitation Value Total Points
Point Totals
+ + + =
Total NP Spent NP Situations TP Characteristics TP Skills TP Powers TP Total Character Points