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HEROIC RPG

V3.0 - 2022
Glossary

Action:
Active Value (AV):
Advancement:
Advantage:
Attribute:
Body:

Calling: Each character does what they do for a reason, this is their calling.

Condition:
Degree of Success (DoS):

Difficulty: Every action has a Difficulty that must be matched or exceeded by a Feat roll. There are three
types of Difficulty, Static, Opposed and Unopposed.

Disadvantage:

Duration: Part of Status, Durations are a measure of time between the action or effect and the next
Negative Status. For more see the Game Mechanics section.

Echelon:

Edge: The defining aspect of the game, Edges are used for categorizing Attributes, Skills and Talents.

Feat: A roll used to determine the outcome of an event when the result is not easily determined or
resisted. Combat and use of powers dominate the use of Feats, though there are many that are made
out of combat as well.

Hero Points:
Hindrance:
Intensity:
Mind:
Modifier:

Narrator: Also known as a storyteller or game master. This is the person who creates the world,
adventures and NPCs the players will interact with. The Narrator is also the attributor of the rules.

Narrator Die: This is a die that is rolled for adversaries that oppose the PCs, as well as to determine any
random difficulties, the Status of the round, and the Duration of effects.

Perk:
Power:
Rank:

Recovery: The regaining of Body and Mind points.

Resistant Value (RV):

Status: This is a determination if the heroes or the villains (or no one) has the upper hand on a Round.
Status can be Positive, Neutral or Negative. It is also used to determine Status Results.
Status Result: A roll of the Narrator Die to determine if a situation has improved, deteriorated or
remained unchanged.

Talent:
Target Number (TN):
Tier:
PLAYING THE GAME
Core Mechanic

Roll 2d10 vs a Target Number.

This is a Feat Roll.

The roll is modified by comparing Attributes as Active and Resistant. The difference is proposed as a
modifier to the roll.

Example: Fight Man has a Skirmish of 5 and he tries to punch Jumper Jones, who has a Skirmish of 4. 5-
4 gives us 1, so Fight Man rolls 2d10 and adds +1 to the result.

The result of the roll is compared to the following table;

Result Success Level Effect


01-09 Failure You miss your target, fail at your task, etc…
10 Gray Success You fail, but not totally. Think of it as “No, but…”
11-14 Success Your action succeeds as expected
15-19 Enhanced Success You succeed and gain 1 Degree of Success
20-24 Phenomenal Success You succeed and gain 2 Degrees of Success
25+ Legendary Success You succeed and gain 3 Degrees of Success

VS Engine Specifics

Action Active Attribute Resistant Attribute


Melee Attack Skirmish Skirmish
Ranged Attack Agility Agility
Soak Endurance/Damage Damage/Endurance
Telepathic Talent/Discipline Discipline/Talent
Feat of Strength Brawn Intensity of Weight
Social Combat Presence Discipline

These are guidelines, as there will be Talents or other options that have a specific built in, or change the
norm. If nothing is presented, refer to this table or use your best judgement.

Degrees of Success

When you succeed beyond normal Success you may purchase extra effects with which to induce further
impact on your target. These are basically Degrees of Success and then help turn an achievement into an
event!

Referred to as DoS hereafter.

Normally they are used to purchase “effects” in combat, but out of combat can be used to increase the
effect of the action but increasing the intensity of the effect.

These effects can add to existing Talent effects, but for Combat Maneuvers, they are superseded by any
DoS those have.

Not all points need to be spent on the same effect. If you have 3 Degrees of Success you may choose to
buy any appropriate effects with them.

Example: You could buy Bam! for 2 DoS and then Knockdown for 1 more.
Combat Degrees of Success

1 Degree of Success
Name Effect
Bif! +1 Damage
Knockdown Target is knocked Prone. Agility Save vs. the Damage to resist.
Daze Target is -1 on all actions for 1 round. Endurance Save vs. the Damage to resist.
Injury Lethal Damage Only; -1 on all actions until you receive medical attention or healing.
Endurance Save vs. the Damage to resist.
Raise Add +1 to the Intensity/Effect of the Attack/Talent

2 Degrees of Success
Name Effect
Bam! +3 Hits
Knockback Target is sent up/back/down 1 Area. Agility Save vs. the Damage to resist.
Stun Target loses all actions for 1 round. Endurance Save vs. the Damage to resist.
Wound Lethal Damage Only; -3 on all actions until you receive medical attention or healing and
make an Endurance check (vs. 5) every round to avoid blacking out. Endurance Save
vs. the Damage to resist.
Push Add +3 to the Intensity/Effect of the Attack/Talent

3 Degrees of Success
Name Effect
Pow! +5 Hits
Grand Slam Target is sent up/back/down 1d10 Areas. Agility Save vs. the Damage to resist.
K.O. Target is out cold for 1d10 rounds. Endurance Save vs. the Damage to resist.
Kill Lethal Damage Only; Target is knocked out of the fight, can take no actions, and must
make an Endurance check (vs. 5) every round, with a cumulative -1 on each roll, until
they receive medical attention or healing. If they fail the roll they are dead. Endurance
Save vs. the Damage to resist.
Surge Add +5 to the Intensity/Effect of the Attack/Talent.
Flurry You make an immediate extra Attack against an available target in range with a -5
Intensity penalty.

When defending, but not using a Action to do so (See Combat Maneuvers later), these are the DoS that
are available.

Degrees of Success Table - Defensive


Cost DoS Effect
1 Side-step Move 5’ without provoking an Opportunity Attack.
2 Moving Target Gain Advantage to your defense vs. the next attack against you.
3 Riposte Make an immediate Counter-Attack as a Free Action against the Attacker
you just evaded.

Criticals and Fumbles

Critical: On a natural roll of double 10’s you not only succeed in your action, but you also gain a positive
effect. This can be an advantageous position, double damage, double effect, or some other bonus. If
there is no other benefit evident, you gain 1 Hero Point and 4 Degrees of Success.

Fumble: On a natural roll of double 1’s you not only fail at your task, you incur a negative effect as well
(think “No, and…”). You may not use Edge on a Fumble but may spend 1 Hero Point to turn it into a
normal failure, but may not spend any further Hero Points to turn it into a success.
Advantage & Disadvantage

• Advantage: Roll 3d10 instead of 2d10, and take the highest 2, you may still choose one of them
to function within the parameters of Edge though.

• Disadvantage: Roll 3d10 instead of 2d10, and take the lowest 2, you may still choose one of
them to function within the parameters of Edge.

This creates a game within a game for the player. If the two highest give success, but rerolling the lower
due to Edge might increase potential DoS, the player must choose how they wish to move forward.

As with everything in HEROIC, it is all about the choices the player makes, it is their story and their
actions that determines the outcomes.

Status

Status: This is a roll that is normally made every round by the Narrator on 1d10 (the Narrator Die),
though it can be used in other circumstances.

A result of 1 – 3 gives Negative Condition, 4 – 7 gives Neutral Condition and 8 – 10 gives a Positive
Condition.

Condition is used to determine;

• Initiative: If the Status is Positive, the Heroes go first, if Negative the Villains, and if Neutral in
order of Agility (highest to lowers, use Insight to break ties).

• Recovery: If the Status is Positive the PCs gain a Recovery, if Negative their opponents, and if
Neutral no one recovers.

• Durations: When you need to know if the bomb explodes, the calvary arrives, or any other timed
event, consult the Status Die. Positive means whatever favours the heroes occurs, Negative their
opponents, and if Neutral nothing changes.

Difficulty

Difficulties: Whenever a character tries to do something that has a chance of failure, they must make a
roll and compare their total to the difficulty to determine success. Difficulties are used as the resistance or
target number of actions. The acting character must beat the target number, not only tie it, unless they
are defending against an attack or event. In cases of ties, the defender wins.

Difficulty TN
Automatic 0
Easy 1-2
Average 3-4
Challenging 5-6
Daunting 7-8
Desperate 9-10
Nigh Impossible 11+

Opposed Difficulties

Most often seen in combat situations, Opposed Difficulties are when one character generates a value and
another character attempts to beat it. Opposed Difficulties are generated by making a Feat (rolling dice
and adding the appropriate Intensity to that result, as well as adding Edge and Fate). The defender must
then make a similar Feat to either tie or beat that difficulty number.

Unopposed Difficulties

All unopposed actions start at a Difficult of 10 and are modified by the Intensity of the action, item or
effect they are challenging.

When performing unopposed actions, compare the Intensity of the item/event to the Intensity of the
Power or Attribute being used and adjust the difficulty using the following table;

Opposed actions are set by a resistant opposition (other person) and they generate the Difficulty by
rolling their action and using it as the Difficulty that must be defeated.

Static Difficulties

Sometimes there is no Intensity involved. There is just a difficulty to achieve what you want to do, for
example creating a new gadget. In these cases, a Static Difficulty is what should be used as the target
number that the Feat needs to beat.

Action Economy

Every character has the following actions available to them each round of combat;

• Move Action: Every round the character may move up to their full movement in any type of, or
combination of movement types they have. This movement can be split into multiple parts, but all
must be used on your turn, unless you have an ability or power that allows you to move as a
Reaction.
o Dash Action: You may sacrifice your Standard Action to double your movement for the
round.

• Standard Action: Using a Talent, using a skill, doing something other than moving, reacting, or
an extra to something is a Standard Action.

• Reaction: A Reaction is either something like a dodge, or a specific provided by a Archetype


Ability, Boon, or a Talent. They happen not on the character’s turn but on another character’s turn
in reaction to their action. Unless otherwise stated, each character gets only one Reaction per
round, but may use their Standard Action as a second Reaction.

• Bonus Action: Bonus Actions are either provided by Archetype Abilities, Perks, or Talents. They
must be used on the character’s turn, unless specifically stated otherwise. Unless otherwise
stated, each character may take only one Bonus Action per turn.

They also can take the following Free Actions;

Reponses

When attempting to sway a crowd, gain aid or cooperation from an individual, etc... a Presence Feat is
often made. The person attempting to manipulate, persuade, or even command the targets rolls a Feat and
consults the table below.

Reactions

There are many factors that can affect the roll, the following list is not considered final, just a good set of
guides.
Presence Feat Response
Fumble Violently Hostile, Immediate Attack
Fail Hostile, Prepares for Attack
Gray Success Uncertain, Trending Negative
Success Neutral, Uninterested, Uncertain
Enhanced Success Uncertain, Trending Positive
Phenomenal Success Friendly, Prepares for Action
Legendary Success Enthusiastic, Immediate Action

Response Adjustments Table


Side: Heroic, Unaligned, Villainous
Same +1
Neutral -
Opposing -1

Relationship
Already Hostile -3
Indifferent -
Already Friendly +3

Authority
Character has against Legal Authority (Criminals) -1
Character has no legal Authority -
Character has Legal Authority +1

Feats
CHARACTERS
Origin

Every hero (and villain) has an origin or source for their powers. The following list is provided to cover
most of them, though if your concept doesn’t fit into one of them feel free to come up with something
(along with your Narrator) that fits;

• Alien – You are an extra-terrestrial, a subterranean or even an extra-dimensional


being. Whatever the case you are a normal example of your species, with all the powers they
normally have. If you are not a normal member of your species, you should choose another
category to reflect how you are different from your people. In some campaigns Aliens are
commonplace and no one bats an eye at their appearance, in others they are to be feared and
mistrusted. Alien characters start with 1 in their Reflex, Physique, or Intellect Edge and a
Skirmish/Agility, Brawn/Endurance or Reason/Insight Skill at +1.

• Altered – Through either accident or design you are no longer a standard member of the human
race (or other race if not human). You have been given tremendous powers by your origin event
and are well outside the norm. The downside to this is that your powers can be nullified by
technology or other powers designed to do so. The commonness of these things is really up to
the individual Narrators so check before assuming. Altered characters start play with 1 in their
Physique, Intellect or Spirit Edge, player’s choice and a free Brawn/Endurance,
Reason/Insight or Presence/Discipline Skill at +1.

• Artificial – You were made, either through technology, science or magic. You may or may not be
a sentient being (if not you are no more than a robot or golem) and you may or may not be
considered “alive” in legal, biological and metaphysical terms. In some campaigns you may be
seen as an abomination that is feared and mistrusted by normal people, in others you may be the
logical evolution of technology… or even a mix of both. Constructs start play with a +2 in their
Physique or their Intellect Edge and may never any Spirit edge unless approved by the
Narrator.

• Intense Training – The very definition of the self-made-man… or woman… or subterranean


volcanic being… whatever the case you have trained your body to perfection, though you never
stop pushing for better. Intense Training origin characters can rarely have true “super powers”
and tend to rely on equipment, though the concept of a Mentalist who has trained their mind to
develop powers, or a martial artist who has developed mastery over their own chi is not out of the
range of this Origin. As always clarify with your Narrator before selecting. Intense training
characters start play with a 1 in their Reflex or Physique Edge as well as a free Skirmish/Agility
or Brawn/Endurance Skill at +1.

• Magical – All of your power either comes from magical spells or magical items that you
carry. These are the only characters who use the previous mentioned abilities. Those who were
given their powers via magic are considered Altered and those characters that were made by
means of magic are considered Artificals. Magical characters tend to attract Magical enemies and
powers from beyond so choose the Origin with caution. Magical characters start play with a 1 in
their Spirit Edge and a related Presence/Discipline Skill at +1.

• Mutant – You were born with powers that are not the norm for humans (or your
race). Depending on the campaign you are in you may be hated, or even hunted. In another
campaign you might be seen as the saviors of the world or even mystical gods. Mutants MUST
take either the Freak or Monstrous Hindrance. Best to ask your Narrator how they treat Mutants
in their campaign before picking this origin. Mutants start play with a 1 in Physique or Intellect
Edge, player’s choice and a Brawn/Endurance or Reason/Insight Skill at +1.
• Tech – Be it a power suit, a cool laser-sighted bow or even a series of ever changing gadgets,
you get your powers from one place only, technology. The upside to this is that you don’t set off
any power scanners and nullifiers have no effect on you (on your tech is another question). The
downside is that your gear can get stolen, broken or even lost. High-Tech characters start with a
1 in their Intellect Edge and a free related Mind Skill at +1 if they designed their own tech. If
they are just the user/pilot they instead get a 1 in their Reflex or Physique Edge and a related
Skirmish/Agility or Brawn/Endurance Skill at +1.

Archetype

Each Archetype will get a Special Ability that ties to their Echelon. Clearly the higher the Echelon the
more powerful the Special Abilities will be. Note: Omega Echelon characters do not get a new special
ability.

Bruiser: Bruisers are all about power over finesse. They use their raw power to their advantage,
subscribing to the philosophy that the best defense is a strong offense.
• Strong (Rank 1): You gain a +2 to your Brawn Attribute
• Heavy Hitter (Rank 3): You gain +1 to all damage. This increases to +3 at Rank 5, and +5 at
Rank 10.
• Power Attack (Rank 5): For 5 Power you can add +1d6 to your damage pool. You may only add
+1d6 to the pool, but can be used on ANY damage.
• Critical Strike (Rank 7): On a successful attack you can sacrifice your Reaction (or next
Standard Action if no Reaction available) to do +5 Damage.
• Penetrating Attack (Rank 10): On a successful attack you can spend 10 Power and sacrifice
your Reaction (or next Standard Action if no Reaction available) to ignore up to 5 points of
Damage Resistance of any kind.

Observer: Observers are all about finding weakness, paying attention, seeing the patterns and seeking
to exploit them. Observers are able to notice things others miss and apply them.
• Keen Eyed (Rank 1): You gain +2 to your Insight Attribute.
• Ahead of the Game (Rank 3): You gain +1 to initiative. This increases to +3 at Rank 5, and +5 at
Rank 10.
• Find Weakness (Rank 5): For 5 power you can exploit a weakness in your target’s defenses and
gain Advantage on your attack against them.
• Give An Edge (Rank 7): You can sacrifice your Reaction (or next Standard Action if no Reaction
available) to provide an ally that can see or hear you with Advantage on their next action.
• Counteraction (Rank 10): You can spend 10 Power and use your Reaction (or next Standard
Action if no Reaction available) to interrupt any action being taken to try and prevent/thwart it.
This must be declared after the action is announced, but before the dice are rolled.

Striker: Strikers rely on speed and technique to harass and occupy their opponents, working to keep their
enemies swinging at air while they make every blow count.
• Agile (Rank 1): You gain +2 to your Agility Attribute.
• Hard Target (Rank 3): You gain +1 to your defense checks. This increases to +3 at Rank 5, and
+5 at Rank 10.
• Flurry (Rank 5): For 5 power you can take an immediate extra attack as a Reaction..
• Focused Fighter (Rank 7): You can sacrifice your Reaction (or next Standard Action if no
Reaction available) to distract an opponent, giving them Disadvantage on their next action.
• Evasion (Rank 10): After a successful attack against you, you may spend 10 Power and use
your Reaction (or next Standard Action if no Reaction available) to evade the attack.

Talker: Talkers are leaders, taunters, cajolers, and diplomats in the superhero game. They either know
just the right thing to say to get their teammates rallied or to demoralize their foes. Whether they use
inspiration or mockery, they are always the center of attention on the battlefield.
• Charisma (Rank 1): You gain +2 to your Presence Attribute.
• What A Charmer (Rank 3): You gain +1 to your Responses checks.This increases to +3 at Rank
5, and +5 at Rank 10.
• Centre of Attention (Rank 5): For 5 Power you may inspire an ally, giving them Advantage on
their next action, or infuriate an enemy, imposing Disadvantage on theirs.
• Taunt/Challenge (Rank 7): You can sacrifice your Reaction (or next Standard Action if no
Reaction available) to single out an opponent. If they attack any target other than you, they have
Disadvantage on their attacks until they do attack you or take damage.
• Rally/Dishearten (Rank 10): You may spend 10 Power and use your Reaction (or next Standard
Action if no Reaction available) to provide Advantage to ALL allies that can see or hear you on
their next action, or provide Disadvantage to ALL enemies that can see or hear you on their next
actions.

Tanker: Tankers hold the line. They take the damage, and stand on guard for those who need them.
Stalwart defenders, noble knights, selfless heroes, they are always ready to take the blows meant for
others.
• Rugged (Rank 1): You gain +2 to your Endurance Attribute.
• Damage Reduction (Rank 3): You gain +1 Damage Resistance to all Damage. This increases to
+3 at Rank 5, and +5 at Rank 10.
• Healing Surge (Rank 5): For 5 Power you may regain 1d10 missing Health, but cannot go over
your maximum normal total.
• Interprose (Rank 7): You can sacrifice your Reaction (or next Standard Action if no Reaction
available) to take a successful hit that target’s a character within your movement range. All effects
and Degrees of Success are applied to you instead.
• No Surrender (Rank 10): You may spend 10 Power and use your Reaction (or next Standard
Action if no Reaction available) to keep fighting for Endurance rounds after being reduced to 0 or
less Body. After that you pass out as per normal and do not regain consciousness until you are
either healed, take a recovery, or rest for a full night..

Thinker: Thinkers are always one step ahead of their opponents, calculating the odds, and making
educated guesses. They are scientists, tacticians, gadgeteers, etc... They work great on a team, where
they can best direct the abilities of their allies to make the plan come together.
• Clever (Rank 1): You gain +2 to your Reason Attribute.
• Tactics (Rank 3): You gain either a +1 to Attack or give your enemy a -1. This increases to +3 at
Rank 5, and +5 at Rank 10.
• Strategy (Rank 5): For 5 Power you may give any enemy you face Disadvantage on their next
action against you or an Ally.
• Think Again (Rank 7): You can sacrifice your Reaction (or next Standard Action if no Reaction
available) to reroll a failed action, or provide an Ally a reroll, taking the better of the two rolls.
• I Had a Plan (Rank 10): You may spend 10 Power and use your Reaction (or next Standard
Action if no Reaction available) to make an opponent fail a successful action. They may spend a
Villain Point to make it a Grey Success instead.

Multiple Archetypes

Being a Multi-Archetype character involves taking another Archetype AFTER achieving Ranks in their
first, or Primary Archetype.

Characters can become Multi-Archetype at any point after 2nd Rank, so long as they understand they can
only advance one Archetype at a time.

A Multi-Archetype character can have as many Archetypes ultimately as they like, but they can only
advance 1 Archetype to Rank 10, at which point they can only advance a second Archetype to Rank 7,
and finally a 3rd Archetype to Rank 4.

They can have as many Rank 1 3 Archetypes as they like.


Calling

Callings are why you are out here doing this. Callings provide the reason why the hero (or villain) does what they do.
It also provides a reroll that can be called upon by spending Hero Points when acting within your calling. The first
time you do this costs 1 Hero Point, and each additional time the Calling is invoked it costs double Hero Points from
the time before. So, if you were to call on it three times in one session, the first one would cost you 1 HP, the second
2 and the third 4.

If you cannot find a Calling on from this list that suits your view, discuss it with the Narrator to work out a new Calling.

• Adventurer – Your hero seeks to recapture a spirit of adventure that humanity has lost. He or she will go to
often foolhardy ends to revitalize this hedonistic, adventuresome spirit.

• Beast Within – Your hero has a savage side that must be kept in check. He or she must struggle to control
these feelings, or give in and lose control

• Boy Scout – This guy believes in being a hero more than anything else. He never bends or compromises,
he believes in doing what is right and even letting the bad guy get away to save that puppy in traffic. It's just
the right thing to do. He is an example to other heroes.

• Defender – This hero does what they do to protect those who cannot protect themselves. They see
themselves as the first, last and best line of defense for the every-day-Joes of the world. When an ally is
about to get blindsided or a villain is about to shoot a hostage, this is the guy who throws himself in the way.

• Fame – Your hero is overwhelmed by desire for fame (and usually the wealth that comes with it). Even when
great fame is achieved, it must be kept up.

• Great Responsibility – Your hero wishes a normal life, but is saddled with powers. They feel he or she
must act selflessly, despite their desire to grab normalcy if it comes along, but otherwise will persevere.

• Hotshot – This hero seeks to be the best and make sure everybody knows it. They tend to be arrogant or a
braggart but they are also the first one into the fray and they never give up. They might think with their
power blasts, but they will never shy away from a fight or a showdown. That can be both good and bad.

• Human Nature – Your hero isn't fully human, but envies the full emotions of others. The closer your hero
can get to human, the happier he or she is.

• Idealist – Either a rebel with a cause, a young hero who really believes in the truth, justice and liberty for all
idea, or any other character who believes in an ideal and strives to uphold it, even if for villains who have
this Calling the ideal is less than noble.

• Investigator – The hero wants to know why things are the way they are. Maybe the focus of their attention
is the mysteries of the universe, or simply solving puzzles. They are a curious type who are only happy
them their wits are being challenged. As heroes they tend to look for clues, study phenomena or probe into
the unknown.

• Journeyman – Being a superhero was just the right thing to do and this hero has no grand ideals about who
they are. Maybe they like the hours, the costume, or just having something to do, either way they don't
strive to be great and won't let themselves be mediocre.

• Justiciar – Your hero believes in the rule of law and that all men must face justice for their crimes. Whether
or not your hero believes he is the final authority is a whole other conversation.

• Juvenile – Your hero recklessly pursues the life of a super-being with the wide-eyed joy of youth. Such an
individual is bored easily, and not good at listening to instructions.

• Lone Wolf – This guy is not a team players and challenges authority at every turn. As much as he says he
hates being on a team and all the rest, he will NEVER let his teammates down or leave them in a
lurch. Antisocial yes, but always has your back.
• Mentor – This hero seeks to teach those around him what he has learned or what he knows. Often this
hero offers training and tends to be an older, more experienced hero. Of course that may not be the case as
well and this hero simply desires to train or teach others despite their own level of experience.

• Outsider – Your hero is hated or feared for some quality, possibly a mutant power or a past allegiance. He
or she may want to be left alone, or will only ally with those who are free of the bias.

• Pilgrim – This hero is trying to learn something about themselves, society or the universe or maybe they are
on a quest to achieve knowledge. Whatever the reason, it is what drives them. They are often detached
from the others around them as they think and analyze more than normal, but their quest allows them to be
a strong ally as long as they are heading in the same direction.

• Redemption – Your hero acts to gain redemption for past sins. Only through the doing of good deeds can
your hero feel at least partially cleansed.

• Revenge – Someone, somewhere crossed this character and they spend their days seeking to right what
went wrong. Their lives have become a dedication to their vengeance and it defines every aspect of who
they are. No move is made without determining if it brings them closer to or further from their
goal. Naturally this goal can never be reached.

• Role Model – Your hero feels he or she symbolizes a race, class, historical legacy, or subgroup that needs
greater visibility. He or she seeks a high profile, but not personal notoriety.

• Soldier – Your hero prizes following or giving orders unless it conflicts with his or her moral code. He or she
may fight for money or duty, but ultimately fights for personal validation.

• Thrill-Seeker – Your hero acts because of a hedonistic desire for danger and risk. Events that heighten his
or her adrenaline are highly prized.

• Tinkerer – This hero loves gadgets and tweaking them, or even making whole new technologies. They are
the kind of hero who doesn't want to destroy the enemy's doomsday device, but instead study it and learn
what makes it tick. They can frustrate teammates with their nose always in the lab/machine shop, but they
are also how teams get those wonderful toys.

• Wiseacre – To this hero it's all a game and a joke, you just have to get it and they do. They try never to let it
get them down and always have a quip or a comment in any situation. More than that they use their
lighthearted nature to protect themselves and others from the reality of just how dangerous and brutal the
world of supers can really be.

VILLAINOUS CALLINGS

These callings can ONLY be had by Villainous aligned characters.

• Destroyer – You take great pleasure is smashing things. The feel of breaking bricks, glass, bones, they give
you what you want, a strong and steady rush!

• Greed – Money, that's all that matters and there's never enough, even if you tell yourself just one more haul.

• Loose Cannon – You aren't the most stable of folks and can often make very strange choices based on
factors you and you alone understand.

• Master Mind – Everything is about how smart you are and how you can out think and out plan others.

• Monster – You are a monster and you live to terrorize others. You take no pleasure from your acts, it's just
who, or what, you are.

• Nihilist – Everything ends, nothing lasts, so why bother trying to make it better? Best to help it along if you
can.

• Rex Mundi – The world is yours for the taking, it's the natural order of things.
• Zealot – An Idealist thinks of a better world, you think you already know the answer to that better world and
everyone else had best get in line with your thinking, or be dealt with.

UNALIGNED CALLINGS

Unaligned characters can take any calling, but careful consideration must be taken when looking at certain ones. An
unaligned character would really have to think about taking Boy Scout without just deciding they are Heroic aligned.

There is one Calling that ONLY Unaligned characters may take;

• Mercenary – Help, hurt, it doesn’t matter, you are in it for the money and ONLY the money. Everything else
is irrelevant to you.

Side

Heroic: A do-gooder, on the side of right and justice, a hero.

Villainous: A rapscallion, a ne’er do well, a Villain Mr. Frodo.

Unaligned: The classic Anti-Hero, they are out for one person and one person only, themselves. They
walk the line between hero and villain with their shadow casting to either side depending on the situation.

Weakness

Still debating putting this or not.

Character Rank

Along the lines of levels, they represent the journey of the hero from the beginning to (hopefully)
becoming a world famous hero that is the idol of millions and the scourge of villainy. They do not
represent the power levels of the character, just their experience as a hero.

As such there are 10 Ranks of hero;

1-3 - Novice heroes


4-6 - Established heroes
7-8 - Journeyman heroes
9-10 - Legendary heroes

Campaign Echelon

Campaign Echelon represents the focus of the campaign and essentially its power level.

Alpha
• Street level heroes.
• Maximum 1 Edge +2, others at +1 (3 points to distribute)
• Maximum Attribute Score 7 (24 points to distribute)
• Average Rank 1 - 6
• Begin Play with 10 Hero Points
• Talents cannot be above Tier 1 (4 picks to distribute)

Gamma
• City level heroes.
• Maximum 2 Edges +2, others at +1 (4 points to distribute)
• Maximum Attribute Score 8 (32 points to distribute)
• Average Rank 4-7
• Begin Play with 7 Hero Points
• Talents can be Tier 2 (5 picks to distribute)

Delta
• National level heroes.
• Maximum 1 Edge +3, 2 at +2, others at +1 (5 points to distribute)
• Maximum Attribute Score 9 (40 points to distribute)
• Average Rank 6 - 8
• Begin Play with 5 Hero Points
• Talents can be up to Tier 3 (6 picks to distribute)

Zeta
• World level heroes.
• Maximum 2 Edges +3, others at +2 (6 points to distribute)
• Maximum Attribute Score 10 (50 points to distribute)
• Average Rank 7 - 10
• Begin Play with 3 Hero Points
• Talents can be up to Tier 3 (7 picks to distribute)

There is a 5th Echelon that is extremely powerful and that is the Omega Echelon. Omega Echelon
characters have power of cosmic proportions and can propose a massive threats, or defense, to a world,
a star system, and galaxy, and beyond.

Edges

Edges are ranked from +1 to +3 (Novice, Professional, and Elite)

• Reflex: When it comes to speed, accuracy, balance, etc… this is the Edge that governs such
things.
• Physique: Raw physical power, working with your hands, lasting in the fight, this Edge covers it.
• Intellect: How fast can you think? How good with machines are you? How aware of your
surroundings are you? This Edge helps you know.
• Spirit: When it comes to the intangibles of art, personality, of your very psyche and being, this is
the Edge.

Edge Rank
+1 Novice
+2 Professional
+3 Elite

When rolling (2d10) an action under the governing Edge, if one of the dice is less than the edge, you can
roll it again adding to the total. Continue this until you roll it equal to, or greater than the Edge. If both dice
are below the Edge, only one can be chosen to explode thusly.

Attributes

Attributes are ranked from 1 - 10, with extra ranks of 12, 15, and 20+. All rolls are determined by
comparing the Acting Attribute vs. the Resisting Attribute. The difference, +/- is applied to the 2d10 dice
roll versus the TN.

• Skirmish: Fighting, attacking, defending, this is the world of mano-a-mano combat and melee
fighting. It represents the raw ability you possess.
• Agility: Speed, dexterity, reactions and balance, Agility represents the characters physical
finesse and accuracy.
• Brawn: How strong are you? How much can you lift? Do you even lift bro? Brawn answers the
question.
• Endurance: Constitution, stamina, the ability to suck it up and keep going. Alongside Willpower,
Endurance is the measure of just how far you can go.
• Reason: Knowledge, smarts, memory and raw intelligence, Reason is at base the brains of the
character and is the hallmark of scientists and gadgeteers.
• Insight: Wits, intuition, sharpness as well as being in touch with the character’s surroundings,
Insight qualifies how attentive a character is.
• Presence: Bearing, charisma and even charm are all parts of Presence. Intimidating characters
and evil masterminds tend to have high a Presence as well. It is used to determine reactions to
you as well as how you affect others.
• Discipline: Force of will, determination and guts are all parts of Discipline. When the chips are
down or someone is trying to force a character to do something they don’t want to, Discipline is
what the character uses to resist.

Benchmarks give an idea of what the range of these Attributes mean in game terms;

Value Benchmark MSH Comparison


1 Impaired Feeble (02)
2 Below Average Poor (04)
3 Average Human Typical (06)
4 Trained Professional Good (10)
5 Elite Human Excellent (20)
6 Heroic Human Remarkable (30)
7 Enhanced Human Incredible (40)
8 Superhuman Amazing (50)
9 Elite Superhuman Monstrous (75)
10 World Class Superhuman Unearthly (100)
12 Godlike Shift X (150)
15 Near Cosmic Shift Y (250)
20+ Cosmic Shift Z (500)+

Statistics

Body (S+A+B+E): The amount of damage you can take before being knocked out, or worse.
Mind: (R+I+P+D): This represents the immediate mental health of the character, and can be targets by
various attacks, social combat, and stress.
Power (Body+Mind): This is a pool of personal power that the character uses to fuel their Talents and
other aspects of the game.

Skills

Skills are ranked +1 (Novice), +2 (Professional), and +3 (Master), they are added to the Edge for
appropriate actions.

Any skill with a * requires a focus (or specialization) to be chosen for it.

Skill Points are generated by adding as following;

Skirmish + Agility = Reflex Skill Points


Brawn + Endurance = Physique Skill Points
Reason + Insight = Intellect Skill Points
Presence + Discipline = Spirit Skill Points

Reflex Skills
Skirmish Skills Agility Skills
Aerial Combat Acrobatics
Hand-to-Hand Combat Concealment
Melee Weapon Contortionist
Ranged Combat Dodge
Shields Driving
Throwing Riding
Underwater Combat Sleight of Hand
Sport*
Stealth

Physique Skills
Brawn Skills Endurance Skills
Block Carousing
Brawling Resist Toxins
Climbing Running
Digging Stamina
Feat of Strength Swimming
Jumping
Wrestling

Intellect Skills
Reason Skills Insight Skills
Computers Assessment
Criminology Cryptography
Demolitions Espionage
Knowledge* Observation
Languages* Piloting
Law Shadow
Mechanics Streetwise
Medicine Tactics
Sciences Track
Survival*
Technology
Systems Operation

Spirit Skills
Presence Skills Discipline Skills
Artistic Expression* Craft*
Animal Handling Disguise
Command Finance
Intimidation Focus
Performance* Forgery
Persuasion Gaming*
Teaching Mesmerism
Wardrobe/Style Occult
Resist Interrogation

You must pay for each level in a Skill when making your character. So, to have a skill at +3 you would
have to pay 6 skill points (1+2+3).

Talents

Talents are superpowers, special abilities, and even extraordinary skills. They are based on Ability
Scores, and function in conjunction with them.
Some talent trees will branch out allowing for specialized effects, power stunts, or other ideas.

See the Talents section for all the juicy deets!

Perks

Alert – You reduce the Difficulty for Insight Feats (including Surprise) by one. (-1pt)

Ambidexterity - You can use tools and weapons with either hand at no penalty (normally +1 level of
Difficulty for using your off-hand). (-2pts)

Animal Empathy – Animals like you; they will never harm or attack you unless severely provoked. You
always seem to attract whatever animals are common to the area, and they will immediately gravitate to
your side, although they may not necessarily do what you ask them to. Actions involving animals are one
Difficulty easier for you. (-1pt)

Attractive – You are very good looking; people stop and stare at you when you pass, and you are
generally surrounded by admirers. Presence actions involving your looks are one Difficulty easier for you.
(-1pt)

Authority – You are invested with actual policing powers or some kind of recognizable authority. For 1pt
is a local authority (city/state police, city/state official), at 2 pts it is national (FBI/Senator) and at 3pts it is
international (UN Agent/Diplomat). (-1pt per)

Blind Fighting – You can counterattack in hand to hand combat with no negative modifiers for being
unable to see your opponent, provided they attack you first. (-2pts)

Clean Burning – You use your Power more efficiently than others. Whenever expending Power you
reduce the cost by -1. Take this a second time and the effect is -3, and a third time for -5. Though you
must remember that you can never reduce the cost to 0, it will always have a minimum cost of 1 Power.

Combat Awareness – This character is hard to flank or surprise, as such Difficulties to being Surprised
or other surprise moves in combat are 2 levels lower, to a minimum of Easy. (-3pts)

Contacts – You know people. You can make an Average Presence Feat to know someone who can help
you out in this situation. The more resources they can bring to bear on your behalf raises the Difficulty
level. (-2pts)

Direction Sense – You are never lost, always know where north is, and can orient yourself easily
without any external cues. When indoors you can make an Average Insight Feat to not get lost or find
an exit. (-1pt)

Double Jointed – You can bend your limbs and joints far more than most people. You can fit into any
space equal to half your height and width and actions involving flexibility (like Escape Artistry) are one
Difficulty easier for you. (-1pt)

Extra Attack – You can make a second attack immediately following a successful attack as if you had 3
Degrees of Success. (-3pts)

Fast Exit - You can attack physically and move to firing distance before any foe can complete an action
that affects you. But make sure you've properly analyzed the situation, because if even one of the
opponents has an Insight higher than your Agility, any of your opponents can redirect actions toward
you, and you can't dodge any of them. (- 2pts)

Fortune’s Favour – Once per session you can reroll all your dice and keep the better set. (-3pts)
Gadgetry – You lower the Difficulty for equipment creation by one level. (-2pt)

Hard to Kill – You gain 5 extra Health for each time you take this Perk, up to a maximum of +15 (-3pts
per)

High Pain Threshold – You lower the Difficult vs. torture and Stun Saves. (-2pts)

Iron Willed – You gain a bonus +1 to all Discipline Feats (-1pt)

Innovative – You reduce the Difficulty for doing Power Stunts by one level. (-2pts)

Leadership – If a leader makes an average Presence action, all allied characters gain +1 Edge on all
actions. But once this inspiration is triggered, if the leader stops leading (leaves or is knocked out, for
example), not only do all allies lose the bonus, they suffer -1 Edge on all actions for 1d10 rounds or until
the leader returns. (-3pts)

Longshanks – You may make Melee attacks vs. targets at Firing Distance as if they were at Striking
Distance (-2pts)

Lucky – When you spend Fate to improve results you roll +2d10 instead of +1d10, and take the better
result. (-3pts)

Marksmanship – You treat all Distances as if they were one closer for ranged attacks. Note that although
Firing Distance would become Striking Distance, you do NOT get a penalty for it. (-2pts)

Never Surrender – Once per session if you are reduced to 0 Health you immediately return to action
with 1 Health point (-3pts)

Pet – You have a loyal pet that is built on half as many points as you. The pet may be controlled by the
player if the Narrator approves (-2pts)

Photographic Memory - You can remember anything you've experienced. An average Reason action
requires the Narrator to repeat truthfully anything you may have come across (if the Narrator can
remember it). (2pts)

Popularity – The character is extremely revered by the public. The Difficulty of any persuasion attempt
is one level less than normal. If the character has a secret identity, this advantage only applies to the
one that is popular (usually the heroic identity). (-1pt)

Quick Thinking – You may perform a free Interrupt action once per combat. (-3pts)

Resources – While you may not be rich, you access to stuff! Lots and lots of stuff! The more stuff you
can get, the more this Perk costs, up to a maximum of -3pts, at -1pt per level.

Ricochet – Bouncing a weapon off one target and into another is how this power works and using
Ricochet you can target two individuals with a single ranged attack at Challenging Difficulty. You can
also ricochet the weapon back into your hand. A second use of this perk is to launch a surprise attack
by bouncing an attack off something behind the target; this makes the attack Contingent but reduces its
difficulty by one level. (-2pts)

Sidekick – You have a loyal sidekick (kid or otherwise) that is built on half as many points as you. The
sidekick may be controlled by the player if the Narrator approves (-3pts)

Skilled – Select one of your skill groups, Reflex, Physique, Intellect, or Spirit and double the amount
of points you get to spend in it. (-3pts)
Speed Reading – This skill allows your hero to read at an incredible rate of speed, as well as retain and
comprehend more of what is read, effectively gaining Photographic Memory only for information read by
your hero. (-1pt)

Stunning Attack – You may attack with a stunning blow that is opposed by Discipline instead of
Brawn. However, the difficulty of the attack is raised by one level (from Easy to Average, for example).
(-2pts)

Taunting – Cracking wise in combat, to the detriment of easily irritated opponents. If you spend at least
one round talking up a storm (and you must roleplay it), you can attempt an Average Presence Feat to
cause an opponent to attack immediately. When so enraged, the opponent cannot make surprise attacks
or use any skills to modify the difficulty of the attack and also lose their Edge for attacks and defence. (-
2pts)

Time Sense – You always know what time it is, and how much time has elapsed between the present
and the last time you checked. (-1pt)

Trance – Meditation so deep that the outside world seems to slip away. You may enter a trance which
slows body functions to such a level that you may be assumed dead (making an average Discipline
action to fool observers). While in a trance you reduce your need for food and water to a minimal level,
and may heal serious wounds in days. (-2pts)

Underwater Combat – You can offset any penalties for fighting underwater with this perk. (-1pt)

Wealth – For each time you take this Perk you reduce the Difficulty by one level for purchases. (-1pt)

Weapon of Opportunity – +1 to Physique Edge for Melee Attack Feats using non-traditional weapons
(lamp posts, trees, cars, shopping carts, etc…). (-2pts)

Weapon Master – Increase your Physique Edge by +1 with any Weapon, ranged or melee. May only
be taken once. (- 2pts)

Weapon Specialist – You are the best with a particular weapon. Receive a +2 to your Physique Edge
with this weapon when making attack feats, but there is a downside; you are SO focused on this one
weapon, you take -1 Physique Edge with all other weapons. This Perk does NOT stack with Weapon
Master. (-2pts)

Hindrances

Age – Your hero is either too old or too young in the eyes of society to be doing what they do. As such
when trying to convince others to do what they say or to take them seriously all difficulties are one level
higher. (+1pt)

Bad Fate – When Fate is spent vs. your hero the Narrator rolls 2d10 and takes the better roll. (+3pts)

Bad Reputation – Due to your actions (determine what the Bad Reputation is for) you are considered to
have a 0 Presence when attempting to persuade those who would think poorly of you due to said
Reputation. (+2pts)

Berserk - Your hero loses control in battle, falling into a killing rage, which can endanger allies. If the
frenzy takes hold, he or she won't accept surrender and will fight to the death. Your hero has 0 Reason
and must succeed in a Desperate Discipline action in any round where there are still conscious foes to
fight. Once in the frenzy, your hero cannot stop attacking, pull punches, or do anything to lessen damage:
only by making a new desperate Discipline action can you quell the rage. If anyone restrains the hero,
you must make a desperate Discipline action to avoid making that individual the target of your hero's
next attack. (+3pts)

Clumsy – Your hero is rather uncoordinated and as such is treated as having a 0 Agility when making
Agility Feats out of combat. In combat the character is not penalized but is a bull-in-a-china-shop out of
combat. (+2pts)

Code of Conduct – Your character lives by a code that is either self-imposed or part of a larger
organization or groups code. Either way the character lives their life by this code and must make a
Daunting Discipline Feat to take ANY action that goes against the code. (+1pt)

Contender - Your hero is renowned for an ability, skill, or power and both heroes and villains wish to
test their own skill against your own. To take this hindrance your hero must have a skill at +3, an Edge
of +3, an ability score of 10+, or a power score of 10 or higher. Beginning at 5% and growing by +5%
each session no challenger appears, the Narrator rolls a d100 to see if one shows up. Once they do the
counter resets to 5%. (+3pts)

Dependent – A child, an elderly parent, an old war buddy or even your dog. You are responsible for the
well being of someone, they cannot take care of themselves without you and if your identity is learned by
an enemy they could be used as a hostage or just outright killed. They also have a bad habit of
wandering into danger nonchalantly, causing you to have to rescue them. Beginning at 5% and growing
by +5% each session they do not appear; the Narrator rolls a d100 to see if they appear in this adventure.
Once they do the counter resets to 5%. (+1pt)

Destitute - Your hero has no possessions except the clothing on his back and perhaps his weapons. At
1 point the hero is assumed to have no money, live in a bad part of town in a rundown building. At 2 pts
the hero cannot assume he has even the simplest of necessities, even food and shelter and must make
do with handouts from various charities. (+1 or +2pts)

Disabled - Your hero suffers a physical misfortune which makes common actions, such as seeing or
walking, difficult to perform. (A disability corrected by a power, such as radar sense to offset blindness, is
not a hindrance.) This Hindrance reduces an ability to 0 in certain situations:

Disability Effect
Amputee 0 Brawn for actions involving missing limb(s)
Blind 0 Agility in fights. Cannot make or dodge unseen surprise attacks.
Deaf 0 Agility for actions involving actions from behind and surprise.
Mute 0 Discipline for actions involving speech.
Paralyzed 0 Agility in fights and movement.

Even if cured, your hero suffers a long period of adjustment. He or she can't have a score in the
affected ability greater than the number of months since losing the disability. (+3pts)

Duty – You work for or are beholden to some group or organization that can call upon you to perform
tasks or such, thereby interfering with your life and your heroing. (+1pt)

Freak – You have a very noticeable and not easily hidden physical aspect that causes a reaction in
others, usually negative. (2pts)

Hunted – Someone is after you. Maybe it’s the law, or maybe it’s the corporation whos' labs you
escaped from. Who ever it is, they want you bad and will stop at nothing to capture you, even hiring
other supers to bring you in. Beginning at 5% and growing by +5% each session they do not appear,
the Narrator rolls a d100 to see if they show up. Once they do the counter resets to 5%. (+1 – +3pts)

Jinx – You are not so much unlucky as you make others around you unlucky. Whenever you are
around the Status Die and Narrator Die are rolled twice and the worse result is taken. (+3pts)
Legacy – You come from a line of heroes, villains, rulers, something. While this might give you stature
and even connections, it also means you are now inheriting all that history, good or bad, as well as the
enemies/opponents that legacy has developed over the years. (3pts)

Lightweight – Your hero is superhumanly strong, but has little impact when he or she strikes a foe.
When your hero succeeds at a physical attack, Brawn is 0 for totaling damage. Your hero must have a
10+ Brawn to have the Lightweight hindrance. (+3pts)

Low Pain Threshold – Your hero can’t handle pain normally or perhaps has hyperactive pain
receptors. As a result when resisting Stun results or torture all difficulties are one degree higher. (+2pts)

Mental Malfunction – Your hero has a phobia, obsession or mental disorder that affects their day-to-
day behavior/life. This is more than just a personality “quirk”, it is pronounced and can lead to the hero
making irrational decisions to follow their Mental Malfunction. Define what it is with your narrator and
when it comes into play you must make a Daunting Willpower Feat to resist it. (+2pts)

Monstrous – Your hero doesn't look remotely human or is so disfigured that normal humans run in fear
on sight. Your hero has 0 Presence when trying to convince someone not to flee. Those with the
Monstrous hindrance needn't make actions against other' Monstrous appearances. Conversely this
does provide a +1 bonus to intimidate checks. (+2pts)

Naïve – Your hero is innocent of the ways of society. He or she trusts in the inherent goodness of all
creatures and assumes that all others do as well. Your hero has 0 attribute scores for making and
dodging surprise attacks. (+3pts)

Nemesis – The Hero has an enemy that may turn up at any time to specifically harass the Hero. They
always have a personal vendetta against the Hero, which is not easily resolved. The Nemesis also
receives a bonus of 5 Fate to use against the hero when they appear. Beginning at 5% and growing by
+5% each session they do not appear; the Narrator rolls a d100 to see if they show up. Once they do
the counter resets to 5%. (+3pts)

Nightmares – You suffer from nightly nightmares due to something in your past, outside forces,
premonitions (work it out with your Narrator). As such each morning you must make a Challenging
Discipline Feat or suffer an increase of one degree to all difficulties due to fatigue. (+2pts)

Normal Human – Your hero is just a regular human and as such cannot have any inborn superpowers
or Attributes above 10. This does not restrict the hero from using super equipment. (+2pts)

Power Leak – Your hero doesn’t use their Power well and as such pay +1 Power per expenditure. You
may take this again, increasing the bleed to +3, and a third time increasing it to +5.

Paper Tiger – Your hero has 5 less Health than they should normally have for each time this hindrance
is taken, to a maximum of -15. (+3pts)

Public Identity – Everyone knows who you are. You don’t hide your super life and as such are unable
to walk the streets in peace. If you have a Dependent or are in a Relationship, you receive an extra
point for them as they are certainly more of a target now. (+2pts)

Relationship – Married? Girlfriend? Boyfriend? Whatever the case, you are involved with someone to
the point of being exclusive (though you may not live together). This person may or may not know about
your super heroing, but one thing is for sure, if your enemies learn who they are they could be held
hostage or even killed. They also have a bad habit of wandering into danger nonchalantly, causing you
to have to rescue them. Beginning at 5% and growing by +5% each session they do not appear; the
Narrator rolls a d100 to see if they appear in this adventure. Once they do the counter resets to 5%.
(+1pt)
Rogues Gallery – You have a number (at least 3) of supervillains you have tangled with that would be
considered “yours” in any team-up. Work with the narrator to develop them and their backgrounds (or
chose from his already existing ones). These villains are in the same point range as you are. Beginning
at 5% and growing by +5% each session one of them does not appear, the Narrator rolls a d100 to see
if one appears in this adventure. Once one does the counter resets to 5%. Note that on a roll of 01 at
least 2 of them will appear. (+3pts)

Secrets – There are things you know, or have done, or don’t want others to know. It would change
people’s perception of you in an instant and as such you strive to protect these secrets. (+1pt)

Secret Origin – Something about how you received your powers remains unrevealed at the beginning
of play. Your Narrator will work out what it is and then reveal it to you through play. It should have major
impact on the character, such as being a Mutant, a lost Star God, or the result of a Secret Government
Project, etc... As such the Narrator will not tell you your "Origin" until it is revealed, sadly you won't
receive its benefits until that time. (+4pts)

Slow Healer – When everyone else gets a recovery due to the Condition Die, it is rolled again. Only if it
comes up Neutral or Positive on the second roll do you heal. (+2pts)

Susceptible – Your hero is especially vulnerable to a single form of common attack, such as mind
control, fire, or cold. Your hero has 0 Soak against such an attack. (+3pts)

Triggered Powerless – Your hero loses all his or her powers when within firing distance of an object or
material-- or when separated from it. If you're playing a Triggered-Powerless hero, all affected powers
are reduced to 0 score and the loss of all special features when this occurs. This can occur if the hero is
a high-tech hero and loses his or her equipment. If the condition is rectified, powers return at 1 point per
round (doubled each round until back to full, 1, 2, 4, 8, 16, etc...), or when the equipment is restored.
This hindrance can only be chosen if the hero has a power with a Score of at least 5. (+3pts)

Uncreative – You cannot come up with strategies in fights. This gives you 0 Reason in fights (affecting
Power Stunt Feats as well). In addition, you always respond with the simplest and most apparently
logical actions regardless of consequences. The Narrator can direct your actions if he or she believes
you're considering the consequences of your decisions too closely. (+3pts)

Unlucky – To opposite of Lucky, when the hero spends Fate to augment rolls, they roll 2d10 and take
the lower result. (+3pts)

Unreliable – Your powers don't work so good, due to age, poor construction, or just that's the way it is.
Either way, whenever you try to use one of your powers, roll 1d10 and if it comes up a 1, it doesn't work
for that round. (+3pts)

Unskilled – Select one of your skill groups, Reflex, Physique, Intellect, or Spirit and halve (round up)
the amount of points you get to spend in it. (+3pts)

Vow – Vengeance, to show the world or just to make the streets safe for grannies, you have taken a
vow to do something it is what defines you now. Often goes hand-in-hand with a Code of Honor. (+1pt)

Weirdness Magnet – Strange things happen around you all the time... like REALLY strange. Aliens
land in your backyard, your dog just happens to be the lost Prince of a Canine Empire, your girlfriend is
a shape changing fairy sent to kill you, etc… This makes you rather unpopular on most teams,
especially if you are Jinxed as well. (+2pts)

Zealot – You believe in something so much you would die for it (and maybe kill those who stand against
it). While you think most who disagree are just ignorant, if you fail a Challenging Discipline Feat, they
need to be shown the light. (+2pts)
Advancements

When you complete an adventure, you gain an Advancement. You can spend advancements in the
following ways;

Advancements Effect
1 Increase an Attribute by 1 point to Echelon maximum.
2* Increase an Edge from 0 to +1, or start a new Skill at +1
3 Increase an Edge or Skill from +1 to +2
4 Increase an Edge from +2 to +3
5** Gain a new Talent Tier or start a new Talent at Tier 1.
6** Increase your Rank (in any single Archetype you have) or Start a New Archetype at
Rank 1.
* To start a new skill you need to have someone of at least +2 in that skill teach you.
** This requires Narrator approval and should involve an in-game plot event. This Advancement cannot be taken without Narrator
approval.

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