Character Creation#

Origin#

The Origin explains how you got your powers. Roll d10 or choose:

Origin#

1

ALIEN

You are some sort of extra-terrestrial, from another planet or dimension, with different abilities or biological traits.

2

ARTIFICIAL

You are an artificially built construct, like a robot or golem.

3

TECH-ENHANCED

You are a mortal being enhanced by technology, be it cyber implants grafted into your body or advanced gadgets that you use.

4

CHOSEN

Either by destiny or by a powerful being, you’ve been granted special abilities because of your worthiness, or as part of a prophecy or legacy.

5

TRANSFORMED

You have been mutated or enhanced over human limits by some sort of super science or magic, intentionally or as a hard-to-repeat accident.

6

MYTHIC

You come from mythical origins, either from a divine pantheon of deities, angelic or demonic ancestors, or supernatural legends.

7

MAGICAL

You have studied or been touched by magic, or you have some sort of mystical ancestry or connection to outer planes of existence.

8

TRAINED

You are a regular mortal being that has trained in one or more areas of expertise to an amazing level.

9

TIME-DISPLACED

You come from another time, be it the far future or the past, that gives you an edge in skill and/or equipment.

10

GENETICS

You were born with or destined to develop amazing abilities, from an X-Gene or as part of a new link in evolution.

Archetype#

The Archetype defines your personality, how you act and how others see you. Roll d8 or choose:

Archetype#

1

BEACON

A shining example of heroism, driven to inspire others through courage and conviction.

2

FREAK

Changed by strange forces, they struggle with what makes them different—and powerful.

3

BRAIN

A genius with the tools and intellect to outthink any problem—or create new ones.

4

JESTER

The wisecracking trickster who masks deep truths behind humor and chaos.

5

BROODING

A haunted vigilante fueled by pain, shadows, and an unshakable sense of justice.

6

OUTSIDER

An alien or stranger trying to understand—and protect—a world not their own.

7

BRUTE

A powerhouse of strength and will, always ready to smash through any obstacle.

8

UNCONTROLLED

A volatile force of raw emotion and power, struggling to keep it all together.

Principles and Beliefs#

Roll d10 or choose:

Principles and Beliefs#

1

With great power comes great responsibility.

2

We do not kill, otherwise we are villains ourselves.

3

Protect the innocent first, punish evildoers second.

4

Sometimes the end justifies the means.

5

Everyone deserves a 2nd chance and can be redeemed.

6

I must keep the beast inside me under control.

7

We must set the example for the common people.

8

Justice must be served–even when the law fails.

9

A true hero stands even when the world turns against them.

10

I don’t need to be loved, just feared and respected.

Powers#

Powers are special or supernatural abilities that, first and foremost, give narrative permission. The higher the power level, the stronger or more capable the power is: use it as a guideline to determine if you can do something or not with the Power, and to what extent. When rolling dice, Powers work like modifiers, but that can be +1, +2, +3, +4 or +5.

Power levels: Basic (+1), Good (+2), Incredible (+3), Fantastic (+4), Supreme (+5).

Your power might come from an innate ability, artificial enhancement or supernatural/magitech item that you have.

If your character has mundane Skills or Items to help them instead of Powers, just use the tiers and keywords of those instead.

The GM establishes the amount of Powers and their levels for the characters in the game. The default is one Basic (+1), one Good (+2) and one Incredible (+3).

Power List#

Roll a d100 or choose:

  1. ADHERENCE

  2. ANATOMIC SEPARATION

  3. ANIMAL CONTROL

  4. ANIMAL FORM

  5. ANIMAL MIMICRY

  6. AQUATIC

  7. ASTRAL PROJECTION

  8. BODY OF ELEMENT

  9. BODY OF MATERIAL

  10. BURROWING

  11. CAMOUFLAGE

  12. CYBERKINESIS

  13. DANGER SENSE

  14. DENSITY CONTROL

  15. DIMENSIONAL TRAVEL

  16. DREAM CONTROL

  17. DUPLICATION

  18. ELASTICITY

  19. ELEMENT CONTROL

  20. ELEMENT AURA

  21. EMOTION CONTROL

  22. ENERGY ABSORPTION

  23. ENERGY AURA

  24. ENERGY BLAST

  25. ENERGY CONTROL

  26. ETHEREALNESS

  27. EXTRA BODY PARTS

  28. FLIGHT

  29. FORCE FIELD

  30. FRICTION CONTROL

  31. GADGETS

  32. GRAVITY CONTROL

  33. HEALING

  34. ILLUSIONS

  35. IMMORTALITY

  36. IMMUNITY TO [X]

  37. INVISIBILITY

  38. LEAPING

  39. LIFE SUPPORT

  40. LUCK CONTROL

  41. MAGIC

  42. MAGNETIC CONTROL

  43. MARTIAL ARTS

  44. MATERIAL CONTROL

  45. METAMORPHOSIS

  46. MIMICRY

  47. MIND CONTROL

  48. PETRIFICATION

  49. PHASING

  50. POISON

  51. POSTCOGNITION

  52. POWER ABSORPTION

  53. POWER AUGMENTATION

  54. POWER NULLIFICATION

  55. PRECOGNITION

  56. REGENERATION

  57. SHIELD

  58. SIZE CONTROL

  59. SPINNING

  60. SUMMONING

  61. SUPER-AGILITY

  62. SUPER-INTELLIGENCE

  63. SUPER-RESISTANCE

  64. SUPER-SENSES

  65. SUPER-SPEED

  66. SUPER-STRENGTH

  67. TELEKINESIS

  68. TELEPATHY

  69. TELEPORT

  70. TIME CONTROL

  71. TIME TRAVEL

  72. TRANSMUTATION

  73. VEHICLE

  74. WEAPON

  75. WEATHER CONTROL

  76. Roll again!

Superpower Elements#

Roll d12 or choose:

  1. Air

  2. Darkness

  3. Earth

  4. Electricity

  5. Energy

  6. Fire

  7. Force

  8. Hellfire

  9. Ice

  10. Iron

  11. Sound

  12. Water

Superpower Materials#

Roll d12 or choose:

  1. Wood

  2. Metal

  3. Flesh

  4. Gas

  5. Rock

  6. Lava

  7. Liquid

  8. Acid

  9. Plant

  10. Fungi

  11. Antimatter

  12. Bone

Extras and Limits#

You can customize each of your Powers: You can pick an Extra for it by lowering its Power Level by one. You can increase its Power Level by one by picking a Limit for it. You can do this as many times as you want, as long as the Power Level doesn’t end lower than +1 or greater than +5.

Many of the Extras and Limits only apply to some powers, while others “already include it”; Use common sense when defining the “base properties” of a power.

Extras#

AFFECTS OTHERS

You can affect other people with this power, not just yourself. If you can only affect others, use the Others Only Limit instead.

AFFECTS [X]

Your power works on a type of target normally immune to it, or has a specific type of effect that is out of the ordinary.

AREA

Your power affects a wide area instead of a single target.

CONTAGIOUS

The effect of your power is contagious and may spread to someone else who comes into contact with a target while the power is still in effect.

DEFENSIVE

You can use this power to defend yourself or protect others.

DURATION

Your power lasts longer than usual, based on its power level.

PASSENGERS

Your movement-related power can carry people or objects along.

RANGED

You can use a normally touch-based or short-range power out to long range.

RANGELESS

You can use your power out to a distance based on its power level (from nearby to anywhere in the universe), provided you know the location of the target.

REVERSIBLE

You can reverse the effects of your power, ending them at will or making it do the opposite of what it would normally do.

SUB-EFFECT

This power includes another power as a sub-effect of its own, i.e. Fire Aura might include Flight as a Sub-Effect.

Limits#

BLOCKED BY [X]

Your power does not affect some common type of object or substance, such as wood, aluminum, or things colored yellow, for example.

BURNOUT

After you use your power, it stops working for a while.

CLOSE RANGE

Your normally long-range power only works at close range.

CONCENTRATION

You must concentrate to maintain the power, meaning that you can’t do other things properly in the meantime, and certain hindrances could break that concentration, thus ending the effect.

CONSTANT

The power is always active (making it hindering or very inconvenient). For damaging powers, this means you may damage people and things around you. Other powers may make you appear freakish or just make life difficult for you.

CONSTRAINED TO [X]

Your power only works with a certain subset of its domain. For example, “Animal Control” usually covers all animals, but using this Limit you could constrain it to “Squirrel Control”.

DEGRADING

Your power loses effectiveness over time when used. This can be represented as lowering its level on each turn that passes, until you have an opportunity to recover.

EXCLUSIVE

You cannot use or maintain other powers while using this one (either gets interrupted/turns off).

LINE-OF-SIGHT

You must be able to see the targets of your power.

UNCONTROLLED

You cannot vary this power’s level or exert any fine control. Sometimes it works at max potency, others it might fizzle out or do unexpected things.

ONLY [X]

Your power works only in a given situation or against a particular subject, such as only at night, only when you’re angry, only against men (or women), and so forth.

OTHERS ONLY

The power only affects others; you cannot use it on yourself.

SELF ONLY

The power only affects you; you cannot use it on others.

TOUCH ONLY

Your normally ranged power only works by touching the target.

WEAKNESS TO [X]

Your power is heavily diminished or turned off when something specific happens or when you are exposed to a certain type of energy or material.