Character Creation#
Origin#
The Origin explains how you got your powers. Roll d10 or choose:
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:
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:
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:
ADHERENCE
ANATOMIC SEPARATION
ANIMAL CONTROL
ANIMAL FORM
ANIMAL MIMICRY
AQUATIC
ASTRAL PROJECTION
BODY OF ELEMENT
BODY OF MATERIAL
BURROWING
CAMOUFLAGE
CYBERKINESIS
DANGER SENSE
DENSITY CONTROL
DIMENSIONAL TRAVEL
DREAM CONTROL
DUPLICATION
ELASTICITY
ELEMENT CONTROL
ELEMENT AURA
EMOTION CONTROL
ENERGY ABSORPTION
ENERGY AURA
ENERGY BLAST
ENERGY CONTROL
ETHEREALNESS
EXTRA BODY PARTS
FLIGHT
FORCE FIELD
FRICTION CONTROL
GADGETS
GRAVITY CONTROL
HEALING
ILLUSIONS
IMMORTALITY
IMMUNITY TO [X]
INVISIBILITY
LEAPING
LIFE SUPPORT
LUCK CONTROL
MAGIC
MAGNETIC CONTROL
MARTIAL ARTS
MATERIAL CONTROL
METAMORPHOSIS
MIMICRY
MIND CONTROL
PETRIFICATION
PHASING
POISON
POSTCOGNITION
POWER ABSORPTION
POWER AUGMENTATION
POWER NULLIFICATION
PRECOGNITION
REGENERATION
SHIELD
SIZE CONTROL
SPINNING
SUMMONING
SUPER-AGILITY
SUPER-INTELLIGENCE
SUPER-RESISTANCE
SUPER-SENSES
SUPER-SPEED
SUPER-STRENGTH
TELEKINESIS
TELEPATHY
TELEPORT
TIME CONTROL
TIME TRAVEL
TRANSMUTATION
VEHICLE
WEAPON
WEATHER CONTROL
Roll again!
Superpower Elements#
Roll d12 or choose:
Air
Darkness
Earth
Electricity
Energy
Fire
Force
Hellfire
Ice
Iron
Sound
Water
Superpower Materials#
Roll d12 or choose:
Wood
Metal
Flesh
Gas
Rock
Lava
Liquid
Acid
Plant
Fungi
Antimatter
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.
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. |
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. |