Super Power System - Setting Guide (Updated)
Super Power System - Setting Guide (Updated)
SETTING GUIDE
ANDREW FRINKLE
S E T T I N G
G U I D E
COPYRIGHT INFORMATION:
This game and all materials within are © 2019 MediaStream Press & Andrew
Frinkle. All rights reserved. No part of this publication may be reproduced,
distributed, or transmitted in any form or by any means, including
photocopying, recording, or other electronic or mechanical methods, without
the prior written permission of the publisher, except in the case of brief
quotations embodied in critical reviews and certain other noncommercial uses
permitted by copyright law.
For permission requests, write to the publisher, using the contact form on the
website listed below:
MediaStream Press
www.MediaStreamPress.com
Every great hero needs a great setting and story to belong to! Struggling to make
that work for you? In this reworked version of our world, you’ll find a setting
worthy of your heroes and villains.
This is a world like our own, but shifted and changed because of the existence of
superpowers and cosmic beings. It’s enough like our own world to be familiar,
but new enough to be interesting and fresh.
Included are maps, city details, heroes, villains, teams, organizations, and a
history that make this world an alternate reality perfect for adventuring! And
just when you think you’ve seen it all, add artifacts, hidden settings, and more!
Happy Gaming!
GETTING STARTED
TABLE OF CONTENTS
POWER ORIGINATION...............................................................18
Origin Story Ideas: ............................................................................................... 18
Origins of Popular Characters: .............................................................................. 21
5
Coast City: ........................................................................................................... 34
Desert City: ..........................................................................................................35
Farmtown: ............................................................................................................ 36
Glacier City: ......................................................................................................... 37
Golden City: ........................................................................................................ 38
Island City: ........................................................................................................... 39
Mega City: ........................................................................................................... 40
Midtown: .............................................................................................................41
Motor City: ..........................................................................................................42
Mountain City: ..................................................................................................... 43
Movie City: ..........................................................................................................44
Music City: ........................................................................................................... 45
North City: ........................................................................................................... 46
Ocean City: ......................................................................................................... 47
Port City: ..............................................................................................................48
Rainy City: ........................................................................................................... 49
Ranch City: ..........................................................................................................50
River City: ............................................................................................................ 51
Rocket City: ..........................................................................................................52
Silver City: ........................................................................................................... 53
South City: ........................................................................................................... 54
Steel City: ............................................................................................................ 55
Sun City: ..............................................................................................................56
Twin Cities: ........................................................................................................... 57
Union City: ........................................................................................................... 58
Windy City: ..........................................................................................................59
ORGANIZATIONS ......................................................................61
Important Groups Around the World: .....................................................................61
Areas of Influence Map: ....................................................................................... 63
Atlantic Hero Alliance: .......................................................................................... 64
Big Brother Is Watching: ....................................................................................... 65
Canadian Shield: .................................................................................................. 66
6
Eastern Seaboard Crime Syndicate: .......................................................................67
Great Lakes Guardians: ........................................................................................ 68
Gulf Coast Guardians: .......................................................................................... 69
Her Majesty’s Royal Heroes: ................................................................................. 70
Human Purity Organization: .................................................................................. 71
Los Hermanos: ..................................................................................................... 72
Mayhem Incorporated: .........................................................................................73
Mid-American Militia: ............................................................................................ 74
Mountain Men: .................................................................................................... 75
Native League: ..................................................................................................... 76
New Evolution: ..................................................................................................... 77
Rangers: ..............................................................................................................78
Red Rising: ........................................................................................................... 79
Shogunate: ..........................................................................................................80
Union of European Heroes: ...................................................................................81
Voodoo People: ...................................................................................................82
West Coast Warriors: ........................................................................................... 83
Domestic Organization Template: .......................................................................... 84
International Organization Template: .....................................................................85
8
Ronin: ................................................................................................................ 135
Scotsman: .......................................................................................................... 136
Sioux Shaman: ...................................................................................................137
Tin Star: ............................................................................................................. 138
White Hat: .........................................................................................................139
Wolf Heart: ........................................................................................................140
Yamato: ............................................................................................................. 141
Zeus: ................................................................................................................. 142
Character Template: ............................................................................................ 143
ARTIFACTS ...............................................................................159
Known Artifacts & Objects of Power: .................................................................... 159
List of Artifacts: ................................................................................................... 160
Area 51 Shards: .................................................................................................. 161
Box of the End Times: ..........................................................................................162
Carrington Mirror: ..............................................................................................163
Gloves of Nasrallah: ........................................................................................... 164
Kelfyre Knife: .....................................................................................................165
Orb of Hyrax: ....................................................................................................166
9
Scales of Aveena: ...............................................................................................167
Tome of Shadaram: ............................................................................................. 168
Artifact Template: ............................................................................................... 169
OPTIONAL RULES.....................................................................178
Optional Rules For movement: .............................................................................178
Movement Rates: ................................................................................................ 179
Exceptional movement Chart: ..............................................................................180
10
PART ONE
IN THE BEGINNING
While there have always been legends on beings and mythological powers, there
seemed to be little in the way of fact to back them up as anything but stories.
Sure, there have always been people that are faster, prettier, or stronger than
everyone else around them, but were they superhuman?
The first definitive evidence of true superpowered beings seems to come from
after the Carrington Event, a massive solar storm on September 1st-2nd in 1859.
Most of the whole world witnessed auroras that are usually confined to the polar
regions. Shortly after the beginning of this storm, during it in fact, people began
to manifest powers. Dozens of reports from around the Northern Hemisphere
show the beginnings of what we would call super powers.
Nearly 50 years later, the Tunguska Event in Russia, a massive meteor strike that
flattened forests for many miles every direction from the impact site, sparked
another round of what might only be described as mutations. Later, atomic tests
and bombs, the Roswell Crash, and further solar events seemed to add fuel to
the genetic fires. People were changing, and the world was changing with it. As
technology grew by leaps and bounds, the human genome seemed to change to
keep up. Nature would not be left behind by science.
The major powers began taking note of and using their powered heroes in the
12
early 1900’s, and by the end of WWII, they had become commonplace in
everyday life. While you might not know any powered individuals yourself, they
were certainly seen commonly enough on the news that you felt you knew them,
much like a movie star or prime athlete.
In the current day and age, thousands of heroes and villains have made
themselves known, with more being created or born every day. Around the
globe, heroes rally their nations and fight against villains. There are
governments that make their own heroes. There are organizations that offer
fellowship to villains or heroes. There are secretive groups that observe them
and stranger groups that worship them. The modern age and heroes are
inseparable.
13
TIMELINE OF SUPER POWERS:
YEAR TIMELINE
While there were many legends and supposed heroes and villains in the years before 1859,
Before 1859 there was no definitive proof or evidence to support that there were true powered beings
before the Carrington Event. That does not mean that there weren’t any…
The Carrington Event, a massive worldwide solar flare viewed by millions. Within a few
1859 years, heroes begin to appear.
It is believed that a handful of powered individuals helped end the American Civil War,
1865 helping to create the the American Union.
Bolshevik Revolution in Russia, reportedly with the aid of superpowers individuals, possibly
1917 made because of Tunguska.
Her Majesty’s Royal Heroes organization officially founded after several heroes help fight in
1918 WWI.
1918 The American Union follows suit and the Atlantic Hero Alliance is formed.
A powerful geomagnetic storm may have been responsible for a generation of young
1921 powers that came of age just in time for WWII.
First atomic tests. Bombs dropped on Japan. Increased powered individuals are found in the
1945 Pacific area for the next few years.
The Shogunate is formed. A secret for decades, it is now known that many of the powered
1946 individuals in Japan were a result of mutations caused by radiation.
Roswell Crash. It is suggested that alien DNA was mixed with some humans who were
1947 exposed to the wreckage. The mutations may have caused an increase in powered
individuals.
1965 The Atlantic Hero Alliance splits, and the West Coast Warriors founded.
Another solar storm nearly causes WWIII, when the American Union thinks it is a Russian
1967 attack.
The American Union lands a man on the moon. The moon rocks brought back create a new
1969 breed of heroes.
Geomagnetic Storm creates many new heroes across Europe, but especially across North
1972 America.
1986 Chernobyl disaster. New batches of heroes start appearing across Russia and East Asia.
Solar flare knocks out power across parts of Canada. The Canadian Shield Organization
1989 founded later in the year under the power of the Royal Mounted Canadian Police.
14
YEAR TIMELINE
The World Wide Web is publicly available. Heroes and villains alike are able to start
1991 networking over the web. The earliest definitive evidence for the existence of Big Brother is
Watching start shortly after this date.
Mount Pinatubo erupts in the Philippines. There is a recorded increase in the creation of
1991 powered people across the Pacific that year.
On December 31st, 1999, the cryptic high-tech organization known as Big Brother is
1999 Watching is formed. This coincides with Y2K.
Weeks after the Bastille Day Flare, the Union of European Heroes is formed, featuring
several new heroes from across Europe. The European Union adopts them as their own, and
2000 begins policing the mainland, pushing Her Majesty’s Royal Heroes group out of their
jurisdiction.
Attempted terrorist attacks in Mega City foiled by the Atlantic Hero Alliance. What followed
2001 were greater restrictions on international travel and more cooperation between national
intelligence operations and super hero groups.
2002 The Gulf Coast Guardians are formed as a sister group of the Great Lakes Guardians.
An intense solar storm occurs during Halloween. Many new heroes show up across Europe
2003 and North America in the next few months.
Space Shuttle Columbia malfunctions. Strangely, disaster is averted for unknown reasons,
2003 although it is reportedly due to alien assistance.
Los Hermanos are formally unified under La Tarantula when he marries Quetzal, the head of
2009 a rival group. The gangs of the area are consolidated under their control.
The Human Purity Organization and New Evolution are both founded. Both have very
2010 different viewpoints on people with super powers.
The Fukushima Reactor disaster occurs. Is this part of the cause of the rise of power the
2011 Shogunate team has evidenced?
Higgs-Boson discovery team effected by exposure to God particles. Some are forever
2013 changed. Those that don’t immediately become criminally insane join the Union of European
Heroes to fight their former peers.
15
POSSIBLE FUTURE EVENTS:
Potential events that may effect the world of superheroes. They make for great
heroic adventures as well as opportunities for villains.
YEAR TIMELINE
The American Union’s OSIRIS-REx probe launched to collect and return asteroid sample.
2023 Scheduled return is 2023. NASA employees infected with intergalactic parasite? Exposed
persons gain powers?
??? Lost World discovered. Is it inside the Earth? Is it a lost continent that resurfaces? Is it a
secret place that revives when polar ice caps melt?
??? First moon colony. Will this make Earth a destination for aliens once humans have joined the
intergalactic community?
??? Asteroid colonies started. What might humankind uncover in the asteroid belt?
??? Mass infection of a large portion of humanity by ancient virus found beneath melting ice
sheets.
??? An island nation is created for those with powers. Will it last, or will they fall into fighting
amongst each other? Or, is it too good of a target for those who hate super powered
beings?
Add additional events of your own to the bottom of the chart as needed.
16
PART T WO
POWER ORIGINATION
O R I G I N S T O RY I D E A S :
Every character is only as interesting as where they came from and where they
go from there. Is your character a tortured being? Was there a specific event or
defining moment that started your character on his or her road to heroism or
villainy?
Understanding how your character got their powers is key to not only playing
the character, but also to fitting into the setting. Use these lists and charts if you
need ideas for where your character got their powers. You may want to refer to
the list of events on the timeline to get a better idea of what event(s) influenced
your character most.
18
1. Government Project
• Radiation
• Space Rocks
• Strange Substance
• Solar Flare
• Chemicals
3. Birthright
• Breeding Project
• Divine Birth
• Mythological Parents
• Family History
4. Genetics
• Alien DNA
• Altered/Mutated DNA
• Genetic splicing from powered individuals
• Medical Experiments
• Rare Conditions
5. Pushed Too Far
20
ORIGINS OF POPULAR CHARACTERS:
Refer to the following table to get ideas of how popular characters came about.
Some can arguably be put in 2-3 categories, but many fall into one category
better than the others.
ORIGIN EXAMPLES
Item Green Lantern, Nico Minoru, Iron Man, Doctor Fate, Venom
21
PART THREE
A H I S T O RY L E S S O N :
The United States of America was formed in 1776. The history of this world was
identical to our own, up until a key point in history, which occurred shortly after
the Carrington Event in 1859. The solar storms of that year created super-
powered heroes across our young nation, primarily in the North, which was
more heavily populated. Thus, when the Civil War came, in addition to having
more soldiers, more munitions, and more supplies, they also had more heroes.
Here is an excerpt from the Gettysburg Address of this strange but similar
world:
"Fourscore and seven years ago our fathers brought forth, on this continent, a new
Union, conceived in liberty, and dedicated to the proposition that all men are created
equal, though some are blessed with special gifts. Now we are engaged in a great civil
war, testing whether that Union, or any Union so conceived, and so dedicated, can
long endure without the hard work and sacrifice of all mankind, gifted or otherwise.”
23
Later, when the World Wars came upon them, the American Union would look
again to those with super powers to help win the day. Except, this time, the
other nations of the world had other heroes of their own.
As the modern day came upon the American Union, they find themselves
holding the lion’s share of the super powered people of the world. Whether this
is by luck, design, or blind chance, it’s hard to say, but there have definitely been
those who have worked to advance the American Union’s might through the
creation of new generations of heroes.
Much like the best rocket scientists and physicists of our world were brought to
our country in the last half of the 20th century, in this world the greatest
geneticists and heroes have also been brought to our country. They work to
refine the process of chance and natural selection to continue the growth of
super-powered beings.
24
PART FOUR
MAJOR CITIES
MAJOR CITIES
Rainy City
Port City
North City Ocean City
Twin Cities
Motor City
Brewtown
Mega City
Golden City Steel City
Windy City Union City
Alamo City
Rocket City
Glacier City
Island City
26
TA B L E O F C I T I E S :
Refer to this chart to help you with the cities in the American Union. They are
mostly renamed, different universe versions of big cities across our world’s
United States. In the pages after the table, you will also find individual profile
pages for each city. Some area has been left after each city profile for you to add
notes of your own.
Canyon City Arizona Phoenix or Tucson West Coast Warriors, Los Hermanos
Omaha, Wichita, or
Farmtown Nebraska Mid-American Militia
Kansas City
27
CITY STATE COMPARE TO SUPER HERO ACTIVITY
River City Louisiana New Orleans Gulf Coast Guardians, Voodoo People
Add additional cities of your own to the bottom of the chart as needed.
28
A L A M O C I T Y:
STATE: Texas
NOTES:
29
A R C H C I T Y:
STATE: Missouri
• Archers (Baseball)
NOTES:
30
BREWTOWN:
STATE: Wisconsin
• Historic breweries
MAJOR FEATURES:
• Dairy industry
• Beermen (Baseball)
SUPER POWER
• Within the territory of the Great Lakes Guardians
ACTIVITY:
NOTES:
31
C A N Y O N C I T Y:
STATE: Arizona
• Grand Canyon
MAJOR FEATURES:
• High Spanish population
• Foxes (Hockey)
NOTES:
32
C A P I T O L C I T Y:
STATE: D.C.
• Capitol buildings
• Museums
MAJOR FEATURES:
• Monuments and Memorials
• Super Hero Monuments
• Lawmakers (Hockey)
SPORTS TEAMS:
• Monuments (Football)
NOTES:
33
C O A S T C I T Y:
• Naval base
MAJOR FEATURES:
• Shipyards
NOTES:
34
D E S E R T C I T Y:
• Deserts
MAJOR FEATURES:
• Large Spanish population
• Vultures (Hockey)
NOTES:
35
FA R M T O W N :
STATE: Nebraska
• Caravan (Football)
NOTES:
36
G L A C I E R C I T Y:
STATE: Alaska
• Glaciers
NOTES:
37
G O L D E N C I T Y:
STATE: California
• Miners (Football)
NOTES:
38
I S L A N D C I T Y:
STATE: Hawaii
• Volcanoes
• Surfing, waves, hurricanes
MAJOR FEATURES:
• Archipelago of islands
• High ethnic and native populations
NOTES:
39
M E G A C I T Y:
• Towers (Football)
• River Runners (Hockey)
SPORTS TEAMS:
• Firemen (Baseball)
• Bankers (Basketball)
NOTES:
40
MIDTOWN:
STATE: Ohio
• Racers (Football)
• Explorers (Hockey)
SPORTS TEAMS:
• Settlers (Baseball)
• Soldiers (Basketball)
NOTES:
41
M O T O R C I T Y:
STATE: Michigan
• Auto Industry
• Factories
MAJOR FEATURES:
• Crime
• Access to Great Lakes
• Killers (Football)
• Wheelers (Hockey)
SPORTS TEAMS:
• Ratchets (Baseball)
• Assembly (Basketball)
NOTES:
42
M O U N T A I N C I T Y:
STATE: Colorado
• Mountains
MAJOR FEATURES:
• Air Force Base & Test Facilities
• Mountaineers (Football)
• Snowfall (Hockey)
SPORTS TEAMS:
• Rockslide (Baseball)
• Cadets (Basketball)
NOTES:
43
M O V I E C I T Y:
STATE: California
POPULATION: 4 million
• Movie Industry
MAJOR FEATURES:
• 2nd largest city in the American Union
• Blockbusters (Football)
NOTES:
44
M U S I C C I T Y:
STATE: Tennessee
• Drummers (Football)
SUPER POWER
• Within the territory of the Mid-American Militia
ACTIVITY:
NOTES:
45
N O R T H C I T Y:
MAJOR FEATURES: • Unofficial capitol of the migrating native peoples of the American Union
• Cold weather
NOTES:
46
O C E A N C I T Y:
STATE: Massachussetts
• Clovers (Football)
• Lobsters (Hockey)
SPORTS TEAMS:
• Greens (Baseball)
• Irish (Basketball)
NOTES:
47
P O R T C I T Y:
STATE: Oregon
• Lumber industry
MAJOR FEATURES:
• Mining
• Redwoods (Football)
NOTES:
48
R A I N Y C I T Y:
STATE: Washington
• Bay area
• Proximity to Canada
MAJOR FEATURES:
• Rainy weather and forests
• Space Needle
NOTES:
49
R A N C H C I T Y:
STATE: Texas
• Ranchers (Football)
NOTES:
50
R I V E R C I T Y:
STATE: Louisiana
• Gambling
• Mississippi River mouth, riverboats, flood area
MAJOR FEATURES:
• Diverse music and food culture
• High ethnic populations of French and Caribbean islanders
• Zombies (Football)
NOTES:
51
R O C K E T C I T Y:
STATE: Florida
• Astronauts (Football)
• Rockets (Baseball)
SPORTS TEAMS:
• UFO’s (Basketball)
• Launch (Hockey)
NOTES:
52
S I L V E R C I T Y:
STATE: Nevada
• Gambling, Casinos
MAJOR FEATURES:
• Organized Crime
• Gamblers (Football)
• Lucky Dice (Baseball)
SPORTS TEAMS:
• Dollars (Basketball)
• Blackjacks (Hockey)
NOTES:
53
S O U T H C I T Y:
STATE: Georgia
• Southern culture
MAJOR FEATURES:
• High ethnic populations
• Rebels (Football)
SUPER POWER • At the edge of the Gulf Coast Guardian territory as well
ACTIVITY: • Area of activity for the Mayhem Incorporated
• Hometown of Oil Spill (Gulf Coast Guardians)
NOTES:
54
S T E E L C I T Y:
STATE: Pennsylvania
• Steel Industry
MAJOR FEATURES:
• Manufacturing center
NOTES:
55
S U N C I T Y:
STATE: Florida
POPULATION: 1 million
• Beaches
• Cruisers (Football)
• Storms (Baseball)
SPORTS TEAMS:
• Barracudas (Basketball)
• Sailfish (Hockey)
NOTES:
56
TWIN CITIES:
STATE: Minnesota
NOTES:
57
U N I O N C I T Y:
STATE: Pennsylvania
• Historic City
MAJOR FEATURES: • Important in the founding of the American Union and the Revolutionary/Civil
Wars
• Union (Football)
• Liberty Bells (Baseball)
SPORTS TEAMS:
• Founders (Basketball)
• Revolutionaries (Hockey)
NOTES:
58
W I N D Y C I T Y:
STATE: Illinois
• Mobsters (Football)
• Enforcers (Baseball)
SPORTS TEAMS:
• Jailbirds (Basketball)
• Hitmen (Hockey)
NOTES:
59
PART FIVE
ORGANIZATIONS
I M P O RTA N T G R O U P S A R O U N D T H E W O R L D :
In this setting, there are several major groups that work with heroes, villains, or
both. Most are very territorial, and it is good to know which ones you may
encounter, depending on where you are operating and adventuring. While many
of these are from North America, where the largest concentration of super
powers seem to be, there are some from Europe and Asian for certain. Other,
less well-known organizations also exist in the Middle East, India, Africa,
Australia, and South America.
Atlantic Hero
A.H.A. Hero Team Eastern Seaboard
Alliance
Canadian
C.S. Hero Team Exclusively Canada
Shield
Eastern Seaboard Criminal East Coast, especially New York and New
E.S.C.S.
Crime Syndicate Organization Jersey
Great Lakes
G.L.G. Hero Team Midwestern States, especially Michigan
Guardians
Gulf
G.C.G. Hero Team Gulf States
Guardians
Her Majesty’s
H.M.R.H. Hero Team United Kingdom
Royal Heroes
61
ORGANIZATION ABBREVIATION TYPE ACTIVE AREAS
Human Purity
H.P.O. Hate Group Worldwide
Organization
Los Hermanos none really used Villain Team Southwestern States and Mexico
Mayhem
Mayhem Inc. Villain Team Nationwide
Incorporated
Mid-American
none really used Hero Team Middle States
Militia
Native League N.L. Hero Team The Dakotas and surrounding states
Red Hero/Villain
none really used Russia
Rising Team
Union of
U.E.H. Hero Team Europe, except Russia and England
European Heroes
West Coast
W.C.W. Hero Team Pacific Coast, Hawaii, Alaska
Warriors
Add additional groups of your own to the bottom of the chart as needed.
62
AREAS OF INFLUENCE MAP:
This map overlays all active groups in the American Union, so you can see how
they overlap or where gaps may be. Note that nationwide groups like New
Evolution, Big Brother is Watching, Mayhem Incorporated, and the Human
Purity Organization have not been included, as it would only clutter this already
full map.
And what of uncovered areas? There are local heroes and villains in many of
these areas. They’re also areas that can be expanded into by future groups.
Other states prefer not to have any super hero teams stationed there, relying
instead on mercenary heroes when needed.
Rainy City
NATIVE
ATLANTIC HERO
Port City LEAGUE GREAT LAKES ALLIANCE
GUARDIANS Ocean City
Twin City
Motor City
Brewtown
WEST COAST Mega City
GoldenWARRIORS
City MOUNTAIN Steel City
Windy City Union City
MEN
Silver City MID-AMERICAN
Midtown Capital City
Mountain City MILITIA
Farmtown
EASTERN
Movie City
Arch City Music City Coast City SEABOARD
Canyon City CRIME
Desert City
LOS SYNDICATE
HER VOODOO
South City
MA Ranch City
RANGERS
NOS River City
PEOPLE Sun City
Island City
63
ATLANTIC HERO ALLIANCE:
The original hero team in the American Union, this group is a powerful force on the east
DESCRIPTION:
coast. They are still the most powerful team in the country.
This storied team formed in 1918, just after WWI, with a collection of vigilantes and
people with minor powers. However, it wasn’t until the 1940s that the team began to
grow more powerful, which just happens to coincide with the Roswell Crash. Although,
there is also some evidence of increasing power in the early 1940’s, perhaps due to
government testing for the purpose of creating super soldiers to fight in WWII.
They have something of a healthy rivalry with the West Coast Warriors for being the
BACKGROUND: most powerful team, and sometimes that competition gets a little out of hand. Part of this
stems that the West Coast Warriors formed because of a schism in the American Hero
Alliance back in the late 1960’s, when several core members decided to move out west
and start up their own team.
Despite their accolades, they are known to be a bit heavy-handed about forcing you to
either join them or move out of their territory, which might explain the creation of more
regional teams in recent years.
Currently led by Kid Cosmic and Mr. Untouchable, they are a force to be reckoned
with. They have a deep roster, but these two heroes are by far their strongest. Mr.
KEY MEMBERS:
Untouchable was very involved in the foiling of the attempting terrorist attacks of 2001
in Mega City, earning the AHA even more influence.
ACTIVE AREAS
A.H.A.
64
B I G B R O T H E R I S WAT C H I N G :
The premier spy organization in the land, often surpassing even the NSA, CIA, or FBI,
DESCRIPTION: Big Brother is Watching is a high-tech organization dedicated to information
collecting.
While earlier forms of the organization may have existed, this group is believed to have
origins after the founding of the world wide web. Still, their agendas are hidden from
the world, and they’re viewed as something of an urban legend.
BACKGROUND: They take no sides. They just observe and collect data, which is often for sale to the
highest bidders. While they do not take sides, it is believed that this group or this one
entity influences international policies and changes events to fit the organization’s
designs. They are able to influence policies that guarantee privacy in major countries.
They believe that everyone should be observed at all times, so they have countless
cybernetically-enhanced watchers stationed around the globe. They could be watching
right now.
KEY MEMBERS:
It is believed that a secret, higher echelon of the group exists, perhaps just even one
man, known as the Allseer. Whether he is an actual person, a computer A.I., or
something else, no one really knows.
ACTIVE AREAS
AREAS OF OPERATION
UNKNOWN
65
CANADIAN SHIELD:
The Canadian Shield is the only active superhero team of note in our neighbor to the
DESCRIPTION:
north.
While there were some smaller groups previously, like the Prince Edward Island
Peacekeepers (now defunct) or the Vancouver Vigilantes (all members incarcerated), the
Canadian Shield is the only team that allied themselves with the Royal Canadian
Mounted Police. Since they work as a special powered branch of the RCMP, the
BACKGROUND: peacekeeping they do is all legal.
Due to their proximity to the Great Lakes Guardians, they frequently team up with them
in matters where villains are working across both borders. They also swap members on a
temporary basis for the purpose of training.
The leader of the Canadian Shield always has the same name as the group: The
Canadian Shield. Armed with patriotism, a maple-emblazoned shield, and
KEY MEMBERS:
superhuman fighting abilities, he is a symbol of Canada. Other heroes, such as Maple
Mabel and The Mountie serve in a minor capacity as his support.
ACTIVE AREAS
CANADIAN
SHIELD
66
EASTERN SEABOARD CRIME SYNDICATE:
One of the oldest mafia organizations in the modern world, the Eastern Seaboard
DESCRIPTION:
Crime Syndicate operates out of the Atlantic coast region.
It is difficult to stay ahead of the Atlantic Hero Alliance, but the ESCS manages to do it.
They deal in information and count on the distrust many people have of super powers.
BACKGROUND:
They tend to stay to money-making schemes, but they also dabble in assassination,
politics, blackmail, and smuggling - if the price is right.
They are exclusively a superpower free organization, although they will hire powered
KEY MEMBERS: individuals as contractors. Good contractors are hard to find, but once someone vouches
for you, they keep you busy.
ACTIVE AREAS
E.S.C.S.
67
G R E AT L A K E S G UA R D I A N S :
Centered out of Motor City, Michigan, the Great Lakes Guardians keep the Five
DESCRIPTION:
Great Lakes and the states around them free of crime, or at least they try to.
Seen as a 2nd tier type organization by many, they are still formidable, even if they
don’t have those big East Coast or West Coast problems on their hands. A more recent
team, they were formed back in the late1980’s by the husband and wife team of
BACKGROUND: Admiral Erie and Miss Superior and a handful of their less powerful acquaintances.
They frequently team up or swap members with the Canadian Shield for training
purposes.
Their daughter, Miss Michigan, and a newer hero, Huron, currently lead the team,
KEY MEMBERS:
while the original founders enjoy retirement in Northern Michigan.
ACTIVE AREAS
G.L.G.
68
G U L F C OA S T G UA R D I A N S :
Seeing a need for an expansion to the south, as well as something of a minor league,
DESCRIPTION: The Great Lakes Guardians helped organize the Gulf Coast Guardians as a training
ground for future heroes.
Since being founded in 2002, the Great Lakes Guardians have grown in power and
ability. With more frequent run-ins with the Los Hermanos and the Voodoo People, this
fledgling team is quickly gaining notice as a team of importance.
BACKGROUND:
They work heavily in the gulf states, while also helping out in Puerto Rico and other
Caribbean interests of the American Union.
They are currently operating out of River City and are led by Gulf Defender,
KEY MEMBERS: Porpoise Girl, Lone Star, and Oil Spill. They have a lot to prove, but the heart to do
it. If only their squabbles about leadership didn’t get in the way…
ACTIVE AREAS
G.C.G.
69
H E R M A J E S T Y ’ S R OYA L H E R O E S :
Drawing heroes and especially heroines from the British Isles and Territories, Her
DESCRIPTION: Majesty’s Royal Heroes is a powerful rival to the European mainland’s rival group,
The Union of European Heroes.
Formed during the first World War, they have a storied history of fighting for freedom
and the British way of life. In the United Kingdom, they are nearly as famous and
beloved as the Royal Family, and they are frequent tabloid fodder.
BACKGROUND: This group actually used to police the European mainland as well, which caused a lot of
strife. Now, these duties are seen to by the Union of European Heroes. While the British
Isles and Oceania are their major areas of operation, they do also have some bases in
areas that were former colonies of the British Empire.
They are based out of Wales in a base they call New Camelot. Their current membership
KEY MEMBERS: includes: Lady Britannica, the Scotsman, Didgeridoo, and Blarney Stone, as
well as a half-dozen minor heroes and heroines.
ACTIVE AREAS
H.M.R.H.
H.M.R.H.
H.M.R.H.
70
HUMAN PURITY ORGANIZATION:
This is one of the only organizations in the world that requires a blood test to determine
DESCRIPTION: if you’re clean of any superpowered DNA, which they view as impure and sinful. A hate
group plain and simple, the Human Purity Organization is quickly gaining in strength.
They believe that these so-called heroes and villains are above the law and that their
powers give them unfair advantages. They oppose them in every way possible. On the
surface, they oppose them through lobbyists and legal means, helping bystanders and
BACKGROUND: common folk prosecute anyone with powers that interferes with their daily lives or cause
them harm. Deeper down, they’re a hate group that searches for cures and vaccines that
would remove powers and prevent any further powered individuals from being born. The
most zealous of their followers don’t mind killing a super when the chance arrises
It’s comprised of regular folks who see that any powered individuals, whether they call
KEY MEMBERS: themselves heroes or villains, are bad. They have thousands, perhaps millions of
supporters around the globe, although some supporters are more outspoken than others.
ACTIVE AREAS
H.P.O.
H.P.O.
WEST
H.P.O.
EAST
H.P.O.
SOUTH
71
LOS HERMANOS:
Bilingual and bicoastal, they are assembled under the leadership of La Tarantula and
KEY MEMBERS: his beautiful and dangerous wife, Quetzal. Together, they rule much of Central America
and the Caribbean.
ACTIVE AREAS
HE
LO
RM
S
AN
OS
72
M AY H E M I N C O R P O R AT E D :
Run like a business, Mayhem Incorporated is one of the most dangerous companies
DESCRIPTION:
in the world.
Even though they’re widely-known as a company that deals in the illegal, they’re too
BACKGROUND: careful to be caught. They're even publicly traded on the Black Stock Market (a stock
market for illegal entities). Their success is in the loyalty and secrecy of their agents.
They have larger pockets of activity in more populated areas, especially on the east and
west coasts. They’re mostly militias and low-level terrorists, but there are definitely some
KEY MEMBERS:
members with super powers. None of them have tried to make a name for themselves, as
they deal in anonymity.
ACTIVE AREAS
MAYHEM INCORPORATED
MOST ACTIVE AREAS
73
MID-AMERICAN MILITIA:
Coming from America’s heartland, the Mid-American Militia stand for truth, justice,
DESCRIPTION:
and a good old-fashioned whooping for the bad guys.
Stretching across the plains states to the Appalachians, this group is religious, patriotic,
and effective in protecting their way of life. They trace their origins back to normal militia
groups, which often had problematic goals and methods. Some of the more powerful
BACKGROUND:
groups were given a power boost after some of their new members developed powers.
After uniting groups across the middle American Union, they have redefined their
methods and rules.
They’re currently under the leadership of Life, Mister Liberty, and Pursuit of
KEY MEMBERS:
Happiness (who is referred to as Pursuit, since it’s a ridiculously long name otherwise).
ACTIVE AREAS
Mid-American
Militia
74
M O U N TA I N M E N :
Based out of Mountain City in Colorado, the Mountain Men are a team that excel at
DESCRIPTION:
combat in their alpine territory.
Their current roster includes: Avalanche, Kodiak, Pueblo, and Redwood. They
refuse to elect a leader, as that would be against their free natures. They also have a
KEY MEMBERS:
few allies that they team up with from time-to-time, but none that have yet formally joined
the group as anything but reserves.
ACTIVE AREAS
Mountain
Men
75
NATIVE LEAGUE:
Based out of the Dakotas, the Native League is a team that is entirely made up of
DESCRIPTION:
Native Americans.
With the foundation of the Native League, many Native Americans have migrated to the
Dakotas and the surrounding states. North City has become something of an unofficial
BACKGROUND: capitol of the sovereign nations. In the Dakotas, native peoples now make up a majority,
as well as Minnesota and Montana, to a lesser extent. They are a back to roots type
group, working as a sort of unified tribal police.
Their current roster includes: Sioux Shaman, Black Feather, and Wolf Heart. Of
KEY MEMBERS: all other groups, they work best with the Mountain Men, whose philosophies somewhat
mirror their own. They tend to avoid interactions with the other teams.
ACTIVE AREAS
Native League
76
NEW EVOLUTION:
New Evolution is a cult group that worships heroes and villains alike. The more
DESCRIPTION:
powerful, the more they love them.
Formed as a cult that worships the evolution of humanity into super powered creations,
New Evolution has grown from simply worshipping to working toward creation. They’re
waiting for one particular superpowered person to emerge to take the world into a new
age, a god-like being that will conquer and subjugate the entirety of humanity. Then,
they will serve them. Many have tired of waiting, and are looking at ways to create the
perfect super human!
BACKGROUND:
To that end, they are known to sponsor and encourage many breeding programs. They
are not opposed to using alien DNA, cloning, gene-splicing, or any number of strange
techniques to create the perfect being, which they refer to as the New Missing Link.
So far, at least, they have not been successful in creating their god. In time, they may be
successful.
Many of their members are geneticists, religious leaders, or other men and women that
can serve the end purpose of creating the New Missing Link. It is unclear who exactly
KEY MEMBERS:
is in charge of the organization, as there are multiple cells around the world. Most of
these cells operate in nations where they can work around the laws.
ACTIVE AREAS
New
Evolution
New
Cells
Evolution
77
RANGERS:
Based exclusively out of Texas, the Rangers works as an extension of the local police to
DESCRIPTION: help regulate super-powered activity. They are a government-funded and sanctioned
super hero team!
Texas has always been a bit different, and they like to do things their way. While other
areas have developed regional hero teams on their own, Texas stayed apart. As powers
have been on the rise, they finally developed their own organization, but they did it their
BACKGROUND:
own way. They are the only super team allowed within Texas state lines without express
permission. On rare occasions, they have been known to work with the Gulf Coast
Guardians, but they prefer to work alone.
Their current roster includes: Longhorn, White Hat, and Tin Star. They have very
KEY MEMBERS: deadly and efficient methods, and will work to put down any threats to the great state of
Texas.
ACTIVE AREAS
Rangers
78
RED RISING:
DESCRIPTION: Red Rising is a dangerous spy and paramilitary operation based out of Russia.
A secretive group out of Eastern Europe, operating throughout Russia and its
surrounding territories, Red Rising is not a force for good or bad, they are a force that
works to the benefit of Russia.
BACKGROUND:
They were created to offset western interests, such as Her Majesty’s Royal Heroes, and
the Union of European Heroes. Their methods are often harsh and deadly. They operate
with impunity on Russian soil. Very few who cross them survive.
Led by Crimson Dawn, a mysterious psionic with the ability to control others, he has
KEY MEMBERS: very able lieutenants and officers in his organization. Foremost among his captains is
Mother Russia, a nearly indestructible cybernetic warrior.
ACTIVE AREAS
Red Rising
79
SHOGUNATE:
Shogunate is a strictly Japanese super powered team. Their members even have to
DESCRIPTION:
submit their bloodlines for inspection. Only those with pure Japanese blood is accepted.
With origins in the Yakuza and martial arts schools of old, this organization exists for the
glory of Japan. They are based out of Tokyo, which they still refer to as Edo, and they
BACKGROUND: have stations hidden across the Pacific, mostly on minor Pacific islands.
They operate with subterfuge and are masters of combat, espionage, and technology.
KEY MEMBERS: Their current roster includes: Yamato, Ronin, and Geisha.
ACTIVE AREAS
Shogunate
80
UNION OF EUROPEAN HEROES:
An answer to Her Majesty’s Royal Heroes and Red Rising, the Union of European
DESCRIPTION:
Heroes looks out for the interests of the European Union.
This newer group has only been operating since 2000, but the region has a long history
of producing heroes, many of which were recruited into other groups in the past. With
the formation of this group, Her Majesty’s Royal Heroes were not longer required to
BACKGROUND:
help police the European mainland, although they do work together on occasion. They
answer to a council of leaders from the major countries of Europe, especially France,
Germany, and Italy.
They have a deep roster of minor heroes, with small cells stationed in major cities all
KEY MEMBERS:
over Europe. Their most notable members include: Eiffel, Iron Cross, and Zeus
ACTIVE AREAS
U.E.H.
81
VOODOO PEOPLE:
With mysterious roots going back possibly hundreds of years, they work to increase their
own wealth and power. Yet, their primary goal is to bring about what they call the
Voodoo Dawn, where the whole world is ruled by their dark masters and the entities
they pray to. If this event occurred, it would mean the end of life as we know it.
BACKGROUND:
Voodoo People is based out of River City, with other circles of occultists on many
Caribbean isles, particularly Haiti. They have practitioners in Central America as well,
though they steer clear of the Los Hermanos.
Mr. Bad and The Astrologist are two of their more prominent members, while dozens
KEY MEMBERS:
of lesser minions work to help them in their plots, schemes, and rituals.
ACTIVE AREAS
Voodoo
People
82
W E S T C O A S T WA R R I O R S :
Formed as a rival group to the Atlantic Heroes Alliance when that group splintered in the
DESCRIPTION:
1960’s, the West Coast Warriors are a renowned group in our current day and age.
For over 50 years, they’ve defended the Pacific Coast, and kept a large part of the
country safe. In more modern days, with other teams protecting the Rocky Mountains,
the Great Plains, the Gulf Coast, and the Midwest, they’ve seen the territory they need
to police shrink, but that has just made them a more powerful presence in their
respective area. They are currently based out of Movie City.
BACKGROUND:
They continue to have a contentious relationship with the Atlantic Hero Alliance, vying
for the title of the top group. The power shifts back and forth from time to time, but
current public opinions favor the A.H.A.
They are known to work well with the Mountain Men, and work periodically with the
Canadian Shield and the Native League.
ACTIVE AREAS
W.C.W.
W.C.W.
W.C.W.
83
DOMESTIC ORGANIZATION TEMPLATE:
NAME:
DESCRIPTION:
BACKGROUND:
KEY MEMBERS:
ACTIVE AREAS
84
INTERNATIONAL ORGANIZATION TEMPLATE:
NAME:
DESCRIPTION:
BACKGROUND:
KEY MEMBERS:
ACTIVE AREAS
85
PART SIX
E S TA B L I S H E D H E R O E S & V I L L A I N S :
The following charts and information help give a background of characters that
are alive and influencing major teams and organizations in the American Union
and its neighbors. Of course, hundreds or even thousands of other powered
individuals exist, but these are some of the most famous or infamous in North
America and the world right now.
Each one is listed with an (M) or (F) or (O) to indicate Male, Female, or Other
(usually aliens or some sort of creature). Team or group affiliation is also listed,
as well as important notes about the character.
87
POWER RATINGS:
? Unknown 1-25
1 Low 1-5
2 Mid 6-10
3 High 11-15
4 Super 16-20
5 Ultra 21-25
6 Max 25
88
TA B L E O F H E R O E S & V I L L A I N S :
POWER
CHARACTER AFFILIATION NOTES & POWERS
LEVEL
89
POWER
CHARACTER AFFILIATION NOTES & POWERS
LEVEL
Union of
Eiffel
A frenchman with the power of magnetism and control
European 3
(M) over metal, he is one of the key members of the UEH.
Heroes
90
POWER
CHARACTER AFFILIATION NOTES & POWERS
LEVEL
Mid-
Life
A young girl with a powerful healing ability, she helps
American 3
(F) keep the MAM running and its heroes healthy.
Militia
Maple Mabel
Canadian A classic country girl with the power to control trees,
2
(F) Shield she’s the sweetheart of Canada.
91
POWER
CHARACTER AFFILIATION NOTES & POWERS
LEVEL
92
POWER
CHARACTER AFFILIATION NOTES & POWERS
LEVEL
93
ADDITIONAL HEROES & VILLAINS:
Add more of your own heroes and villains to this table as needed.
POWER
CHARACTER AFFILIATION NOTES & POWERS
LEVEL
94
PART SEVEN
C HARACTER BIOS
CHARACTER PROFILES:
The following pages offer more details for the more prominent heroes & villains
in the world. Their specific stats are not detailed, because you may wish to tone
them up or down to fit the character levels in your groups or to fit the roles you
need for them in your stories. As many of them are established heroes and
villains, they will likely fill in as mid to major powers in the areas you are
adventuring in. Any major activity in their active areas is likely to draw some
attention, although it might not be immediate. They can make for good non-
player characters and assistance in many adventures.
Please note that space is also included below each profile, in case you want to
add your own notes, specific stats, or even draw pictures of the characters.
96
ALLSEER:
NATIONALITY: Unknown
GENDER: Unknown
AGE: Unknown
Very little is known about the Allseer. It is believed that he is an either an enhanced
AI program that went rogue, or that he was an elderly intelligence agent from
BACKGROUND:
Europe that transferred his consciousness to a machine network. Regardless of the
original of this entity, it is powerful.
DESCRIPTION: Unknown
• Control of machinery
• Ability to observe through any cameras and technological devices
KNOWN POWERS:
• Ability to craft new devices, machines, and robots to serve as its eyes, ears, and
hands.
WEAKNESSES: • Unknown
97
A R C T I C AV E N G E R :
GENDER: Female
AGE: 18-22
Inuit by birth, she lived near the Arctic Circle for the first 15 years of her life,
becoming one with her environment. She never knew she was special until she met
an outsider. Since then, she has joined the West Coast Warriors to get more help
BACKGROUND:
for her home in Alaska, where she often fought alone. While she now helps the
whole coast with her powers of marine animal control, form of ice, and her mystical
whalebone spear, she still loves her homeland best.
More at home in cold climates, she often dresses the part of her native people.
When in warmer climates, this dark-haired, almond-eyed beauty enjoys wearing
DESCRIPTION: white and brown. She’s not shy to wear furs, either, although that's not always a
popular choice. Her choice in jewelry tends to be simple, with whalebone and
scrimshaw earrings and necklaces. She is never far from her enchanted spear.
98
A S T R O L O G I S T:
GENDER: Female
A young (at least in appearance) woman with a dark past and even darker
powers, The Astrologist has 12 different sets of powers, one for each astrological
BACKGROUND:
sign. From dreamwalking to poison touch to shapeshifting, she is dangerous and
unpredictable. Her powers grow during eclipses or astrological alignments.
Dark-haired with an edgy fashion sense, she is an attractive, lithe, young woman
with a sharp tongue and a mean sense of humor. She is sometimes dressed as a
DESCRIPTION:
psychic, but otherwise looks like a pale, fashionable young lady. She loves to
change her looks.
KNOWN POWERS: • Cancer: Grows chitinous shell. Hands become powerful pinchers. Resistant to
bludgeoning attacks. Increased armor.
• Leo: Cat-like nimbleness. Sharp fangs. Enhanced senses. Grows a tail.
• Virgo: Enhanced physical beauty. Charm and enamor abilities. Some power of
command, due to physical attractiveness.
• Libra: Dreamwalking. Ability to match abilities to balance out a fight.
• Scorpio: Poison touch. Poison immunity. Fast reflexes.
• Sagittarius: Archery abilities. Enhanced speed.
99
A VA L A N C H E :
GENDER: Male
AGE: 24-30
An athletic man with great skiing and climbing abilities, he was always looking for
BACKGROUND: a new challenge. One day, he was trapped in an avalanche and froze to death, or
should have. Instead, he gained powers over the ice and snow.
A classic-looking ski instructor type, he’s handsome and athletic. He’s a hit with the
DESCRIPTION: ladies and the envy of the men around him. He’s just that cool, at least in the winter
months. During the summer or in warmer climates, he’s just some guy.
100
BLACK FEATHER:
GENDER: Female
AGE: 18-22
Born as the granddaughter of a medicine man, she was raised on rituals and the
BACKGROUND: old ways. It was no surprise then when she began to manifest powers related to
her spirit animal, the raven.
With long, black hair, flowing unbound down her shoulders nearly to her waist, her
hair can quickly become feathers, like her black raven feather headdress,
DESCRIPTION: spreading to cover her whole body.
Her face is all angles, with predatory eyes and a sharp nose, chin, and cheeks,
eye-catching but not outright beautiful. She is slight of build, but quick and graceful.
101
BLARNEY STONE:
NATIONALITY: Irish
GENDER: Female
AGE: 20-24
According to her, it was while kissing the Blarney Stone that her mother went into
labor. Ever since that day, this Irish girl has had control over rocks, the ability to
BACKGROUND:
turn her skin into stone, and a petrifying touch. She also has innate luck that makes
her a dangerous foe.
Short-haired, with a pixy haircut and a love of rock and roll t-shirts, she’s got a
punk streak in her a mile wide. She’s loud and abrasive and aggressive, and drinks
DESCRIPTION:
like a fish. Many underestimate her because of her petite size, but she weighs as
much as three grown men because of her stone skin.
• Stone skin
• Control of earth - mostly rocks, but dirt and soil to a lesser extent
• Guinness
WEAKNESSES:
• Bad boys with piercings and musical talent
102
CANADIAN SHIELD:
NATIONALITY: Canadian
GENDER: Male
A square jaw, a chiseled physique, and a maple leaf on his chest make him one of
DESCRIPTION: the most desirable men in the northern hemisphere. He’s a whole lot of soldier in
one Canadian package.
• Is very by-the-book, refusing to break laws or go beyond the scope of his job
WEAKNESSES:
• Seems to have no personal life
103
C R I M S O N DAW N :
NATIONALITY: Russian
GENDER: Male
AGE: 44-52
Bullied as a young child, he signed up for the military, only to be pushed into
BACKGROUND: military intelligence. Afterward, because of a mental-enhancement drug, he gained
psionic abilities.
Bearded, with a sharp look about his eyes, he is physically unassuming, but very
DESCRIPTION:
brilliant. You’d overlook him if you didn’t know to look for him.
• High intelligence
• Telepathy (Mind-Reading)
• Immaturity
WEAKNESSES:
• Very stupid people can be distracting
104
DIDGERIDOO:
NATIONALITY: Australian
GENDER: Male
AGE: 28-32
He was just a surfer guy, looking for the next wave until he came across an
BACKGROUND: enchanted didgeridoo during a drug-induced walkabout. Now he uses the music to
create vibrations.
Attractive in that unwashed surfer type guy with salt in his hair way, he’s very laid
DESCRIPTION:
back, but serious about what he believes in. He’s a sizable guy with a big heart.
• Physically attractive
• Great swimmer
KNOWN POWERS: • Didgeridoo can create vibrations that do a lot of things, such as: disorient
people, create waves, crack rocks, warp metal, shatter glass, disrupt nervous
systems, interfere with electrical systems…
105
EIFFEL:
NATIONALITY: French
GENDER: Male
AGE: 35-45
He was a metalworker that helped maintain the Eiffel Tower until the Bastille Day
BACKGROUND: Flare changed him forever. Now he has the power of magnetism and metal control!
He’s thick around the arms, having pulled wrenches and worked with his hands his
DESCRIPTION: whole life. He’s not the prettiest guy, but he loves his wine and food.
• Great cook
• Control of metal (especially steel or iron)
KNOWN POWERS: • Magnetism
• Iron Skin technique, where he can plate his body with thin scales of metal that
allow protection while allowing movement
WEAKNESSES: • Rust
• Extreme heat
106
GEISHA:
AFFILIATION: Shogunate
NATIONALITY: Japanese
GENDER: Female
AGE: 25-45
It is believed that she was born beautiful, graceful beyond her years. She grew up
BACKGROUND: as a geisha, gaining powers sometime in the 1990’s or 2000’s. Since then, she has
been able to alter her appearance and seems ageless.
Agelessly beautiful, she is a woman at the peak of her beauty, but she never seems
DESCRIPTION: to get older. Through gestures, vocal patterns, and costume, she can appear almost
any age.
• Extremely attractive
• Extremely charming
KNOWN POWERS: • Can manipulate emotions with a touch, smile, or through song
• May have pheromone control to help manipulate others
• May also have some telepathic abilities
• Emotionless beings
WEAKNESSES:
• Artificial beings
107
GOLDEN GATE:
NATIONALITY: American
GENDER: Female
AGE: 18-21
A peppy teen on the glee club, with a healthy vegan lifestyle and a gym
membership, discovering she had powers after a tanning salon accident was the
BACKGROUND: last thing she expected. But with a grounded home life and upbringing, she took to
it and started cleaning the streets of northern California. She hates crime and has
an almost childlike innocence about her.
Young, blond, and beautiful, she is full of the fire of youth. She’s got a boho chic,
effortless style about her. She’d be gorgeous without trying, and seems more fit to
DESCRIPTION: be on a magazine cover than beating up criminals. With powers, she can convert
her skin to gold and smash some bad guys, and still get a green smoothie for lunch
or a mani-pedi with classmates.
• High attractiveness
• General likeableness
• She can shift her skin to a golden form
• Resistance to heat, cold, and electricity
KNOWN POWERS:
• She can conduct electricity through herself and redirect it at targets
• Shiny and reflective in a way that can be distracting or sometimes blinding in
strong light
• Enhanced physical strength, speed, and durability when in gold form
108
GULF DEFENDER:
NATIONALITY: American
GENDER: Male
AGE: 28-32
An environmentalist fresh out of college and strong with a cause, he quickly made
enemies of big industries along the coast. When they tried to drown him, his
BACKGROUND:
powers over water manifested. Since then, he has fought for justice and a clean
environment from Florida all the way to Texas.
• Control of water including: blasts of water, creating waves of all sizes, and
more
• Environmental effects such as creating fog and mist
• He can also draw water from objects or people, dehydrating them dangerously
KNOWN POWERS:
• Good physical condition
• Excellent swimmer
• Some leadership skills
• Strength of purpose and powerful will to do what is right
109
HURON:
GENDER: Male
AGE: 26-29
The son of a Huron Indian man of only modest claim to the bloodline and a woman
who may or may not have been a chief’s daughter, Huron was raised by a cold,
angry father. When he found an enchanted Tomahawk buried on their property on
BACKGROUND: his 16th birthday, he went out on his own, and never looked back. Since then, he
has made a name for himself and has risen to be a leader of the Great Lakes
Guardians. He was actually scouted by the Native League, but he wanted to serve
closer to his home.
With bronzed skin and a lithe, muscular frame, he might not be the biggest guy in
the room, but he tends to get attention, if not for his looks, then for his confidence.
He has a swagger about him like he could take out just about anyone in the room
DESCRIPTION:
that isn’t far from the truth.
As if he doesn’t want people to forget who he is and his background, he often
overdresses for his culture.
• Mystical tomahawk ignores armor and returns to his hand when thrown
• Enhanced senses
• Fighting ability
KNOWN POWERS: • The Tomahawk also increases his physical stats, grants him some resistance to
magic, and gives him a modest healing ability.
• Magical tracking abilities allow him to see glowing tracks and paths to almost
flawlessly track someone or something once he has his sights on it
• Over-confidence
• Hot-headed
WEAKNESSES:
• Hates it when people call him out for his mixed-blood heritage
• Being called ‘Super Indian’ really makes him angry
110
HURRICANE:
NATIONALITY: American
GENDER: Male
AGE: 34-40
As an avid sailor in his youth, one silly mistake led him out to sea and into the
center of a hurricane. When he gave up any hope of surviving, he felt something
open up in him, and he took control of the hurricane. It didn’t stop until he was
BACKGROUND: back on land. Since then, he has taken care not to overuse his highly-destructive
powers. He is often held in reserve by the West Coast Warriors, but his powers
make for a great deterrent for any coastal attacks by enemies of the American
Union.
From exposure to the sun, salt, and wind, his skin is a bit weathered, and his hair is
tussled. He can often be found staring out at the waves and the skies, although he
can never truly let himself go out to be with them, because joining with them can
DESCRIPTION:
cause so much disaster.
He often has a far-off stare and can seem aloof, but he is deep in thought,
brooding.
• Form of wind
• Limited flight, being pushed from underneath by careful control of winds
KNOWN POWERS:
• Extreme control of wind, category 5 hurricane type strength or very powerful
tornados
111
IRON CROSS:
NATIONALITY: German
GENDER: Male
AGE: 35-45
A trained soldier and airplane mechanic, it was no surprise that his powers
BACKGROUND: developed along the same lines after the Bastille Day Flare. Since then, he has
used his powers over technology to keep Europe safe.
• Control of technology
• Psionic resistance
KNOWN POWERS:
• Physical training as a soldier
• Mechanical knowledge
112
KAMEHAMEHA:
GENDER: Male
AGE: 45-55
A proud member of the Hawaiian people, his powers manifested during a surprise
BACKGROUND: storm when he was on top of a volcano. Since then, he has had powers to control
magma, wind, and waves.
With a deep tan and weathered look from living out under the sun his whole life,
DESCRIPTION: this dark-haired, middle-aged man is built like a tree trunk. He often wears
traditional islander clothing, but also quite likes board shorts and Hawaiian shirts.
113
KID COSMIC:
GENDER: Male
AGE: Appears to be in mid 20s, but his people live longer than humans
Born out there in the stars, bathed in cosmic rays, he crash-landed on our planet as
a teenager. Being highly intelligent, he was able to learn our culture and several
BACKGROUND: languages quite quickly. Since then, he’s adopted Mega City as his home, where
he’s something of a hero and an icon. He has become a leader of the Atlantic
Hero Alliance.
Blonde and handsome with a great chin and wonderful hair, he is an intergalactic
boy scout type out to save the universe. He never met someone he didn't want to
DESCRIPTION: help or save. While not intimidating in size or build, he has something about him
that exudes power and strength. All around a really great kid!
• While unproven, being in near to complete darkness away from any cosmic
radiation may weaken him
• Can be provoked into fights when innocents are in danger
WEAKNESSES:
• Very gentlemanly, hating to fight women when avoidable
• Someone gullible in that he expects the best out of people
114
KODIAK:
NATIONALITY: American
GENDER: Male
AGE: 26-32
A large, outdoorsy guy, a near-death experience with a bear left him near death. It
was then that the spirit of the bear entered him and he was able to draw the spirit
BACKGROUND:
of the beast into him. Now, he can transform into a massive bear form to help
protect the lands he grew up on.
Hairy, bearded, and gruff-looking, he was never a handsome man, but he was a
DESCRIPTION: large fellow. With the ability to take on the form of a bear, he can become even
larger. He uses his powers to save the lands he’s sworn to protect.
• Sometimes it's hard to control his animal nature when he gets into a fight
WEAKNESSES:
• Antisocial
115
L A TA R A N T U L A :
NATIONALITY: Mexican
GENDER: Male
AGE: 35-45
Born to a poor but large family, life was destined to be hard for this man. His life
all changed when he escaped a life on the streets and stumbled into Aztec temple
BACKGROUND: ruins. There, he found a cursed spider totem that has transformed him into La
Tarantula. Since then, he has consolidated many of the gangs in Mexico and has
become a threat throughout Central America with the help of his wife, Quetzal.
Slightly below average height, but with a strong and agile build, La Tarantula
would be a strong fighter even without his abilities. However, with his poisonous
DESCRIPTION: bite and the ability to shoot irritating hairs from his arms, he can be deadly.
He often dresses halfway between a wrestler and a super villain with an obvious
spider theme about his costumes. The rest of the time he looks like a drug kingpin.
KNOWN POWERS: • Can shoot irritating hairs that can blind, choke, or distract enemies
• High speed
• Intimidating
• Very vindictive
WEAKNESSES:
• Only cares about his wife
116
L A DY B R I TA N N I C A :
NATIONALITY: British
GENDER: Female
AGE: 23-28
She was a mild-mannered history major in college. Then she found an enchanted
blade that transformed her into Lady Britannica, defender of the British Isles. In the
BACKGROUND:
short time since, she has proven herself to her nation and has become the leader of
Her Majesty’s Royal Heroes
Blonde, with usually braided hair, she is average height and slight of build until she
draws her magical sword. Then the bookish girl grows to Olympic proportions and
DESCRIPTION:
summons magical armor. Imposing like an ancient hero, she defends her
homelands.
117
LIFE:
NATIONALITY: American
GENDER: Female
AGE: 16-21
The daughter of a doctor, she was deathly ill as a child. An experimental treatment
BACKGROUND: not only healed her, but gave her the powers to heal others. Now, she serves as a
support hero in the Mid-American Militia.
One of the youngest professional heroes in the nation, she is a frail-looking young
DESCRIPTION: girl, a hundred pounds at most. She has a sad, but hopeful look on her face, and
she’s always in to helping others.
• Immune to poison
• Extreme healing factor, to the point that only the completest destruction of her
KNOWN POWERS:
body would possibly kill her
• Very potent healing abilities
118
L O N E S TA R :
NATIONALITY: American
GENDER: Female
AGE: 20-25
Born a rancher in the state of Texas, she moved to the Gulf Coast in her teens, and
BACKGROUND: has joined up with the Gulf Coast Guardians since discovering her powers.
Tough, resembling a pretty cowgirl, she’ll quickly show you she’s not afraid to get
DESCRIPTION: in a fight or get her hands dirty. She’s a fan of plaid, leather, and denim, and
knows her way around a farm, a square dance, and a barroom quite nicely.
• Great reflexes
• Counterattacks
• Disabling enemies, submission fighting styles, and tying up enemies with ropes
or lassos
KNOWN POWERS:
• Easy to underestimate
• Fighting skills
• Extreme loyalty
119
LONGHORN:
AFFILIATION: Rangers
NATIONALITY: American
GENDER: Male
AGE: 35-45
It’s kind of hard to fit in when you’re able to shape shift into a minotaur-like
BACKGROUND: creature. He’s always been an outsider, until the Rangers invited him to help them
keep Texas safe with his fists. He’s eternally grateful, though he’d never say so.
Gruff, unapologetic, and powerfully built, Longhorn gets attention when he walks
DESCRIPTION: into a room. Women find him animalistic. Men find him threatening. Pets don’t like
him. He’s not pretty, but he’s pretty mean.
• Shapeshifting
• Socially-inept
• Not very handsome
120
MAPLE MABEL:
GENDER: Female
AGE: 20-25
A girl scout that stumbled into a strange grove of trees as a child, she emerged
BACKGROUND: with the power to commune with trees. Now, she is part of the Canadian Shield
team.
Warm eyes, a nice smile, and shoulder-length brown hair, she’s the sweetheart of
DESCRIPTION: Canada. She often wears a more battle-ready, modernized version of a girl scout
outfit.
• Ability to grow wooden objects from trees, like tools, small boats, etc…
• Control of trees
• Can grow thorns from her skin
KNOWN POWERS: • Tough wooden/bark type texture to her skin when she needs it
• Charismatic and sweet
• Healing powers
• High resistance to Nature
121
MISS MICHIGAN:
NATIONALITY: American
GENDER: Female
AGE: 18-24
Daughter of the founders of the Great Lakes Guardians, she is one of the leaders
of the newest generation of heroes defending the Great Lakes. Currently based out
BACKGROUND:
of the Motor City, she works side-by-side with Huron to help keep the waterways
clean, safe, and beautiful.
A beauty for sure, she has a swimmer’s build, the grace of a dancer, and an almost
DESCRIPTION:
unparalleled control over water.
• Highly attractive
• Form of water
122
MR. BAD:
NATIONALITY: Jamaican
GENDER: Male
He wears dark grey, only dark grey. His hat, his shoes, his jacket… they’re all dark
DESCRIPTION: grey, as if the color were bleached out of him. It’s the same with his dead eyes. He
moves as a shadow through life.
• magical abilities
• hiding in shadows
123
M I S T E R L I B E R T Y:
NATIONALITY: American
GENDER: Male
AGE: varies
Born in a state of time-flux, Mister Liberty started life with tragedy. His mother did
not survive the birth of a child that rapidly aged and de-aged in just moments. The
loss of his wife ruined his father, so Mister Liberty was raised by several uncles
near Midtown. One might describe those uncles as ‘gun nuts,’ but they were
BACKGROUND: certainly active in the local militias.
When he finally learned to stabilize his age as a young man in his apparent 20s,
he rose to power in the militias and created the Mid-American Militia as a
peacekeeping force for middle America.
Able to alter his appearance and age by instantly aging or de-aging at will, he
might never look the same twice. His preferred form is that of a young man in his
DESCRIPTION:
early 20s. His eyes always wear an older look about them, as one who has seen
more than his share of pain in his strange years.
• time manipulation
• can change age at will
KNOWN POWERS:
• accelerated healing due to time manipulation
• grappling and restraints
• he must spend at least part of each day as a baby, toddler, teen, young man,
WEAKNESSES:
adult, and old man.
124
MR. UNTOUCHABLE:
NATIONALITY: American
GENDER: Male
AGE: 30-35
An experiment gone wrong, exposure to strange rays from a device gone haywire
in Steel City transformed an average guy into a super hero. After learning he could
walk through walls, become invisible, and become hard as steel, there was really
BACKGROUND:
only one path for this geek: the Atlantic Hero Alliance.
Mr. Untouchable quickly rose to the ranks of leadership in the most recent roster of
the AHA, where he is the balance to Kid Cosmic’s brash tactics.
Average in most ways, it is his powers that make him special. Take away the
DESCRIPTION: costume and abilities, and he might be that guy that delivers your pizza. With his
powers, he’s a confident leader.
KNOWN POWERS: • can become intangible and nearly impossible to hit physically
• very cautious fighter
125
MOTHER RUSSIA:
GENDER: Female
AGE: 28-34
Born to a poor family in Ukraine, she excelled in school and physical endeavors,
gaining the attention of her teachers. She was selected to train for Russian Special
Forces, quickly becoming a top operative. After a mission gone wrong, she was
BACKGROUND: disabled and left for dead.
Red Rising scooped up what was left of her body and rebuilt her into one of the
toughest fighting machines on the planet. Now more machine than woman, she
throws her efforts into protecting her nation in these changing times.
She could hardly pass for human, except for her hands, face, and her general
figure. She keeps her machine nature as secret as possible, but when you’re built
DESCRIPTION:
from hundreds of pounds of war machines, it’s hard to be subtle. Thankfully, she
looks good in red and silver.
• EMPs
• Awkward in social situations
WEAKNESSES:
• Emotional issues stemming from her physical appearance and lack of normal
human body
126
THE MOUNTIE:
NATIONALITY: Canadian
GENDER: Male
AGE: 25-35
A park ranger, volunteer fireman, and generally nice guy, he happened to stumble
across something that changed his life forever: a mystical moose. After befriending
BACKGROUND: this mystical creature, he found himself flying into battle on a moose, wearing a
mountie costume, and just generally saving the day like a nice fella should.
He was handpicked to join the Canadian Shield team by Canadian Shield himself!
Handsome, if a bit normal, he’s a cheerful fellow that likes hockey, talking about
DESCRIPTION: hockey, nature, and a snowmobile ride. He’s often dressed in flannel and outdoor
parkas. He usually says hi to anyone who meets him.
• Mystical Moose: can jump high, kick, and smash with antlers
• Increased physical attributes while in costume
KNOWN POWERS: • Generally great outlook on life makes him more resistant to negative magical
and psionic effects
• Increased resistances
WEAKNESSES: • Too gentlemanly - never suspects a girl of being evil, even if it’s obvious
• Good Samaritan to a fault
127
NEW MISSING LINK:
NATIONALITY: Unknown
GENDER: Unknown
AGE: Unknown
This is the hypothetical end result of careful selective breeding and experimentation
of the New Evolution. This being will eclipse all others in terms of powers and will
BACKGROUND:
be immensely powerful, as well as being served by a cult of fanatic scientists and
soldiers.
DESCRIPTION: Unknown
WEAKNESSES: • Unknown
128
OIL SPILL:
NATIONALITY: American
GENDER: Male
AGE: 30-40
An oil worker in the Gulf of Mexico, an accident on an oil rig left him as the only
survivor, if changed. When a hurricane swept through and the whole oil rig was
BACKGROUND:
lost, he was plunged into the gulf waters and should have died. Since learning to
control his powers, he has joined up with the Gulf Coast Guardians.
Liquid, living oil. He can take different shapes and prevent bits of himself from
DESCRIPTION: being left behind when he walks, by hardening his outer layers into a tar-like
substance.
• Control of physical shape, can completely flatten self, but prefers a humanoid
form, and can also form blades or appendages from oil/tar substance
• Can increase the density of his form by temporarily absorbing sand
• Resistance to water
KNOWN POWERS:
• Can coat a person or suffocate them
• Heat causes him to change into smoke or fire
• High resistance to physical damage, as he is basically a living puddle of oil
• Doesn’t require anything to survive - food, water, air…
WEAKNESSES: • Less able to manipulate things like a human could, because of what he is made
of
• It’s hard to be charming and desirable as a puddle of oil
129
PORPOISE GIRL:
NATIONALITY: American
GENDER: Female
AGE: 16-20
A baby lost at sea, she was found by marine biologists, who found her ability to
shape shift into a dolphin quite interesting! She never seems far from the sea, and
BACKGROUND:
she’s captain of the girl’s swim team. She’s also joined up with the Gulf Coast
Guardians.
She could have been the valedictorian and prom queen at your high school,
DESCRIPTION:
because she’s got that pretty girl next door look, and she’s very smart.
• Powers are extremely weakened when away from water for extended periods
of time
WEAKNESSES:
• Dolphin form is pretty worthless on land
• Lower resistance to heat
130
PURSUIT OF HAPPINESS:
NATIONALITY: American
GENDER: Female
AGE: 22-28
A preacher’s daughter, she always thought her singing voice made people smile,
until she realized that she was manipulating their emotions with her mind. She has
BACKGROUND:
learned to focus and hone these abilities until she’s become one of the main
leaders of the Mid-American Militia.
Dark-haired, usually wearing a cardigan and a headband with her Sunday dress,
she’s completely unexpected as one of the most powerful members of the Mid-
DESCRIPTION:
American Militia. She does have a combat uniform, but she typically opts for a
sensible, pretty ensemble.
131
PUEBLO:
NATIONALITY: American
GENDER: Male
AGE: 28-32
The son of a traditional potter, he was born near a potter’s wheel, and has an
BACKGROUND: affinity for earth, especially clay. He found other like-minded nature types in the
Mountain Men and works to keep his corner of the country safe.
A man with a deep tan, strong hands, and a face that’s seen some sun, he’s a
DESCRIPTION: warm guy that knows how to work hard. He’s the calmest of the Mountain Men, a
steady voice of reason.
132
QUETZAL:
NATIONALITY: Belizean
GENDER: Female
AGE: 28-32
Born in Belize, she was an exceptional beauty, one that attracted the attention of
local warlords. When her family was murdered and she was kidnapped, she felt
something inside her change. She escaped into the forest and embraced the
BACKGROUND: wildness she felt at the Mayan ruins she hid within. From then on, she was different,
colder, more brutal. She was Queztal, a dangerous and beautiful creature.
The only one she’s found that treats her how she wants and she can respect is La
Tarantula. Together, they run Los Hermanos.
Dark haired with a mestizo background, she has a mix of indigenous and
DESCRIPTION: European features. She would be stunning if her eyes and expressions were not so
cold and predatory. She favors colorful outfits, often with feathers.
WEAKNESSES: • Her wings can only be summoned and banished a few times a day
• Obsessively cruel, especially to those who prey upon children
133
REDWOOD:
NATIONALITY: American
GENDER: Male
AGE: 30-35
An outdoorsy kid who grew up to be a park ranger near Port City, hearing voices
from the trees didn’t bother him. Instead, he embraced his different abilities and
BACKGROUND:
has grown to be a powerful force of nature.
He fits in well with the rest of the rest of the Mountain Men.
Rugged, with leaves in his hair and moss on his nails, he looks like he’s half a tree
DESCRIPTION:
already. He’s tall with a wiry strength about him, and a solidity to his appearance.
• Bark skin
• Healing
134
RONIN:
AFFILIATION: Shogunate
NATIONALITY: Japanese
GENDER: Male
AGE: 35-40
Little is known about the secretive assassin of the Shogunate team. It is believed he
BACKGROUND: was trained since he was a little child, and came into his powers in his late teens to
early 20’s.
He wears all black, with little showing other than his eyes. Even his blades have
been coated in black and wrapped so that he emits no sound or reflection of light.
DESCRIPTION:
On occasion, he has been seen wearing traditional armor or a black kimono with a
simple white slash across the back.
• Teleportation
• Extreme skills with hand-to-hand techniques, as well as blades, throwing stars,
and general ninja type gear
KNOWN POWERS:
• Climbing
• Moving silently
• Can bend light to hide in shadows
135
SCOTSMAN:
GENDER: Male
AGE: 30-35
Born to a traditional and large family, he has been wrestling and fighting and
learning the ways of his land since he was born. Music and fighting came naturally
to him, so it was quite fortunate when he came across a set of magical bagpipes
BACKGROUND: through a deal with a woodland spirit (as he tells it).
Since acquiring the bagpipes, he’s risen in power and joined Her Majesty’s Royal
Heroes, where he annoys everyone with his singing and his use of Gaelic that few
understand.
Red-headed and bearded, he dresses in the customary garb of his people (200
DESCRIPTION: years ago). He loves his handmade boots, his kilt, and his antler-bone knife. He
looks like he belongs on a movie set or at a reenactment of an old battle.
• Sonic attacks from the bagpipe, many of which have psionic effects as well
• Wrestling and fisticuffs skills
KNOWN POWERS:
• Knife fighting skills
• Charming and inspiring
136
SIOUX SHAMAN:
GENDER: Male
AGE: 50-60
Raised as a Shaman by his grandfather, because of his natural talents in the field,
he has risen to be the highest shaman on the continent. With magical powers and a
magical totem, his powers are vast and his eyes can be cast wide with astral
BACKGROUND:
projections.
He is one of the leaders and founding members of the Native League, and was
instrumental in the founding of the de facto Native capitol in North City.
A mid-late 50’s native, he carries himself as if his body were made from the hardest
steel, unbent and unbroken. He believes in hand-made goods, things made by his
DESCRIPTION: own two hands, and he dresses somewhere between modern and traditional.
His long hair is braided and filled with natural ornaments, and he is never seen
without his medicine pouches, which contain powerful medicines and powders.
• Astral projection
• Truth telling
• Far Sight
• Find hidden
KNOWN POWERS:
• Medicinal powders can put enemies to sleep, confuse them, paralyze them, or
make them speak the truth, among other things
• Very strong magical and psionic resistance
• Resistant to charm
137
T I N S TA R :
AFFILIATION: Rangers
NATIONALITY: American
GENDER: Male
AGE: 32-36
The son of a sheriff near Ranch City, it’s no surprised that he became one himself.
Only, this law enforcement officer became something a little extra when an
BACKGROUND:
experimental procedure turned his skin to metal. Now he’s a nearly indestructible
force of justice that leads the Rangers.
A tough, mustached guy, he could have been a football star or a wrestler, but he
decided to be a sheriff. Now he’s the head of the Rangers, acting as sheriff for the
DESCRIPTION:
entire state of Texas. His metal skin makes him pretty recognizable, as does his tin
star and black hat.
• Metal skin
• High resistance to heat and cold
• Rust and corrosion are challenges in very high humidity. He must keep his skin
WEAKNESSES: oiled up.
• Has a hard time letting even small-time offenders off the hook
138
W H I T E H A T:
AFFILIATION: Rangers
NATIONALITY: American
GENDER: Female
AGE: 24-29
Born in Alamo City, she was a champion barrel racer and calf roper as a child,
and super powers made her even better! She was hand-selected to join the Rangers
BACKGROUND:
by Tin Star himself. Since then, she has used her abilities to keep the great state of
Texas safe.
Blonde with a belt buckle and a smile that could pierce a cloudy day, she’s as
charming and Texan as they come. She dresses in all white, mostly because it
DESCRIPTION:
shows blood well (mostly from her enemies). You’ll never find her without half a
dozen guns and at least a couple lassos.
• Drinking competitions
• A sucker for challenges of dexterity
WEAKNESSES:
• Can sometimes be too flashy in her attempts to take down enemies. Instead of
simply disabling them, she likes to humiliate them.
139
W O L F H E A R T:
GENDER: Male
AGE: 24-28
He was going nowhere in the Twin Cities where he was raised, falling into
gambling, alcohol, and smoking. That is, until he went hunting one day and came
across a very large and old wolf. It nearly killed him, but after communing with it,
BACKGROUND:
the beast let him kill it. He took the fur, honored it, and took the powers of a wolf.
Now, he serves as a solid member of the Native League, protecting native interests
across the Plains States and the Dakotas.
A bit hairy, especially for a Native American, he has long limbs, like the beast he
DESCRIPTION: can turn into: a giant wolf. He often wears furs and necklaces of teeth.
• Although not quite completely a beast, he does lose much of his reasoning
skills when he changes into wolf form
WEAKNESSES:
• He becomes more bestial the longer he stays in wolf form
140
YA M AT O :
AFFILIATION: Shogunate
NATIONALITY: Japanese
GENDER: Male
AGE: 30-35
A naval officer that was wounded in a combat training exercise, he volunteered for
BACKGROUND: the Yamato program that made him into a living weapon. With armor and an
arsenal of weapons, he is a dangerous power in the Shogunate team.
While his scars are mostly hidden when he is clothed as a normal person, many of
DESCRIPTION: his body parts were replaced with cybernetic components. When he puts on his
armor, he looks like a walking battleship.
141
ZEUS:
GENDER: Male
AGE: 25-30
Born to a rich family, getting powers was just another bit of luck for this hero. He
BACKGROUND: took the name of the famous Greek king of the gods, and acts as such. He became
one of the leaders of the Union of European Heroes without having to earn it.
Handsome, as if chiseled from stone, with dark curls of hair and a perfect frame to
DESCRIPTION: hang his prodigious muscles on, he’s one of the most attractive men in Europe, and
also the most powerful and richest. Unfortunately, he knows.
• Control of lightning
• Flight through gravity manipulation on his self only
• High strength, durability, and physical defense
142
CHARACTER TEMPLATE:
NAME:
AFFILIATION:
NATIONALITY:
GENDER:
AGE:
BACKGROUND:
DESCRIPTION:
KNOWN POWERS:
WEAKNESSES:
143
PART EIGHT
OTHER RACES
There are several species of aliens and other humanoid species that have had
interactions with our world. The following pages detail some of the more
important or common species that might be encountered.
Specific stats are not given for them, as you may wish to adjust their toughness
for your campaigns and adventures.
145
TA B L E O F K N O W N S P E C I E S :
Large, Cicada-like
Paraxx Hostile, hive community species looking to colonize.
Hive Species
Add additional species of your own to the bottom of the chart as needed.
146
A I S H I VA L :
We have had only a few instances of contact with the Aishival, and most are very
CONTACT: brief. They have interacted with a disabled space shuttle once, helping it return
safely, but those events are classified.
Humanoid, they could almost pass for human, if not for the lavender skin tones and
white hair. Their eyes tend to be shades of violet to any shade of blue.
Height-wise, they’re very uniform, males and females are almost all exactly 2
DESCRIPTION:
meters tall, or 6’6.”
They are usually seen wearing a futuristic battle armor suits that have a very 90s
vibe about them.
They are generally superior to humans in most stats, with an average of around a
stat of 15-20, with their best warriors being closer to the 25 mark. A few in each
STATS:
group are less physically imposing, focusing instead on intelligence. They will be
closer to a stat of 25 intelligence.
• Fiercely loyal, to a fault. They will risk everything to save one of their own.
• Uniform abilities, with few true outliers.
WEAKNESSES: • They tend to guard their females carefully, especially the young or childbearing
age ones. Once they reach their full maturity, around 35, they are allowed to
fight and become warriors.
147
AV E E N A :
These are believed to be the origin of legends of menfolk on Earth. Contact has
CONTACT: been sporadic over the centuries, seeming to peak every 200 years. We are
currently in a peak time.
Able to shift into human form on land, although never for more than a few days at
most, these menfolk are the source of mermaid legends. The men are strong,
handsome, and built like swimmers. The women are impossibly beautiful, with
DESCRIPTION: hypnotic eyes and voices.
Try as they might, they can never quite pass for human. Something about the
angles of their faces are not quite right, and they often have faint hints of scales or
gills.
They’re above average compared to humans, with many stats in the high teens or
STATS:
20s. Their speed and social block skills should be highest.
• Heat
• Removal from water makes them lose their strength after several hours, many
WEAKNESSES: perishing within days
• General distrust of land dwellers, although some of them are still highly curious
about land dwellers
148
CRAELLIN:
DEMEANOR: Secretive, and they will usually only attack when they perceive threats.
Craellis System (1st and 2nd aquatic planets, but mysteriously not the 5th planet,
HOME SYSTEM:
which is also aquatic)
GENDERS: Unknown
They have only been spotted near water, and only briefly. It is unknown what they
CONTACT:
want.
What little we know about them makes them out to be something like a floating
jellyfish. They walk on tentacles, use tentacles as arms, and have no visible sensory
DESCRIPTION:
organs on their main trunk.
They may communicate by shifting colors.
Both delicate and hard to kill, they seem intangible at moments, like mirages, and
STATS:
then they are there the next moment.
• Hit with the right attack, they are not difficult to defeat, but what is that attack,
and will you get a moment to use it?
WEAKNESSES:
• They appear in small groups usually, and show little concern for one another.
• They do not work in unison or coordinate attacks.
149
M O R DAV I A N :
Other than Kid Cosmic, we have very few instances of contact with the
CONTACT: Mordavians. Much of what we know is what Kid Cosmic has shared.
Handsome and almost entirely human-looking. They don’t have belly buttons,
DESCRIPTION: because, according to Kid Cosmic, they grow in egg-like pods that females lay.
They are generally superior to humans in most stats, with an average of around a
stat of 15-20, with their best warriors being closer to the 25 mark. A few in each
STATS: group are less physically imposing, focusing instead on intelligence. They will be
closer to a stat of 25 intelligence.
• While unproven, being in near to complete darkness away from any cosmic
radiation may weaken him
WEAKNESSES: • They tend to be emotional, naive, and innocent
• They have an inborn need to save people
150
OPSYS:
They ignore organic life until it interferes with their harvesting of technology, at
DEMEANOR: which time they attack with extreme prejudice.
Unknown. They were created by someone or something, and have since moved on
HOME SYSTEM: from those systems to look for more technology to add to their ramshackle machine
ships.
GENDERS: None
LIFESPAN: indefinite
They have had little to no contact with humans. A small piece of a larger craft is
CONTACT: rumored to have landed in the far east. After attempting to take control of a
section of a city, the Shogunate claim to have eradicated all traces of them.
They do not limit themselves with humanoid forms or the forms of any other known
life. They often resemble vehicles or strange collections of tools and devices on
mobile platforms. They are entirely made of metal, plastic, and other machine
DESCRIPTION: components. They gather in small groups, often reporting back to a larger vessel,
which is likely capable of interstellar travel. As they can live indefinitely, they can
wait for the transit time between worlds.
They can be quite durable, and often require nearly complete destruction to defeat
STATS: them.
• Control of electricity, metal, and magnetism could greatly interfere with their
systems and their version of ‘life’
WEAKNESSES: • Rust or corrosion
• Possible damage or corruption from computer viruses or malware
151
PA R A X X :
LIFESPAN: 3-5 years (male) 100-200 years (female) 10-20 years (drone)
They generally avoid humans, and work to establish strong colonies underground
CONTACT: or in forested areas before venturing out to attack nearby settlements.
They resemble 8’ tall, spacefaring versions of cicadas. They have six limbs, with
their forelimbs resembling those of a praying mantis. They make clicking noises to
DESCRIPTION: communicate, but have created devices to translate their speech into human
languages.
While not particularly smart, they are durable and fairly quick. What they lack in
STATS: intelligence, they make up for in the ability to coordinate attacks and in their
numbers.
• Hive Mind
• Tough Exoskeleton
• Sharp Claws and Mandibles
KNOWN POWERS:
• Resistance to extremes of heat and cold
• Well-adapted to space travel and lack of gravity.
• Great vision, even in darkness
152
SALLESK:
GENDERS: Hermaphroditic
LIFESPAN: 30-90 days until they can lay eggs. At which time, they die.
They are carried to new worlds by other humanoids, who are driven to distribute
CONTACT: their eggs through saliva.
They are very much like intergalactic tapeworms or hookworms. They have little
barbs that they attach to the inside of your digestive tract. They cause indigestion
when they’re ready to lay eggs in your throat, as they will crawl up through your
DESCRIPTION: stomach acid and lay eggs in your esophagus when you sleep. Then you will pass
them on to others who have contact with your saliva. They die after laying eggs,
and their bodies are broken down and passed through the stool, often
unbeknownst to the host.
They are hard to kill, on account of being internal parasites, some reaching nearly
STATS: a foot long. They look like a grayish baby lamprey.
• Some mind control, due to endorphins and hormones. They increase the urge
to eat (especially sweet foods) and/or mate, which increases the chance of
infection of others through saliva.
KNOWN POWERS: • While they are in a host, they can increase their host’s emotions, as well as
cause digestive issues. This can slightly weaken the host, while making them
much more irritable and aggressive, as well as more confident.
• As a simple creature, they are immune to all psionic attacks.
153
SULL:
20-30 years (male) 30-40 years (female), although life expectancies can be
LIFESPAN: drastically higher, almost human in length, on less hostile planets, such as Earth.
They will inspect any spacecraft or military aircraft if they come in contact with
CONTACT: them, and have frequently inspected space probes, manned spacecraft, and flown
by aircraft. They rarely engage, seeing our crafts as weak and nonthreatening.
They’re winged humanoids, with wiry bodies built for higher pressures. Their wings
vary, depending on which planet they come from, with the inner, warmer planet 5
often having leathery-winged Sull, while planet 6 has feather-winged Sull, and
planet 7 has glass-like insect wings. They may have mouths and features that fit
their wings, like bat-faces with large eyes for planet 5, beak-like faces for planet 6,
DESCRIPTION:
and insect-like mandibles on planet 7.
They are tall, easily 6’6” on average, even the females. They’re long-limbed, with
long necks as well, and large eyes. They’re able to filter air with an impressive set
of lungs and neck filters that resemble gills.
They’re very agile and quick, and surprisingly strong for their wiry builds. Expect
STATS:
them to be powerful and sharp-witted. They’re a warrior species.
• Strong
• Very agile. They will likely dodge many ranged attacks while in the air.
• Resistance to acids, caustic air, sandstorms, and other atmospheric conditions
• Very low air density makes high-altitude flying difficult, and they also have less
ability to breathe when the air is thin
• Not very cold-resistant.
WEAKNESSES:
• Damage to wings can severely impede their agility and fighting styles
• They require maneuvering space.
• They favor edged melee weapons over ranged weapons.
154
TEEG:
HOME SYSTEM: Teeg Prime (a mechanized rogue treasure planet that floats through the galaxy)
LIFESPAN: 300-350 years (male) 150-200 years (female) 50-75 years (companion)
Small trading vessels have reportedly made human contact on a few occasions.
Somehow, they always seem to get the better side of the deal, even though the
CONTACT:
deal seems favorable at first. Because of this swindling, people rarely report the
contact.
These brightly-colored and very decorative humanoids have a variety of skin tones,
hair colors, and eye colors. They also enhance them with ritualized tattoos that are
a depiction of the wealth of the wearer.
DESCRIPTION: Teeg females are small, delicate creatures of great beauty. The males are
somewhat larger, if more suited to mental and social tasks than physical.
Companions are docile, sexless servants, created by hormonal restrictions in the
womb. They are only smart enough to do what they’re taught and little else.
They are about as physically threatening as a human middle schooler. Their true
STATS: powers are in their charm and social skills. They always seem to get what they
want.
• Charm
• Beauty (especially females)
KNOWN POWERS:
• Extreme wealth
• Very manipulative and successful
• Physically nonthreatening
155
VERLIG:
DEMEANOR: Extremely hostile, but will lie in wait and slowly build up to attack
Unknown. They are a parasitic species that has spread widely throughout the
HOME SYSTEM:
galaxy
GENDERS: None
They are spread on comets, raining down organic seeds of themselves on habitable
CONTACT:
planets. In space, they can lie dormant for millennia, waiting for a chance to feed.
They are amorphous blobs of flesh and tentacles usually, but can quickly grow
limbs and organs to suit purposes, such as mouths, sensory organs of all types, and
other growths for attack and movement. Often, they will undulate around, much
like a slug, but they can pull themselves around by tentacles if they need to move
DESCRIPTION: more quickly.
On rare occasions, they have been known to make humanoid simulacrums that are
use to seek out native populations and lure them back to the main body for food.
They can absorb any living material, which can be used to create more tissue, but
they strongly prefer animal matter over plant matter.
They are incredibly hard to kill. Every last cell must be destroyed. They often look
like pink, slimy masses with dozens of limbs. They can attack quickly and they are
very hard to surprise, because they have a multitude of various organs, many of
STATS: which can detect vibrations, heat, smells, etc…
They’re just a really nasty pile of flesh. They can reach the size of a city block
before they have to subdivide, almost always into 3 pieces, which then separate
and compete with each other.
• Complete resistance to cold and the vacuum of space, although they will shut
down and hibernate in space
• Super healing abilities
• Super senses: heat, infrared, vibrations, pheromones, smell, etc…
KNOWN POWERS: • Decentralized brains and hearts make them nearly impossible to kill-shot.
• Ability to create multiple arms, legs, teeth, or other dangerous appendages for
fighting, feeding, and protection. Expect multiple attacks.
• Can swallow or absorb enemies. They can secrete digestive juices on contact.
• Difficult to kill, due to sheer size.
156
SPECIES TEMPLATE:
NAME:
DEMEANOR:
HOME SYSTEM:
GENDERS:
LIFESPAN:
CONTACT:
DESCRIPTION:
STATS:
KNOWN POWERS:
WEAKNESSES:
OTHER NOTES:
157
PART NINE
ARTIFACTS
K N O W N A RT I FA C T S & O B J E C T S O F P O W E R :
In any world, there are certain mysterious and powerful objects that someone
could come across. This is true of the world of the Super Power System, too.
They are listed below, and then detailed on the following pages. There is also
some space below each entry to allow you room to add more details or sketches.
Note that specific stats or bonuses were not put in, not because they couldn’t
have been, but because many of them had variable abilities, or they might
require tuning to fit in your adventures. They should be interesting, powerful,
and even dangerous. Adding specific stats might limit their effects, especially
with higher-level characters. There’s nothing wrong with finding a very powerful
item at a low level, either. It makes for great storytelling!
159
L I S T O F A RT I FA C T S :
Cursed Leather Gloves that can grant strength, limited flight, and
Gloves of Nasrallah Falconry Gloves command of birds.
Orb of Hyrax Magical Orb Man-made magical sphere with 6 sets of powers.
Mystical Scales from an Mermaid scales that allow underwater breathing and
Scales of Aveena Underwater Creature powers when underwater.
Add additional artifacts of your own to the bottom of the chart as needed.
160
AREA 51 SHARDS:
Of random size and often jagged shapes, an actual shard from the Area 51 crash
DESCRIPTION: is made from a lightweight, undeterminable metal not found on Earth. However,
these shards can be reworked and repurposed in modern weapons and machines.
ORIGIN: These pieces are believed to have come from a crashed or exploded alien craft.
Appearing randomly across the American Union since the Roswell Crash in 1947.
LAST SEEN:
However, most of them are not real. It can be difficult to find actual shards.
NOTES:
161
BOX OF THE END TIMES:
This box is jagged to the touch, managing to cut all but the most careful, snagging
through most gloves even. Its edges are like burrs, and it appears to be made of a
corroded metal that has been inscribed with an unknown language and illustrations
DESCRIPTION: that appear different for each person.
The box is a cube, with each side measuring exactly a foot across. It often looks as
if it might open, but never seems to actually open. When it’s close to opening,
darkness oozes from its edges, bleeding into our reality.
It is said that the inside is filled with dark matter or antimatter. If it were to truly
ORIGIN:
open, it could cause the end of the world or the universe.
It appears across the world, never staying more than a few days, only to reappear
LAST SEEN: elsewhere. Whenever it appears, strange events begin to occur, usually deadly or
dangerous.
• Seems indestructible
• Cannot be magically or physically contained. When it is time for it to leave, it
KNOWN POWERS: just goes.
• Reality seems twisted and anything is possible when it is around. Life and death
blur, the laws of physics change, and time becomes elastic.
NOTES:
162
CARRINGTON MIRROR:
This antique hand mirror looks like it might belong on your great-grandmother’s
DESCRIPTION: bedroom vanity table.
This mirror is believed to have captured the light of the Carrington Event Solar
Flare. For some strange reason, the light of the solar flare remains trapped within
ORIGIN: the mirror, which gives off a brilliant flash of light when it’s turned in just the right
direction.
• Intense light beams, which could be used as a light resistance attack of varying
strengths. Or it can create solar radiation, a poison resistance attack.
• Can awaken temporary powers in some people, up to a 10% chance.
KNOWN POWERS: • It also has a 25% chance to make a powered person’s powers go haywire if hit
with a blast. If affected this way, there is a 33% chance they lose their powers
for 1d2 hours, a 33% chance their powers are doubled for 1d2 hours, or a
33% chance their powers are halved for 1d2 hours.
NOTES:
163
GLOVES OF NASRALLAH:
They appear to be leather falconry gloves, but upon closer inspection, they’ve
DESCRIPTION: been worked through with strange symbols that are barely visible. They’re also
made from an indeterminate type of hide, possibly human skin?
A famous falconer over a hundred years ago, these gloves were on the man when
ORIGIN: he was murdered. They seem to have trapped some of his essence, as well as his
anger at being betrayed and murdered by his jealous brother.
NOTES:
164
KELFYRE KNIFE:
This knife appears to be nothing more than a hilt, unless looked at in just the right
DESCRIPTION: way. Then, the molecule-thin blade wavers in the light. It’s unbelievably sharp.
ORIGIN: Unknown
NOTES:
165
ORB OF HYRAX:
About 12” around, the Orb of Hyrax is a twisting ball of strange lights contained
within an unbreakable glass sphere, and it is mesmerizing to behold. It has six
evenly-spaced handles, one at each of the major points for North, South, East, and
DESCRIPTION: West, as well as front and back. Each handle is made of a different metal,
although they are otherwise identical. The handles are made of: lead, iron, copper,
gold, bronze, and silver. These handles are manipulated somehow, sometimes in
pairs or trios, to create the desired effects.
This magical artifact was created by the Order of Hyrax, an extinct cult that
worshipped a being they called Hyrax, the Warped God, a supposedly divine
being that twisted reality to suit his needs. It is unknown if he was/is real or what
ORIGIN:
connection he might have had with the animals known as hyraxes. Somehow, the
Order managed to gather enough magic to create this item in the name of their
divine creator.
• Hypnosis
• Transmutation of matter
• Warp/Change reality (local area only)
KNOWN POWERS:
• Minor control of time (temporarily speed up/slow down for specific people)
• Heal/Harm
• Control weather
NOTES:
166
S C A L E S O F AV E E N A :
Thick, iridescent scales with wavy ridges on them, they look like magical potato
chips. Each scale is about the size of your palm, and they feel warm to the touch.
DESCRIPTION: They can be fashioned into necklaces or earrings quite readily, and they also seem
to bond temporarily to the skin of your neck when you’re in water.
They’re actually from an extinct or alien sea creature not unlike a mermaid. Some
ORIGIN:
people claim they still exist, but hide themselves in the depths of our oceans.
Worldwide, common in the 1600s and 1800s, but also becoming more common
LAST SEEN:
once more. They seem to appear every 200 years or so.
NOTES:
167
TOME OF SHADARAM:
An aged book, nearly two feet tall and over a foot wide, it’s also several inches
thick. It looks like the oldest, most beaten magical encyclopedia ever. Its cover is
DESCRIPTION: stained and ripped, but the interior pages all look brand new. It’s rumored to have
every magical spell every created, if only you know the names to ask the book.
Rumored to have been created by an ancient mage named Shadaram, there is little
ORIGIN: else known about this spell book. Shadaram left the book on our plane of existence
when he suddenly vanished in the Dark Ages.
NOTES:
168
A RT I FA C T T E M P L AT E :
ARTIFACT:
DESCRIPTION:
ORIGIN:
LAST SEEN:
KNOWN POWERS:
NOTES:
169
PART TEN
HIDDEN PL ACES
During the course of your adventures, characters may come across lost and
hidden lands. This section gives you ideas for those lands, which you can use or
modify to fit the purposes of your adventures.
Space has been left beneath each section for you to add notes and sketches as
needed.
171
A S T E R O I D C O L O N Y:
Asteroids could be some of the first things colonized in our solar system.
Whether it’s a research station, an alien outpost, or a mining colony, an asteroid
could make for exciting adventures!
This is an asteroid large enough to hide a settlement, but not so large as to attract a lot
of attention from the Earth. Was it used for mining rare elements? Was it left behind by
DESCRIPTION:
aliens millions of years ago, or is it their staging post for the conquest of Earth? Is it a
human research station, the first of many colonies beyond our world?
Most asteroids are in the belts between Mars and Jupiter, but there are many other
asteroids, some even in orbits similar to our own.
LOCATION:
Asteroids could also be knocked or pushed into a closer orbit to Earth, like an extra
moon.
This depends on who created the colony. It could be a secret corporation on Earth, an
INHABITANTS: international research station, or even an alien outpost. There’s no reason that aliens
couldn’t find an Earth outpost and invade that, too!
NOTES:
172
MYTHOLOGICAL ISLAND:
Atlantis or another land of myth and legend, this is a place of magic and divine
powers. Whether it is of Norse, Greco-Roman, or other origins, it is sure to hold
adventure, dangerous creatures, and ancient artifacts.
An island that contains at least one major city, likely a sea port, and some forests or
jungles, this place is thousands of years old at least. It is a place of antiquity, yet there
DESCRIPTION:
may very well be items of great power and lost technology upon it. Expect that nothing
will be easily taken from here!
If this island is Norse in origin, it is likely near Scandinavia, and will be cold, with
geothermal vents heating areas of it. Ice and harsh seas make it nearly impossible to
reach.
If this island is Greco-Roman in origin, it is likely off the coast of Europe or in the
Mediterranean sea, hidden by fog and dangerous seas.
LOCATION:
If this island is Mayan, Aztec, or central American in origin, it is likely in the Caribbean.
It will be a harsh, deadly jungle, with bloodthirsty natives waiting to sacrifice to their
dark gods.
There is also a chance this is of Indian, African, or other origins. Adjust accordingly.
There may well be a lost pantheon of gods on the island, or it maybe only a few that
INHABITANTS: have seen their powers fade, the last of their kind. It is also entirely possible that the
island is in ruins, overrun by creatures that no one is left to hold in check.
NOTES:
173
PA L E O L I T H I C L A N D :
Inhabited by early humans, this land is a look at what mankind was like millions
of years ago. It is a harsh land, with tribes of early men or humanoids fighting
over scant resources in surroundings that are filled with deadly animals and a
thousand dangers.
A view of how life once was, when early humans roamed the world. They will struggle to
DESCRIPTION:
survive, battling against wild animals, the elements, and each other!
This lost land is likely a pocket of highly inaccessible land, perhaps near the North Pole,
in a massive underground cavern, or deep in the mountains, perhaps the Himalayas.
LOCATION:
There is likely a magnetic or natural interference in the area that has prevented
discovery and satellite imagery. It might even disrupt most modern technology.
Early humans or other humanoids, perhaps even the missing link. They will likely be
powerful, fierce, and possibly intelligent, if hard to communicate with. They will be
trained to track, hunt, and will likely live in small communities. Outsiders could be seen
as a danger. Modern devices and people may confuse or scare them, or they might
INHABITANTS: serve heroes as gods.
Saber-toothed tigers, mammoths, giant armadillos, cave bears, and giant land sloths
may be some of the creatures you will encounter. Expect oversized insects, possible
diseases, and other dangers!
NOTES:
174
TECHNOLOGICAL ARK:
This bubble of technology is likely a ship that has been buried by the elements and
nature. It could be millions of years old. It is still operating or it is just reawakening! Is it a
force of good, maybe an Ark to save humanity in the difficult times to come, or is it an
DESCRIPTION:
invasion force, waiting until the right moment to unleash death upon the world?
It will be nearly indestructible, able to survive all but the complete loss of the planet.
This is likely buried deep beneath the Earth. It is likely found in a larger mountain range,
LOCATION:
or perhaps at the site of a large meteor fall, near Mexico’s Yucatan for example.
INHABITANTS: Machines aboard the vessel might have been sampling DNA for millions of years,
waiting for the right time to wake up. It might also be selectively creating creatures or
hybrids from its genetic memory banks, either from our planet or completely alien.
NOTES:
175
U N D E R W A T E R C I T Y:
Most likely a domed city under the seas, it is still filled with water, but the dome allows
more careful filtration and control of the sea water, as well as allows the city to
disappear from modern search technology, like sonar.
Tubes and tunnels connect bubble-shaped buildings and spires. The technology would
DESCRIPTION:
not be strange on another planet, but on ours the angles, the designs, and much else are
alien.
To surface dwellers, the city will be fascinating, scary, and dark. Creatures there do not
need as much light to see as we do.
This is likely off the coast of a major continent, one with a strong history of mermaid
LOCATION: sightings and legends, but it could also be near an island chain, perhaps in Polynesia or
near Hawaii. It is likely deep enough that only strong submersibles would find it.
The city itself is massive, large enough to house thousands of underwater folk, most likely
INHABITANTS: of Aveena background, but there may be captive surface folk that exist in bubbles of air
that are kept in certain areas, chambers for those who can’t breathe water.
NOTES:
176
PART ELEVEN
OPTIONAL RULES
O P T I O N A L R U L E S F O R M O V E M E N T:
Need a bit more detail in combat? Hoping to know exactly how many feet your
character can run in their turn or how far they can swim in a few rounds? Here
are some optional rules for adding that extra detail and realism to your game!
The new version of character sheets, version 3.0 have movement rates added!
178
MOVEMENT RATES:
Use this chart of formulas to determine your base movement rates. Keep in
mind that this does not count in any additional super speed powers, flight
powers, special swimming powers, or other similar abilities, which will likely
surpass this chart entirely.
MOVEMENT FORMULAS (in MPH for large scale situations or feet per round
RATES in small scale situations)
OTHER You may have to make up specific rules for distance traveled in astral
projection, in other planes of reality, etc…
Note that this is considered to be MPH for situations where you are trying to
outrun a car, chasing a getaway vehicle, or dodging an attacking animal. These
units can be simplified into feet per turn depending on the situation. In close
combat, use these as feet.
179
E X C E P T I O N A L M O V E M E N T C H A R T:
Want to spend your expend your whole effort into movement this round and get
a bit more distance into your actions? This is not something that can be done
regularly. It may be attempted once without penalty, but each additional round
attempted without rest would require a Durability Check at increasing
Challenge Classes. Review this bonus rules chart for movement rates.
You will have to make a Speed Check at the applicable Challenge Class to go
extra fast this turn. This success/fail chart will help you
ROLL EFFECTS
Adjusted 0 or You completely fail as you put your efforts into going extra fast. You actually
slow yourself down and might have pulled a muscle or injured yourself.
lower
Make a Luck Check to see if you are injured and roll damage if necessary.
Adjusted 1 or 2 Go last during the round, even if you have abilities otherwise.
Natural 1 • Go last during the round, even if you have abilities otherwise.
• Good chance of enemy having random attack of opportunity.
Natural 2 Some chance of enemy having random attack of opportunity.
6-10 You use your entire turn to go faster, and you achieve 25% higher rates.
11-15 You use your entire turn to go faster, and you achieve 50% higher rates.
Natural 19 You use your entire turn to go faster, and you achieve 75% higher rates.
Natural 20 You use your entire turn to go faster, and you achieve 100% higher rates.
Adjusted 20 You use your entire turn to go faster, and you achieve 50% higher rates.
Adjusted 25 You use your entire turn to go faster, and you achieve 75% higher rates.
Adjusted 30 You use your entire turn to go faster, and you achieve 100% higher rates.
Adjusted 40 You use your entire turn to go faster, and you achieve 200% higher rates.
180
P A R T T
W E L V E
C HARACTER SHEETS
3.0
Here are some possible character sheets for use in the game. Print them front to
back or in 2 separate sheets so you can more easily keep track of what you’re
doing.
Some characters might require extra sheets for powers or for different physical
forms that may have different stats. Otherwise, an abbreviated version of the
front page might be used for those forms.
This is the updated version with the changes from the Super Powers System
Character Guide, plus a small update from this volume to add movement rates.
182
NAME: GENDER: LEVEL:
MENTAL
DURABILITY 5
SPEED 5
DEFENSE BASE +/- TOTAL
STRENGTH 5
MIND PHYSICAL
FOCUS 5
MENTAL
INTELLECT 5
WILL 5
NORMAL
SOCIAL
MAGICAL
APPEARANCE 5
CHARM 5
PSIONIC
LUCK 5
ABILITY
BASE +/- TOTAL
WEALTH 5 POINTS
RESISTANCE MAGIC
AIR 5
PSIONIC
COLD 5
EARTH 5 LEADERSHIP
ENERGY 5
MOVEMENT
BASE +/- TOTAL
HEAT 5 RATES
LIGHT 5 ON FOOT
MAGIC 5
SWIM
NATURE 5
POISON FLIGHT
5
PSIONIC 5
OTHER
SONIC 5
LUCK USES PER DAY
WATER 5
POWER / ABILITY ADVANTAGES DISADVANTAGES
NOTES &
EQUIPMENT:
PART THIRTEEN
FEEDBAC K
Thanks for playing and play-testing this game! I really appreciate your
suggestions. This is just a first edition, so it may have some kinks in it.
Please remember that all characters are not created equally, so there are bound
to be some super characters for every sort of unimpressive character. Those not-
so-powerful characters offer a lot of role-playing opportunities, and might be
able to offer their unique abilities to a team. Strong characters might be able to
stand alone, but they can always get taken down by a determined team.
For comments, questions, and suggestions, please view our contact form at:
www.MediaStreamPress.com/contact.html
186
S E T T I N G
G U I D E
You’ve got the Super Power System - Roleplaying Guide, and now
you want to expand your action! This add-on volume adds in-depth
details on a custom setting for your characters to play in! Learn
about the world of the Super Power System!
This book includes the history of this Alternate Earth, with maps,
major city details, hero team dossiers, and biographies for dozens of
custom heroes & villains!
Still not enough? Get Artifacts, Lost Lands, Alien Races, and more to
help you get even more out of your Super Power System!
MEDIASTREAM PRESS