Creating Superhero Characters

Before choosing a type, create your core character, which (as a quick reminder) grants the following.

  • 8 Might / 8 Speed / 8 Intellect
  • 6 additional points to allocate in Might, Speed, and/or Intellect
  • Capacity to take three minor / three moderate / three major wounds
  • Effort: 1
  • Cypher limit: 2
  • Freely use light weapons
  • Cannot freely use any armor
  • Two genre skills
  • One additional genre skill in exchange for an inability in a genre skill
  • Starting equipment

Crimefighter (Rank 1)

You apply your keen intelligence to outwit the dark forces, reveal corruption, and put a stop to illegal activities. Though some see you as asuper-detective able to piece togetherfragmented clues and unravel complex mysteries that stump the police, youcanalso hold your own in a fight.You might be skilled in various martial arts, tactical combat, and/or strategic use of nonlethal gadgets, ensuring you can subdue opponents of all kinds. You often work alone in the shadows, butsometimes you joinother heroes, especially when they are looking for a way forward against aparticularly cunning villain. You being part of the team means they gain something of your reputation—a terrifying enigmawho will pursue criminals wherever they might lead.

Background

  • Your parent wasa proud, long-serving member of a superhero group. You’vededicated yourselftotakingup their role (if not their mantle).

  • Busy fighting crime, you recently missed an engagement important to your secret identity.

  • You’ve never had much. You’ve decided to fight crime, but you’re alsoopen to endorsements.

  • A few months ago you learned your efforts to put down one villain helped give rise to another.

  • Younoticedsomebadbehaviorbutfigureditwasn’tyourproblem.Butthensomeoneyou love was murdered. Now you never look theother way.

  • The police sometimes take a dim view of your efforts, as happened last week, ruining your case.

  • Your protégé of many years struck out on their own a few weeks ago.

  • Despite what you’ve always thought, you recently learned you may have some living relatives.

Crimefighter Abilities

Able to takethree more minor wounds and one more moderate wound Add+2 to Might Pool Add+3 to Speed Pool Add+5 to Intellect Pool Add+1 Edge in Pool of your choice Freely use all weapons Freely use all armor Two power shifts One ability from theOrigin Superhero Abilities list At tier 3and tier 6, choose anappropriate ability from the Science Fiction Genre Abilities list or the Fantasy Genre Abilities list

To know what the details in an ability description mean,see Understanding Character Abilities, page (ref)

Always Tinkering: You build a single-usetechnological device. You can choose its effect from the low-powermanifest cypher table.Your device cypher counts toward your cypher limit (or to the limit of anyone you give the device to). If you are already at your cypher limit, your choice of one of your current cyphers shorts out, had to be salvaged for parts to create the newdevice, or somethingsimilar, andthenewdevicetakesitsplace. At tier 3, you can choose a low or medium-power manifest cypher as a single-use device.

At tier 6, you can choose a low, medium-, or advanced-power manifest cypher as a single-use device. Ten minutes to build.

Low-Power Manifest Cyphers, page (ref) Medium-Power Manifest Cyphers, page (ref) Advanced-Power Manifest Cyphers, page (ref) Cypher Limit, page (ref)

Each time you use Always Tinkering, you can choose a different manifest cypher you want to build.

Sleuthing (3 Intellect): When you’re tracking a target, looking for anything out of the ordinary (such as a clue or a single piece of evidence) at the scene of interest, or otherwise attempting to learn something about a mystery, you can ask your GM one question about the task and get a very short, helpful answer that might be obvious to your character, but not to the player who doesn’t have their character’s experience. Action. Super Combatant: You are trained in a specific attack of your choice, such as eye lasers, punches, or guns;orin a broader category of attacks such as light bashing weapons, light bladed weapons, light ranged weapons, medium bashing weapons, medium bladed weapons, medium ranged weapons, and so on. Attier2,youcanchoosetobecomespecializedinthesameattackmethodyouchoseattier1,but you must gain the skill normally. At tier 6, you can become an expert in a specific attack method (either the one you chose at tier 1 or another weapon skill you're already specialized in),but you must gain the skill normally. Enabler.

Expert, page (ref)

Superheroics:ChooseonePool:Might,Speed,orIntellect.FortasksusingyourchosenPool,add your rank to the amount of Effort you can apply,allowing you to apply additional levels of Effort to tasks in that Pool. In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effortyou can apply to tasks in your chosen Pool (as long as this doesn’t push you past your Effort limit for that Pool). Finally, add your rankasa bonus to your recovery, with those points going only into the Pool you have chosen. Enabler.

Free Level of Effort, page (ref)

By using Effort and free levels of Effort, higher-tier superhero characters can easily hit the game’s normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upward so the ability remains useful at higher tiers. Effort limit, page (ref)

In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.

[!example]

Superheroics Example

Ray is making a tier 1 Crimefighter (rank 1), who starts with Effort 1. He wants his character to be especially good at Speed tasks, so for the Superheroics ability he chooses his Speed Pool. This means he hasMightEffort1,SpeedEffort2(normalEffortof1+rank1),andIntellectEffort1.Ifhepushes himself, he can take a moderate wound to get two free levels of Effort on a Speed task. And any time he

makes a recovery, he gets an additional +1 point (from being rank 1) that goes to his Speed Pool.

Vigilante (Rank 1)

You use your fists, your agility, and your speed to bring justice to thestreets,even if that means operating outside the law. You’re driven by a personal code, and maybe a tragedy from your past that yet lingers. You probably have no inherent superpowers, but insteadrely on extensive conditioning, relentless martial arts training, and an unwavering desire to eliminate corruption and protect the innocent. When you team up withother heroes for jobs that are too big for you to tackle alone, you make an ideal choice for scouting, getting in and out of places before anyone even realizes you’re there. But if your foes do notice you,you’re usually the first to react. And if a stand-up fight against villains is unavoidable, well, your entire body is a honed instrument of justice.

Background

  • Your grandfather was a victim of a criminal gang. You’ve sworn never to rest until they’re all dealt with.

  • Last week yourold crimefighting partner disappeared. Maybe they went undercover?

  • The villain you unmasked two months ago was a prominent philanthropist beloved by many.

  • Thebombkilledeveryoneyouloved.Nowyoutrackdownterroristsandotherlowlifesand stop them beforethey can hurt others.

  • You recently discovered an ancient ninja order isestablishing new influence inthe area.

  • When you nearly lost your life due to corrupt business dealings byyour former employer, you swore to take matters intoyour own hands, and you haven’t stopped since.

  • You saved another hero from captivity last year, and they still seem angry about it.

  • Acrimebossyouhelpedputbehindbarsafewyearsagoisbackinbusiness.

Vigilante Abilities

Able to takethree more minor wounds and one more moderate wound Add+5 to Might Pool Add+3 to Speed Pool Add+2 to Intellect Pool Add+1 Edge in Pool of your choice Freely use all weapons Freely use all armor Two power shifts One ability from theOrigin Superhero Abilities list At tier 3and tier 6, choose anappropriate ability from the Science Fiction Genre Abilities list or the Fantasy Genre Abilities list

Nimble (2 Speed): As a First action, you move up to a short distance and then can take another First action, such as attacking with a light weapon or opening a door (the movement happens before the First action, not the other way around). Enabler. Sneak Attack (1 Speed):If you use a light weapontoattacka foe underone of the following conditions, your attack inflicts +5 damage. (This ability doesn’t work with medium or heavy weapons.)

  • You attack with surprise.

  • Anallyusestheiractiontoeaseyourattack.

  • Your foe’s defenses are hindered due to some other ongoing direct distraction.

  • Your foe is unable to take their next turn due to some disabling attack or situation. First action. Super Combatant: You are trained in a specific weapon attack of your choice, such as swords, axes, or bows; or in a broader category of attacks such as light bashing weapons, light bladed weapons, light ranged weapons, medium bashing weapons, medium bladed weapons, medium ranged weapons, and so on. At tier 2, you can choose to become specialized in the same attack method you chose at tier 1, but you must gain the skill normally. At tier 6, you can become an expert in a specific attack method (either the one you chose at tier 1 or another weapon skill you’re already specialized in), butyou must gain the skillnormally. Enabler.

Expert, page (ref)

As a vigilante, you probably choose unarmed attacks as your SuperCombatant training.

Superheroics: Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add your rank to the amount of Effort you can apply,allowing you to apply additional levels of Effort to tasks in that Pool. In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effort you can apply to tasks in your chosen Pool(as long as this doesn’t push you past yourEffort limit for that Pool). Finally,addyourrankasabonustoyourrecovery,withthosepointsgoingonlyintothePoolyou have chosen. Enabler.

By using Effort and free levels of Effort, higher-tier superhero characters can easily hit thegame’snormallimitforsixlevelsofEffortonanytask.TheSuperheroicsabilityadjuststhislimit upward so the ability remains useful at higher tiers. Effort limit, page (ref)

In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.

Enhanced Hero (Rank 2)

You’re more than human. Something made you that way—your abilities might be due to cutting-edge cybernetics;a freak accident, such as exposure to exotic energies or chemicals; anexperimental serum or genetic therapy, unlocking latent potential or rewriting your very DNA; an alien artifact or mystical ancient relic; or something else. Whatever the source of your enhancement, your abilities allow you to perform feats that are impossible for normal people. Your abilities include those that lend themselves to combat, which means that a team-up with others usually has you among those taking the brunt of any hostilities, protecting allies whose enhancements aren’t quite as fearsome as your own.

Background

  • After you andyour friends crashed into a truck illegally hauling toxic waste, you were enhanced. They died. Now youuseyour abilitiestoprotect others in their name.

  • Recently your enhancement briefly flared with power, but erratically, without your control.

  • They attacked you, trying to extract what made you special. Now you’re dedicated to not onlydefendyourself,butgoaftereveryonewithsimilarselfish,criminalmotives.

  • A scientist who studied your abilities when they first appeared died three weeks ago.

  • Your estranged sibling, who couldn’tstand the sight of your enhancement, recently reached out.

  • You’ve seen too many people suffer. You took on your role to show everyone that it’s possible to fight for something better.

  • You accidentally killed a villain you were bringing to justice about a year ago.

  • It turns out there may be someone else with a duplicate of your enhancement—but that person is avillain.

Enhanced Hero Abilities

Able to takethree more minor wounds and one more moderate wound Add+6 to Might Pool Add+6 to Speed Pool Add+2 to Intellect Pool Add+2 to the Pool you choose for your Superheroics ability Add+1 Edge in Pool of your choice Freely use all weapons Freely use all armor Three power shifts One ability from theOrigin Superhero Abilities list Attier3andtier6,chooseanappropriateabilityfromtheScienceFictionGenreAbilitieslistorthe Fantasy Genre Abilities list

No Need for Weapons: Your unarmed attacks (such as punches, kicks, elbows, or knees) inflict an additional 2 damage. Enabler.

PressAdvantage: Whenyour damage-dealing attack roll is 17 or higher, you deal +1 damage with theattack.Ifyourolla19or20,youinflicttheextradamageregardlessofwhetheryouchoosetodeal additional damage or take a special minor or major effect. Enabler. SuccessiveAttack (2 Speed or Might): If you take down a foe, you can immediately make another attack on that same turn against a new foe withinyour reach as an extra action on your turn. You can use this ability with melee attacks and ranged attacks. Enabler.

An attack madeasan extra action on your turn (page (ref)) counts as a separate action for the purposes of modifying them with Effort.

Whenever an ability grants a choice between two Pools, each time you use that ability you can decide whichof those two Pools to spend yourpoints from. You can’t split the cost between both Pools.

Superheroics: Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add your rank to the amount of Effort you can apply,allowing you to apply additional levels of Effort to tasks in that Pool. In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effort you can apply to tasks in your chosen Pool(as long as this doesn’t push you past yourEffort limit for that Pool). Finally, add your rankasa bonus to your recovery, with those points going only into the Pool you have chosen. Enabler.

By using Effort and free levels of Effort, higher-tier superhero characters can easily hit the game’s normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upwardsotheabilityremainsusefulathighertiers. Effort limit, page (ref)

In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.

Powerstar (Rank 2)

You have a single, often spectacular, core superpower. Beams ofenergy shoot from your eyes, the power of magnetism isyours to command, your flesh can burstinto flames, you can generate lightning, or something equally amazing. This ability forms the backbone of your heroic identity, allowing you to attempt incredible feats, though sometimes posing unique challenges in controlling your gift in all circumstances. With a Powerstar on the team, the obstacles villains throw your way are easier to break, burn, or otherwise demolish. Most heroes welcome you into their ranks (or in a temporary team-up), as long as you can keep your volatile abilities leashed.

Background

  • Thinking it was your patriotic duty to help round up unregistered superhumans, you did your part. Then you discovered you were probably on the wrong side of history, and now you work against the agencies targeting those with abilities.

  • Your secret identity was discovered by a journalist a month ago, but they’ve kept quiet so far.

  • Whenthewarbrokeout,itwasyourpatrioticdutytoserve.Thewar’slongover,butyou still feel a duty to protect.

  • A year ago your power flared out of control and you nearly hurt innocent bystanders.

  • After almost losing your abilities through disuse, youswore to yourself to get out there, make a difference, and, most importantly, use your power well (and often).

  • The only way to stop a villain you fought recently was to kill them.Butyou never found the body.

  • You were part of a superteam that disbanded after aseries of setbacks six months earlier.

  • Your sibling’s child is showing signs of manifestingpowers akin to your own.

Powerstar Abilities

Able to takethree more minor wounds and one more moderate wound Add+4 to Might Pool Add+4 to Speed Pool Add+6 to Intellect Pool Add+2 to the Pool you choose for your Superheroics ability Add+1 Edge in Pool of your choice Freely use light weapons Freely use all armor Three power shifts One ability from theOrigin Superhero Abilities list At tier 3and tier 6, choose anappropriate ability from the Science Fiction Genre Abilities list or the Fantasy Genre Abilities list

Enhanced Energy: When you succeed on an important task using your powers as determined by your GM,you regain 4 points to your IntellectPool. Each time you do, you regain 1 less point. This ability renews after you take a ten-hour recovery. Enabler. PowerProwess:Youinflict+1damagewithanyattackyoumakeinvolvingyourpowers.Enabler. Superheroics: Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add

your rank to the amount of Effort you can apply,allowing you to apply additional levels of Effort to tasks in that Pool. In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effortyou can apply to tasks in your chosen Pool (as long as this doesn’t push you past your Effort limit for that Pool). Finally, add your rankasa bonus to your recovery, with those points going only into the Pool you have chosen. Enabler.

Free Level of Effort, page (ref)

By using Effort and free levels of Effort, higher-tier superhero characters can easily hit the game’s normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upward so the ability remains useful at higher tiers. Effort limit, page (ref)

In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.

Wider Use: When you pick your focus, in addition to choosing two tier 1 abilities, you also choose one tier 2 ability. Enabler.

Superhuman(Rank 3)

Yoursuiteofextraordinarypowerselevatesyoufarbeyondhumancapabilities.Youmighthavea versatile combination of special attributes, possibly including enhanced strength and durability that allowyou to withstand immense impacts and lift incredibleweights, or super-speed for rapid movement and reaction, or even more exotic abilities like flight, energy manipulation, or advancedtelepathy.

Superhumans are capable in a variety of different situations,though your particular specialty will determinehowmanywaysyoucanbenefityourgrouporalliesduringateam-up.

Background

  • You learned when you were young that if you didn’t regularly use your special abilities, they would build up until they flared out of control. So becoming a “superhero” was more necessity than decision—doing anything less risks everyone around you.
  • Your old college friend is running for senator on an anti-superhuman platform.
  • You’ve decided the city or larger state is corrupt, and it’s up to you to make it right.
  • You recently saved hundreds by stabilizing a falling buildinglong enough for everyone to flee.
  • When the rampaging kaiju came ashore last week, you were one of the city’sdefenders.
  • You were raised in a lab under harshconditions. One day the researchers let you go and went into hiding. You’ve been tryingtofind them—and whoever was behindthem—ever since.
  • A few weeks ago, you got a message froma parent who you were told died when you were young.
  • A villain with insect-control powers vowed to destroy you, but that was months ago.

SuperhumanAbilities

Able to takethree more minor wounds and one more moderate wound Add+6 to Might Pool Add+6 to Speed Pool Add+6toIntellectPool Add+4 to the Pool you choose for your Superheroics ability

Add+1 Edge in Pool of your choice Freely use all weapons Freely use all armor Four power shifts One ability from theOrigin Superhero Abilities list At tier 3and tier 6, choose anappropriate ability from the Science Fiction Genre Abilities list or the Fantasy Genre Abilities list

Inspiring Suggestion (2 Intellect): Choose an ally who can see and easily understand you. Suggest a specific action for them to take, such as “attack the leader” or “climb the wall.” If the ally chooses to take that exact action, they gain two assets on that task. First action. Push on Through: Instead of a ten-minute recovery, you have a second one-action recovery. Thus, your first two recoveries are one action, the third is one hour, and the fourth is ten hours. You can take one more moderate wound than normal. You can use one of your one-action recoveries to allow an ally to use one of their ten-minute recoveries as anaction. Enabler.

Durations that normally end with a ten-minute or longer recovery end for you when you take your second one-action recovery.

SuccessiveAttack(2SpeedorMight):Ifyoutakedownafoe,youcanimmediatelymakeanother attack on that same turn against a new foe withinyour reach as an extra action on your turn. You can use this ability with melee attacks and ranged attacks. Enabler.

An attack madeasan extra action on your turn (page (ref)) counts as a separate action for the purposes of modifying them with Effort.

Whenever an ability grants a choice between two Pools, each time you use that ability youcandecidewhichofthosetwoPoolstospendyourpointsfrom.Youcan’tsplitthecostbetween both Pools.

Super Combatant: You are trained in a specific weapon attack of your choice, such as swords, axes, or bows; or in a broader category of attacks such as light bashing weapons, light bladed weapons, light ranged weapons, medium bashing weapons, medium bladed weapons, medium ranged weapons, and so on. At tier 2, you can choose to become specialized in the same attack method you chose at tier 1, but you must gain the skill normally. At tier 6, you can become an expert in a specific attack method (either the one you chose at tier 1 or another weapon skill you're already specialized in),but you must gain the skill normally. Enabler.

Expert, page (ref)

Superheroics: Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add your rank to the amount of Effort you can apply,allowing you to apply additional levels of Effort to tasks in that Pool. In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effort you can apply to tasks in your chosen Pool(as long as this doesn’t push you past yourEffort limit for that Pool). Finally, add your rankasa bonus to your recovery, with those points going only into the Pool you have chosen. Enabler.

ByusingEffortandfreelevelsofEffort,higher-tiersuperherocharacterscaneasilyhit the game’s normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upward so the ability remains useful at higher tiers. Effort limit, page (ref)

In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.

Powerhouse (Rank 4)

You embody raw, overwhelming power, making you a one-person force to be reckonedwith. You have a formidable array of abilities, starting with amazing stamina, fluid dexterity, and a cutting intellect. But that’s the least amazing thing about you—few can stand against you unless they are literal gods. And even those may fear yourwrath. Powerhousesare effective in almost every situation,though your particular suite of abilities could provide even more amazing aid to your allies, depending on the circumstances.

Background

  • Although you almost never get involved when trouble strikes, something came along that was too important to ignore. When this isall done, youintend to permanently return to your “civilian” secret identity life.

  • Your mentor survived a supervillain attack two years ago butremains bedridden to this day.

  • You were bequeathed this power for a reason, so you’ve dedicated yourself to makingthings betterhoweveryoucan.

  • Your job as a national hero endorsed by the government ended three years ago.

  • The first time you publicly used your abilities to help, the public lauded and celebrated your name. That’s a feeling you’ll chase to your grave.

  • Recently, your uglybreakup with another superhero was dissected by all the gossip sites.

  • You used your abilities to save an entire bridge from collapsing during a villain conflict.

  • Lastmonthyouwereofferedaspotonanup-and-comingsuperteam,butyoudeclined.

Powerhouse Abilities

Able to takethree more minor wounds and one more moderate wound Add+8 to Might Pool Add+8 to Speed Pool Add+8 to Intellect Pool Add+6 to the Pool you choose for your Superheroics ability Add+1 Edge in Pool of your choice Freely use all weapons Freely use all armor Fivepower shifts One ability from theOrigin Superhero Abilities list At tier 3and tier 6, choose anappropriate ability from the Science Fiction Genre Abilities list or the Fantasy Genre Abilities list

Always Mighty: Every time you use a recovery, if your MightPool isn’t already full, you get 1 extra point to restore to your Might Pool. You can select this ability up to three times. Enabler.

One way you could choose Always Mighty again is if your focus is Performs Feats of Strength, which includes this ability as an option.

Enhanced Energy: When you succeed on an important task using your powers as determined by yourGM,youregain4pointstoyourIntellectPool.Eachtimeyoudo,youregain1lesspoint.Thisability renews after you take a ten-hour recovery. Enabler.

Push on Through: Instead of a ten-minute recovery, you have a second one-action recovery. Thus, your first two recoveries are one action, the third is one hour, and the fourth is ten hours. You can take one more moderate wound than normal. You can use one of your one-action recoveries to allow an ally to use one of their ten-minute recoveries as anaction. Enabler.

Durations that normally end with a ten-minute or longer recovery end for you when you take your second one-action recovery.

Super Combatant: You are trained in a specific weapon attack of your choice, such as swords, axes, or bows; or in a broader category of attacks such as light bashing weapons, light bladed weapons, light ranged weapons, medium bashing weapons, medium bladed weapons, medium ranged weapons, and so on. At tier 2, you can choose to become specialized in the same attack method you chose at tier 1, but you must gain the skill normally. At tier 6, you can become an expert in a specific attack method (either the one you chose at tier 1 or another weapon skill you're already specialized in),but you must gain the skill normally. Enabler.

Expert, page (ref)

Superheroics: Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add yourranktotheamountofEffortyoucanapply,allowingyoutoapplyadditionallevelsofEfforttotasks in that Pool. In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effort you can apply to tasks in your chosen Pool(as long as this doesn’t push you past yourEffort limit for that Pool).

Finally, add your rankasa bonus to your recovery, with those points going only into the Pool you havechosen. Enabler.

By using Effort and free levels of Effort, higher-tier superhero characters can easily hit the game’s normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upward so the ability remains useful at higher tiers. Effort limit, page (ref)

In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.

Living God (Rank 5)

Literally a divine being and part of a divine pantheon (or this powerful for some other reason), you use your amazingabilities to end injustice and defeat evil.Whether you’re a child of Mount Olympus, Asgard, or some other mythology; from a distant dimension or star; or the result of an experiment or process that bequeathed you unbelievable power, you’ve thrown in your lot with regular people, at least for now. What can’t a living god do, or at least credibly attempt? Your presence on a team almost ensures its eventual success, assuming the foes youface aren’t also gods.

Background

  • Sometime ago, your powers were stripped fromyou because of your selfish, cruel ways. Over the subsequent years, you matured and dedicated yourself to being a better, kinder personwho helpsothers.Eventually,yourpowersreturned.Youhopeyourselfishwaysneverdo.

  • Three months ago you learned you might not be the only member of your family still alive.

  • You’re an alien raised by humans, and despite your differences (and amazingabilities), you see humans as your people and you’ll do anything to protect them.

  • The head of your pantheon called you back to the realm a year ago but you refused.

  • Born of humans and another, stranger realm, you’ve dedicated yourself to protecting both, even though both humans and those of the other realm sometimes treat you unfairly.

  • The anniversary of the alien invasion you helped defeat last year is coming up.

  • You recently learned of a (luckily rare) substance that severely weakens you when it’s nearby.

  • Your secret identity was the target of identity theft, threatening your finances and, more importantly, your friends and found family among normal people.

Living God Abilities

Able to takethree more minor wounds and one more moderate wound Add+10 to MightPool Add+10 to Speed Pool Add+10 to Intellect Pool Add+8 to the Pool you choose for your Superheroics ability Add+1 Edge in Pool of your choice Freely use all weapons Freelyuseallarmor Six power shifts One ability from theOrigin Superhero Abilities list At tier 3and tier 6, choose anappropriate ability from the Science Fiction Genre Abilities list or the Fantasy Genre Abilities list

Hover(2Intellect):Youfloatslowlyintotheair.Ifyouconcentrate,youcancontrolyourmovement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts until you use a ten-minute or longer recovery. Action. Push on Through: Instead of a ten-minute recovery, you have a second one-action recovery. Thus, your first two recoveries are one action, the third is one hour, and the fourth is ten hours. You can take one more moderate wound than normal. You can use one of your one-action recoveries to allow an ally to use one of their ten-minute recoveries as anaction. Enabler.

Durations that normally end with a ten-minute or longer recovery end for you when you take your second one-action recovery.

Second Focus: You have two foci instead of one. At tier 1 you gain two abilities from each of them. When you advance to a new tier, you gain a new ability from each focus.Enabler. Super Combatant: You are trained in a specific weapon attack of your choice, such as swords, axes, or bows; or in a broader category of attacks such as light bashing weapons, light bladed weapons, light ranged weapons, medium bashing weapons, medium bladed weapons, medium ranged weapons, and so on. At tier 2, you can choose to become specialized in the same attack method you chose at tier 1, but you must gain the skill normally. At tier 6, you can become an expert in a specific attack method (either the one you chose at tier 1 oranotherweaponskillyou'realreadyspecializedin),butyoumustgaintheskillnormally. Enabler.

Expert, page (ref)

Superheroics: Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add your rank to the amount of Effort you can apply,allowing you to apply additional levels of Effort to tasks in that Pool. In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effort you can apply to tasks in your chosen Pool(as long as this doesn’t push you past yourEffort limit for that Pool). Finally, add your rankasa bonus to your recovery, with those points going only into the Pool you have chosen. Enabler.

By using Effort and free levels of Effort, higher-tier superhero characters can easily hit the game’s normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upward so the ability remains useful at higher tiers. Effort limit, page (ref)

In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.

[!example]

Really Impossible Tasks

Insuperherogames,duetoconventionsofthegenre,difficultycapsat15insteadof10.Inaregular Cypher game, difficulty 10 is labeled “impossible,” but that label is for regular folks.For superpowered characters, “impossible” means something different, thanks to power shifts. Think ofeach difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that you could leap 100 feet (30 m) from one rooftop to

another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normalcharacterscoulddo,butforastrongsuperhero,itmightbedifficulty12. In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14);ora space monster the size of the moon (level 15). Normally, characters are limited to six levels of Effort on any task (fromspending Pool points and using free levelsof Effort). Superheroes have an ability called Superheroics that allows them to exceed that limit and reach for really high difficulties. More guidance on this topic can be foundin the Cypher GM’s Guide.