The Suicide Squad [ EDIT ]
This game has been retired! That means it's no longer being run.
You used to be a supervillain.
I mean, you still are, but you used to be one too. A mad scientist, mercenary, metahuman, whatever - you used your powers for personal gain, and you got caught. The Big Blue Boy Scout, The Bat, The Amazon if you were worth it, or maybe fucking Bouncing Boy or Matter Eater Lad brought you in.
Either way, you got caught; they locked you in a hole and threw away the hole.
Belle Reve is the worst prison on Earth. Life is Hell, and it's a slow Hell at that. But one day, you got an offer - just a simple little job, and they'll shave a few years off your sentence. After all, they can't ask Superman to destabilize a foreign power, right? There would be Hell to pay, and down that road lies a metahuman arms race that will only end one way - a super-powered boot on the neck of the human race, forever.
So instead, they have you - the blackest of Black Ops. Task Force X. That's what your handler insists on calling your little team. But that's not what everyone else call you...
Welcome to the Suicide Squad.
I mean, you still are, but you used to be one too. A mad scientist, mercenary, metahuman, whatever - you used your powers for personal gain, and you got caught. The Big Blue Boy Scout, The Bat, The Amazon if you were worth it, or maybe fucking Bouncing Boy or Matter Eater Lad brought you in.
Either way, you got caught; they locked you in a hole and threw away the hole.
Belle Reve is the worst prison on Earth. Life is Hell, and it's a slow Hell at that. But one day, you got an offer - just a simple little job, and they'll shave a few years off your sentence. After all, they can't ask Superman to destabilize a foreign power, right? There would be Hell to pay, and down that road lies a metahuman arms race that will only end one way - a super-powered boot on the neck of the human race, forever.
So instead, they have you - the blackest of Black Ops. Task Force X. That's what your handler insists on calling your little team. But that's not what everyone else call you...
Welcome to the Suicide Squad.
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You can make your own villains (either pre-existing ones, or brand new ones) using the Character Generation rules below, or you can choose one of the massive list of Pregenerated Characters below!
Blackguard
Brains 2 (Criminal Underworld)
Muscles 4 (HEMA combat)
Moves 3 (Throw Things)
Mojo 2 (Iron Will)
Energy Shield (-3 LPs lost when attacked), Energy Mace (+3 dice)
Spend 3LPs to adjust gear - add 2 dice to weapon, or -2LPs lost on attacks with the shield
Black Spider
Brains 2 (Criminal Underworld)
Muscles 3 (Martial Artist)
Moves 4 (Parkour)
Mojo 2 (Iron Will)
Pistol (4 dice), Eskrima Sticks (+2 dice)
Blockbuster (Super: Tough as Shit)
Brains 1 (Chemistry)
Muscles 5 (Super Strength)
Moves 1 (Throw Anything)
Mojo 5 (Invulnerable)
Spends 3LPs to no-sell an attack
Meaty Fists (+3 dice), Improvised Bludgeon (+4 dice)
Weakness: Dumb as Hell, Slow as Shit, Too Big
Bloodsport
Brains 2 (Small Unit Tactics)
Muscles 4 (Dim Mak)
Moves 4 (Marksmanship)
Mojo 2 (Leadership)
All The Guns (4 dice), Sword (+3 dice)
Spend 3LPs to combine guns to add 2 dice to ranged attacks for a scene. Can stack!
Bolt (Super: Tinkerer)
Brains 4 (Special Effects Tech)
Muscles 3 (Brawling)
Moves 3 (Teleportation)
Mojo 2 (Subterfuge)
Lightning Blasts (4 dice)
Spend 3LPs to teleport a short distance
Weakness: Tech is unreliable
Bronze Tiger
Brains 2 (Anthropology)
Muscles 4 (Master Martial Artist)
Moves 4 (Acrobatics)
Mojo 2 (Danger Sense)
Tiger Claw Gauntlets (+2 Dice)
Captain Boomerang
Brains 2 (B&E)
Muscles 2 (Running Away)
Moves 5 (BOOMERANGS)
Mojo 3 (Fast Talk)
Boomerangs (+1 Dice, 4 dice)
Spend 3 LP to use a special boomerang
Captain Cold
Brains 4 (Physics)
Muscles 3 (Brawling)
Moves 3 (Beam Weapons)
Mojo 2 (Bluffing)
Freeze Ray (5 dice)
Spend 3LPs to do some tricky freezing bullshit
Catalyst (Super: Molecular Rearranger)
Brains 3 (Chemistry)
Muscles 2 (Lifting)
Moves 2 (Dodging)
Mojo 5 (Rearrange Molecules)
Spend 3LPs to change an object into something else for a scene
Weakness: Cold temperatures make it harder to use his abilities (all difficulties shifted by 2-10), hot temperatures make powers unreliable (add +1 to the failure range of the Suicide Die every time powers are used - when you hit 1, you are about to go critical)
Clock King (Super: Timing)
Brains 4 (Plotting)
Muscles 2 (Fencing)
Moves 2 (Dodging)
Mojo 4 (Timing)
Spend 3-5LPs to perfectly time *anything*.
Timing - at the start of each session, roll Mojo a number of times equal to your Mojo. Keep a note of each total you rolled; you can substitute these for any roll during the session, whether that's your roll, an ally's or even an enemy's!)
Weakness - When it goes wrong, it goes *really* wrong - one little mishap can affect all of your timings. Every time the Suicide Die shows a 6 (yours or another players), increase the failure range of your Suicide Die by 1 (so, take a failure every time the die shows a 5 or 6, then a 4, 5 or 6, etc). This resets at the end of the session.
Cluemaster
Brains 4 (Puzzles)
Muscles 2 (Scrapping)
Moves 2 (Throwing Pellets)
Mojo 4 (Leadership)
Spend 3LPs to produce a Pellet from your suit, does whatever you want/need
Weakness - must leave clues! Gain 1 LP for every clue you leave
Copperhead (Super: Snakeman)
Brains 2 (Predatory Plotting)
Muscles 3 (Snake-Style)
Moves 5 (Contortionist)
Mojo 2 (Venomous and Poisonous)
Claws (+2 Dice), Acid Spit (2 Dice)
Weakness - Cold-blooded
Count Vertigo (Super: Overly Specific Tech Wizard)
Brains 2 (History)
Muscles 2 (Brawl)
Moves 3 (Observe)
Mojo 5 (Vertigo Effect)
Magnetic Boots, Hearing Aids
Weakness - ultrahigh frequencies
Deadshot
Brains 3 (Advanced Geometry)
Muscles 2 (CQC)
Moves 5 (Marksman)
Mojo 2 (Diplomacy)
Wrist guns (4 dice), Sniper Rifle (7 dice)
Spend 3LPs to pull off a really bullshit trickshot
Doctor Psycho (Super: Occult Psychic)
Brains 4 (Occultism)
Muscles 1 (Intimidate)
Moves 1 (Hide)
Mojo 4 (Psionics)
Mind Blast (4 dice)
Spend 3LPs to generate ectoplasm, manipulate it with Mojo
Weakness - Napoleon Complex, mentally unstable, misogynist
Electrocutioner
Brains 2 (Criminal Underworld)
Muscles 4 (Brawling)
Moves 4 (LIGHTNING BOLT)
Mojo 2 (Fast Talk)
Electrocution Suit - taser gloves (+3 Dice), shock gauntlets (4 dice)
Firehawk (Super: Thermonuclear)
Brains 2 (Nuclear Physics)
Muscles 2 (Run)
Moves 3 (Flight)
Mojo 5 (Thermonuclear Radiation)
Shoot Heat Rays (4 dice), Enhanced Fists (+3 dice)
Weakness - Runs hot, Cold temperatures make it harder to use his abilities (all difficulties shifted by 2-10), can Go Critical (lose your last LPs to the Suicide Die)
The Fisherman
Brains 3 (Marine Biology)
Muscles 3 (Fishing Pole Kendo)
Moves 4 (Swimming)
Mojo 2 (Danger Sense)
Amphibious
Fisherman's Rod (+3 dice, 3 dice)
Spend 3LPs to use a Trick Lure
Harley Quinn
Brains 3 (Psychology)
Muscles 3 (Brawling)
Moves 4 (Acrobatics)
Mojo 2 (Batshit)
Pistol (4 dice), Baseball Bat (+2 dice) or Mallet (+3 dice)
Heatwave
Brains 4 (Firefighting)
Muscles 2 (Brawling)
Moves 4 (Heat Gun)
Mojo 2 (Bluffing)
Heat Gun (5 dice), Asbestos Suit (no damage from regular flames)
Icicle (Super: An Ice Person)
Brains 2 (Supervillain History)
Muscles 3 (Ice Knife Fighting)
Moves 2 (Sherlock Scan)
Mojo 5 (Ice Powers)
Spend 3LP to form a single-use item out of ice (lasts one scene)
Weakness - heat,
Javelin
Brains 2 (Olympic History)
Muscles 3 (Athletics)
Moves 5 (Throwing)
Mojo 2 (Bad One-Liners)
Javelin (+3 Dice, 4 Dice) - indestructible
Karma (Super: Probability Manipulation)
Brains 2 (Probability)
Muscles 2 (Running)
Moves 3 (Dodging)
Mojo 5 (Winds of Destiny, Change!)
Can spend 3 LPs to completely avoid certain death
Weakness - creates bad luck for everyone else if powers are overused (stacking dice penalties)
Killer Frost (Super: An Ice Person)
Brains 3 (Chemistry)
Muscles 2 (Kickboxing)
Moves 2 (Careful Observation)
Mojo 5 (Ice Powers)
Spend 3LP to form a single-use item out of ice (lasts one scene)
Weakness - heat, loss of control of powers under extreme stress
Killer Croc (Super: Crocodile Dude)
Brains 1 (Swamp Facts)
Muscles 5 (Super Strength)
Moves 3 (Swimming)
Mojo 3 (Durability)
Weakness - cannot regulate own temperature, obviously inhuman
Teeth & Claws (+4 dice)
King Shark (Super: SHARK)
Brains 1 (Ocean Facts)
Muscles 5 (RIP AND TEAR)
Moves 4 (Dodge)
Mojo 2 (Speak to Sharks)
Weakness - needs water or dries out (-1 stat and LP per hour dry), obviously inhuman
Teeth (+5 dice)
Manhunter
Brains 3 (US Law)
Muscles 3 (Judo)
Moves 3 (Acrobatics)
Mojo 3 (Tracking)
Spend 3LPs to use a mask function (Bioscanners, Gas Filter, Telescopic Vision, "Sensors")
Power Baton (+3 dice, 4 dice sonic maser)
Mindboggler (Super: Telepath)
Brains 3 (Music Trivia)
Muscles 2 (Lifting)
Moves 2 (Sprint)
Mojo 5 (Illusions)
Spend 3LPs to read surface thoughts, affect someone's balance, or add another sense to an illusion
Weakness - once you start reading someone's mind, they can fight back - roll Mojo to resist backlash
Modem
Brains 5 (Computers)
Muscles 2 (Judo)
Moves 2 (Dodge)
Mojo 3 (Bluff)
Spend 3LPs to hack a system effortlessly
Multiplex (Super: Multiple Man)
Brains 4 (Nuclear Physics)
Muscles 2 (Grapple)
Moves 2 (Dodge)
Mojo 4 (Duplication)
Spend 3LPs to create a duplicate, at 75% size
Nemesis
Brains 3 (Espionage)
Muscles 3 (Krav Maga)
Moves 3 (Marksman)
Mojo 3 (ACTING)
Spend 3LPs to create a disguise
Concussion Pistol (5 Dice)
Nightshade (Super: Shadow Manipulator)
Brains 2 (Physics)
Muscles 2 (Brawling)
Moves 2 (Dodge)
Mojo 5 (Umbrakinesis)
Weakness - bright lights or total darkness
Spend 3LPs to create a shadow creature, or transform into a shadow
Spend 5LPs to teleport through shadows
Outlaw (Super: Brick)
Brains 2 (Criminal Underworld)
Muscles 4 (Super Strength)
Moves 4 (Pistols)
Mojo 2 (Invulnerability)
Spend 3LPs to no-sell an attack
Mighty Fists (+3 dice), Pistol (4 dice)
Weakness - Powers need to be activated, poor control
Peacemaker
Brains 2 (Gadgeteer)
Muscles 4 (Mixed Martial Arts)
Moves 3 (Marksman)
Mojo 3 (Diplomacy)
Combat Knife (+2 dice), Deagle (5 dice)
Plastique (Super: Explosive Touch)
Brains 3 (Demolitions Expert)
Muscles 2 (Brawling)
Moves 3 (Athletics)
Mojo 4 (Explosive Touch)
Spend 3LPs to blow something up
Explosive Punches (+4 dice)
Psi
Brains 3 (Super Theory)
Muscles 1 (Run)
Moves 1 (Hide)
Mojo 5 (Psychic Powers)
Mind Bullets (3 dice), Telekinesis (+3 dice)
Spend 3 LPs to move a large object or read important surface thoughts
Punch & Jewlee (Happily Married Psychos)
Punch Jewlee
Brains 4 (Engineering) Brains 2 (Criminal Underworld)
Muscles 2 (Brawl) Muscles 3 (Martial Artist)
Moves 3 (Acrobatics) Moves 3 (Acrobatics)
Mojo 3 (Deception) Mojo 4 (Acting)
Spend 3LPs to use a one-shot invention
Putty (Super: Metamorph)
Brains 2 (Engineering)
Muscles 3 (Super Strength)
Moves 2 (Dodge)
Mojo 5 (Shapeshifting)
Hammerhands (+3 dice)
Spend 3-5LPs to take any shape (no size-shifting, but you can become *very* thin, or short and stout)
Weakness - Claustrophobic
Rick Flagg Jr
Brains 3 (Super Unit Tactics)
Muscles 3 (CQC)
Moves 3 (Marksman)
Mojo 3 (Team Building)
M16 (6 dice), pistol (4 dice), combat knife (+2 dice)
Savant
Brains 5 (Hacking)
Muscles 3 (Escrima)
Moves 3 (Marksman)
Mojo 1 (Looking Cool)
Escrima Sticks (+2 dice), Pistol (4 dice)
Shrapnel (Super: Organic Metal)
Brains 2 (Geometry)
Muscles 4 (Super Strength)
Moves 2 (Shooting Scales)
Mojo 4 (Explosions)
Metal Fists (+3 dice), Shoot Fingers (5 dice)
Spend 3LPs to utilize your organic metal manipulation
Weakness - vulnerable to cold and heat
Shrike (Super: Bird Person)
Brains 2 (Ornithology)
Muscles 3 (Brawl)
Moves 4 (Flight)
Mojo 3 (Sound Manipulation)
Weakness - Delusions (thinks she's smarter, faster and tougher than she is)
Sidearm
Brains 2 (Supervillain History)
Muscles 5 (Grapple)
Moves 2 (Jumping)
Mojo 3 (Techno-bullshit)
The Techno-Vest - Techno-Arms (+3 dice)
Spends 3LPs to incorporate any tech into the vest for remainder of the session
Silver Swan (Super: Sound Manipulation)
Brains 2 (Art History)
Muscles 2 (Jump)
Moves 4 (Ballet)
Mojo 4 (Sonic Manipulation)
Sonic Waves (5 dice)
Spend 3LPs to deflect projectiles or do something weird with sound
Weakness - sensitive to sounds
Slipknot
Brains 2 (Chemistry)
Muscles 4 (Bondage)
Moves 5 (Climbing)
Mojo 1 (Danger Sense)
Grappling Pistol (3 dice), indestructible ropes
Sportsmaster
Brains 2 (Sports History)
Muscles 4 (Clobbering)
Moves 4 (Throwing)
Mojo 2 (Feinting)
Hockey Stick (+3 dice), Baseball Bat (+2 dice), exploding baseballs/pucks (4 dice)
Spend 3LPs to use a one-shot sports-themed gadget
T.D.K (Super: Detatchable Limbs)
Brains 3 (Superhero History)
Muscles 3 (Slaps)
Moves 3 (Dodging)
Mojo 3 (Remote Control)
Spend 3LPs to detatch a limb, can control it up to line of sight.
Weakness - -2 Muscles when detatched, need to see limbs to properly control them
Thinker (Super: Big Brain Boy)
Brains 5 (Super Intellect)
Muscles 1 (Intimidate)
Moves 1 (Run Away)
Mojo 5 (Telekinesis)
Thinking Cap - spend 3 LPs to get a clue
Weakness - concussions, overthinking, EMP
Virtuoso (Super: Magical Music)
Brains 3 (Music Theory)
Muscles 2 (Dueling Stance)
Moves 3 (Acrobatics)
Mojo 4 (Magic Music)
Fiddler's Fiddle (5 dice)
Spend 3LPs for a sonic effect
Weakness - sound dampening, high-pitched noises
Stats
Your character has four stats: Brains, Muscle, Moves, and Mojo. The higher the number, the better your character is at that thing. Whenever you check against a stat, you roll that number of d6. So, a character with Moves 4 would roll 4 dice whenever they need to check against their Moves.
You have twelve points to allocate to these stats. You must assign at least one point to each stat, and you cannot start with more than 5 points in a stat.
1 - Low
This stat represents a weakness of the character. A score of 1 is far below average; children have a Muscle and Brains of 1. The guy at a party who wants to tell you all about his crypto investments has Mojo 1.
2 - Average
This stat means you are about as good as the average person. You can do the Quick Crossword at Brains 2, and at Moves 2 you can probably ice-skate without falling over too often.
3 - Good
You are better than the average person. Gym-bros have a Muscle of 3; most teachers have Brains 3.
4 - Superior
You are better than nearly everyone else. A-list actors have a Mojo of 4; Moves 4 might make you a top-level athlete.
5 - World-Class
You are the GOAT. You do shit that should be impossible; they name medals after you. Usain Bolt has Moves 5; Mojo 5 might make you charismatic enough to start your own religion.
6 - Superhuman
You are past what a human can achieve. Muscle 6 can lift a car; Brains 6 might represent a fairly advanced AI.
Skills
The focus of this game is fast, frantic fun. Characters are assumed to be mostly competent at most normal stuff (you wouldn't last long as a supervillain if you weren't). If a normal person can do it, or pick it up fairly quickly, your character can do it. Drive a car, swim, shoot a gun, whatever. However, everyone has their strengths - for each stat, pick a single Skill. When you attempt to do something related to that Skill, you get to roll 3 extra dice.
Skills can be pretty loose, so as not to bog down gameplay. However, the player and GM should discuss what they each think the Skill covers.
Some skills will be marked as Edge-Case Skills. These might work slightly differently than other skills, but will mostly follow the same rules (if you can justify their use, you get to add three extra dice to actions that use them). Mostly, Edge-Case Skills are used to give PCs access to minor Powers that don't really fit as unique abilities.
Brains
Brains reflects your intelligence, education and reasoning. Characters with a high Brains are sharper and more logical. Characters with low Brains may be slow, animalistic or generally blunt.
As in the source material, smart characters know a lot about everything; scientists know about chemistry, psychology, robotics, advanced particle physics, whatever is needed to move the story along. Your Skill represents a speciality.
Here is a short list of Brains Skills. You may choose one of these or create your own. As with any other Skill, your GM has to approve it.
Anthropology
Archaeology
Astronomy
Biology
Botany
Chemistry
Deduction
Electrical Devices
Geology
History
Linguistics
Math
Mechanical Devices
Medicine
Occult
Physics
Psychology
Robotics
Small Unit Tactics
Super Theory
Zoology
Edge-Cases
Super Intellect represents a catch-all for super-intelligent characters. Effectively, this allows the character to always apply their skill bonus to all Brains skills, which might seem overpowered, but that big head will be a very tempting target for snipers... And many super-intelligent villains also have to deal with superhumanly large egos and super-sized doses of megalomania and mental instability.
Muscle
Muscle determines how strong and tough your character is. Characters with high Muscle can punch through a wall, outrun a racehorse and fill out tight spandex. Characters with low Muscle might be weak, skinny, or get tired battling a flight of stairs.
Here is a short list of Muscle Skills. You may choose one of these or create your own. As with any other Skill, your GM has to approve it.
Brawl
Climb
Grapple
Hurl
Intimidate
Jump
Kick
Lift
Run
Pick Up Things
Punch Things
Smash Things
Swim
Edge-Cases
Super Strength covers most of the uses of Super Strength in comics - lifting heavy stuff, throwing cars around, etc. It can also function as a fighting style of sorts, allowing for big, slow blows that decimate opponents or send them flying. Making it a Skill allows characters to have a maximum of 5 Muscles at character creation, while still allowing these characters to feel strong.
Moves
Move represents your character's hand-eye co-ordination, balance, and agility. A high Moves means you can tightrope walk, score a bullseye in darts and dodge just about anything. Low Moves might mean your character is slow, clumsy, and misses small details.
Here is a short list of Moves Skills. You may choose one of these or create your own. As with any other Skill, your GM has to approve it.
Acrobatics
Catch
Dodge
Drive Vehicle
Fire Weapon
Hide
Listen
Sleight of Hand
Sneak
Observe
Throw Things
Edge-Cases
Super Speed covers most of the uses of Super Speed in comics, rather than a physics simulation - actual super-speed would grant you massive amounts of energy, making you basically unstoppable, incredibly powerful and super-durable to be able to hold all that potential energy. This Skill covers running, doing mundane tasks quickly, etc. Making it a Skill allows characters to have a maximum of 5 Moves at character creation, while still allowing them to feel fast.
Flight allows the character to fly, normally either at lower speeds in smaller doses or faster across much larger distances (about 30-50mph in combat, up to Mach 1 for travelling). You will need to Test for maneuverability, or to push that speed limit.
Mojo
Mojo has two main uses. For most characters, Mojo covers your willpower, boldness and bravery. High Mojo can mean you are a smooth operator, expert blagger, and can charm the pants off anyone. Low Mojo might mean you are dull, weak-willed, unsocialised or just a bit off-putting.
For Supers, Mojo is that secret sauce. It determines how well you can use your Powers; high Mojo means excellent control and a wide variety of options, while low Mojo Supers might be one-trick ponies, or have issues with power continence.
Some Supers will have an additional Power listed that costs Luck Points - this covers things which you can do automatically, without a roll. When trying something more difficult, or using your Powers in a weird way, you should roll Mojo for it.
Here is a short list of Mojo Skills and Powers. You may choose one of these or create your own. As with any other Skill, your GM has to approve it.
Bargain
Bluff
Danger Sense
Diplomacy
Fast Talk
Iron Will
Persuade
Cryokinesis - lower temperatures, freeze stuff, make things out of ice
Invulnerable - shrug off damage, walk through lava, support a collapsing building
Psionics - read minds, mind control, mindwipes
Stretching - extend your limbs, change shape without gaining or losing too much mass, contort into weird ahapes
Tinkerer - fix, make weird inventions, break minor laws of physics
Luck Points
New characters start with 20 Luck Points. Characters can gain LPs as rewards for succeeding at missions or being particularly entertaining, and lose them when they are injured or do badly. When your character hits 0 LPs, they are dead; normally through extreme violence or head explosion. If your character loses their last LPs non-violently, they may keep existing until the next lethal situation, at which point the plot catches up with them and they die.
Supers
If your character is a Super, you should write down what sort of Super they are on your character sheet; "Super: Firestarter", "Super: Shark-Man", etc. If you aren't Super, simply write Villain.
Not every member of Task Force X is a super, but they are all criminals. Your typical lawbreaker doesn't have bulletproof skin, can't stick to walls and certainly can't shoot eye lasers; but the Supers do tend to attract the most attention (after all, they have those god-damned costumes).
Some Powers are automatic - if you have Flight, you can fly. Speedsters are always fast, and minor things can be freebies (ice powers cooling a drink, mental powers reading baseline emotions, etc).
Most Supers have abilities that require a skill check to perform: manipulating sounds, shapeshifting, generating poisons in their own body, whatever. To activate an ability, roll your Mojo against a TN set by the GM. You might also need to make rolls if you try to do something weird with your powers - using radiation powers to produce an EMP, using telekinesis to actively break the laws of physics, etc. These will be difficult rolls, but a few LPs should help things along.
All Supers have a Weakness - something bad that goes along with their Powers. A Weakness should come up at least once per session. It doesn't have to be directly related to their powers, but it's more fun if it is, adding a thematic consistency to characters.
Rough Numbers For Powers
The source material is notoriously wishy-washy with putting exact numbers on things; most superpowers work by writer fiat, serving the fiction first and leaving inconsistencies and errors to be debated in the Editorials and Letters columns forevermore.
You can see this by checking any website that lists a "power scale" for characters - most will be weirdly inconsistent, like characters who could previously take a tank shell to the face being beaten by ordinary mortals, or characters with super strength suddenly being able to do something ten times as big as they have ever managed on a whim.
In RPGs, however, numbers matter. Right?
Not necessarily. If you are running this game as a one-shot, then it really doesn't matter; power comparisons don't matter in such a short-term game. Similarly, if you run this game in accordance with the source material, individual characters won't be around long enough for these to matter all that much.
Also, the game is designed for fast fun - no-one wants to work out if they have the lift strength to move a large door. Either they can toss it aside easily, use a Power to bypass it, or they need to roll. Don't overthink things!
But hey - roleplayers are nerds, and nerds love numbers. So, let's do some quick math.
These numbers assume you are doing something without a roll required.
For normal folks, they can lift roughly 20 pounds per die in Muscle without a roll. Characters with Super Strength can lift 1000 pounds per die in Muscle (so a 4 Muscle Super Strength character can easily throw a car, or toss a person a few stories vertically).
Movement is normally covered in Areas, but we can be more specific. A normal person can probably move around 30 feet per round, which is enough to shift from one Area to another. If sprinting, you can maybe hit 60 feet, but you will still only move one Area. Characters with super speed can move around the speed of sound (Mach 1) without a roll, meaning they can move to any Area within a single round.
[ +- ] Pregenerated Characters
Blackguard
Brains 2 (Criminal Underworld)
Muscles 4 (HEMA combat)
Moves 3 (Throw Things)
Mojo 2 (Iron Will)
Energy Shield (-3 LPs lost when attacked), Energy Mace (+3 dice)
Spend 3LPs to adjust gear - add 2 dice to weapon, or -2LPs lost on attacks with the shield
Black Spider
Brains 2 (Criminal Underworld)
Muscles 3 (Martial Artist)
Moves 4 (Parkour)
Mojo 2 (Iron Will)
Pistol (4 dice), Eskrima Sticks (+2 dice)
Blockbuster (Super: Tough as Shit)
Brains 1 (Chemistry)
Muscles 5 (Super Strength)
Moves 1 (Throw Anything)
Mojo 5 (Invulnerable)
Spends 3LPs to no-sell an attack
Meaty Fists (+3 dice), Improvised Bludgeon (+4 dice)
Weakness: Dumb as Hell, Slow as Shit, Too Big
Bloodsport
Brains 2 (Small Unit Tactics)
Muscles 4 (Dim Mak)
Moves 4 (Marksmanship)
Mojo 2 (Leadership)
All The Guns (4 dice), Sword (+3 dice)
Spend 3LPs to combine guns to add 2 dice to ranged attacks for a scene. Can stack!
Bolt (Super: Tinkerer)
Brains 4 (Special Effects Tech)
Muscles 3 (Brawling)
Moves 3 (Teleportation)
Mojo 2 (Subterfuge)
Lightning Blasts (4 dice)
Spend 3LPs to teleport a short distance
Weakness: Tech is unreliable
Bronze Tiger
Brains 2 (Anthropology)
Muscles 4 (Master Martial Artist)
Moves 4 (Acrobatics)
Mojo 2 (Danger Sense)
Tiger Claw Gauntlets (+2 Dice)
Captain Boomerang
Brains 2 (B&E)
Muscles 2 (Running Away)
Moves 5 (BOOMERANGS)
Mojo 3 (Fast Talk)
Boomerangs (+1 Dice, 4 dice)
Spend 3 LP to use a special boomerang
Captain Cold
Brains 4 (Physics)
Muscles 3 (Brawling)
Moves 3 (Beam Weapons)
Mojo 2 (Bluffing)
Freeze Ray (5 dice)
Spend 3LPs to do some tricky freezing bullshit
Catalyst (Super: Molecular Rearranger)
Brains 3 (Chemistry)
Muscles 2 (Lifting)
Moves 2 (Dodging)
Mojo 5 (Rearrange Molecules)
Spend 3LPs to change an object into something else for a scene
Weakness: Cold temperatures make it harder to use his abilities (all difficulties shifted by 2-10), hot temperatures make powers unreliable (add +1 to the failure range of the Suicide Die every time powers are used - when you hit 1, you are about to go critical)
Clock King (Super: Timing)
Brains 4 (Plotting)
Muscles 2 (Fencing)
Moves 2 (Dodging)
Mojo 4 (Timing)
Spend 3-5LPs to perfectly time *anything*.
Timing - at the start of each session, roll Mojo a number of times equal to your Mojo. Keep a note of each total you rolled; you can substitute these for any roll during the session, whether that's your roll, an ally's or even an enemy's!)
Weakness - When it goes wrong, it goes *really* wrong - one little mishap can affect all of your timings. Every time the Suicide Die shows a 6 (yours or another players), increase the failure range of your Suicide Die by 1 (so, take a failure every time the die shows a 5 or 6, then a 4, 5 or 6, etc). This resets at the end of the session.
Cluemaster
Brains 4 (Puzzles)
Muscles 2 (Scrapping)
Moves 2 (Throwing Pellets)
Mojo 4 (Leadership)
Spend 3LPs to produce a Pellet from your suit, does whatever you want/need
Weakness - must leave clues! Gain 1 LP for every clue you leave
Copperhead (Super: Snakeman)
Brains 2 (Predatory Plotting)
Muscles 3 (Snake-Style)
Moves 5 (Contortionist)
Mojo 2 (Venomous and Poisonous)
Claws (+2 Dice), Acid Spit (2 Dice)
Weakness - Cold-blooded
Count Vertigo (Super: Overly Specific Tech Wizard)
Brains 2 (History)
Muscles 2 (Brawl)
Moves 3 (Observe)
Mojo 5 (Vertigo Effect)
Magnetic Boots, Hearing Aids
Weakness - ultrahigh frequencies
Deadshot
Brains 3 (Advanced Geometry)
Muscles 2 (CQC)
Moves 5 (Marksman)
Mojo 2 (Diplomacy)
Wrist guns (4 dice), Sniper Rifle (7 dice)
Spend 3LPs to pull off a really bullshit trickshot
Doctor Psycho (Super: Occult Psychic)
Brains 4 (Occultism)
Muscles 1 (Intimidate)
Moves 1 (Hide)
Mojo 4 (Psionics)
Mind Blast (4 dice)
Spend 3LPs to generate ectoplasm, manipulate it with Mojo
Weakness - Napoleon Complex, mentally unstable, misogynist
Electrocutioner
Brains 2 (Criminal Underworld)
Muscles 4 (Brawling)
Moves 4 (LIGHTNING BOLT)
Mojo 2 (Fast Talk)
Electrocution Suit - taser gloves (+3 Dice), shock gauntlets (4 dice)
Firehawk (Super: Thermonuclear)
Brains 2 (Nuclear Physics)
Muscles 2 (Run)
Moves 3 (Flight)
Mojo 5 (Thermonuclear Radiation)
Shoot Heat Rays (4 dice), Enhanced Fists (+3 dice)
Weakness - Runs hot, Cold temperatures make it harder to use his abilities (all difficulties shifted by 2-10), can Go Critical (lose your last LPs to the Suicide Die)
The Fisherman
Brains 3 (Marine Biology)
Muscles 3 (Fishing Pole Kendo)
Moves 4 (Swimming)
Mojo 2 (Danger Sense)
Amphibious
Fisherman's Rod (+3 dice, 3 dice)
Spend 3LPs to use a Trick Lure
Harley Quinn
Brains 3 (Psychology)
Muscles 3 (Brawling)
Moves 4 (Acrobatics)
Mojo 2 (Batshit)
Pistol (4 dice), Baseball Bat (+2 dice) or Mallet (+3 dice)
Heatwave
Brains 4 (Firefighting)
Muscles 2 (Brawling)
Moves 4 (Heat Gun)
Mojo 2 (Bluffing)
Heat Gun (5 dice), Asbestos Suit (no damage from regular flames)
Icicle (Super: An Ice Person)
Brains 2 (Supervillain History)
Muscles 3 (Ice Knife Fighting)
Moves 2 (Sherlock Scan)
Mojo 5 (Ice Powers)
Spend 3LP to form a single-use item out of ice (lasts one scene)
Weakness - heat,
Javelin
Brains 2 (Olympic History)
Muscles 3 (Athletics)
Moves 5 (Throwing)
Mojo 2 (Bad One-Liners)
Javelin (+3 Dice, 4 Dice) - indestructible
Karma (Super: Probability Manipulation)
Brains 2 (Probability)
Muscles 2 (Running)
Moves 3 (Dodging)
Mojo 5 (Winds of Destiny, Change!)
Can spend 3 LPs to completely avoid certain death
Weakness - creates bad luck for everyone else if powers are overused (stacking dice penalties)
Killer Frost (Super: An Ice Person)
Brains 3 (Chemistry)
Muscles 2 (Kickboxing)
Moves 2 (Careful Observation)
Mojo 5 (Ice Powers)
Spend 3LP to form a single-use item out of ice (lasts one scene)
Weakness - heat, loss of control of powers under extreme stress
Killer Croc (Super: Crocodile Dude)
Brains 1 (Swamp Facts)
Muscles 5 (Super Strength)
Moves 3 (Swimming)
Mojo 3 (Durability)
Weakness - cannot regulate own temperature, obviously inhuman
Teeth & Claws (+4 dice)
King Shark (Super: SHARK)
Brains 1 (Ocean Facts)
Muscles 5 (RIP AND TEAR)
Moves 4 (Dodge)
Mojo 2 (Speak to Sharks)
Weakness - needs water or dries out (-1 stat and LP per hour dry), obviously inhuman
Teeth (+5 dice)
Manhunter
Brains 3 (US Law)
Muscles 3 (Judo)
Moves 3 (Acrobatics)
Mojo 3 (Tracking)
Spend 3LPs to use a mask function (Bioscanners, Gas Filter, Telescopic Vision, "Sensors")
Power Baton (+3 dice, 4 dice sonic maser)
Mindboggler (Super: Telepath)
Brains 3 (Music Trivia)
Muscles 2 (Lifting)
Moves 2 (Sprint)
Mojo 5 (Illusions)
Spend 3LPs to read surface thoughts, affect someone's balance, or add another sense to an illusion
Weakness - once you start reading someone's mind, they can fight back - roll Mojo to resist backlash
Modem
Brains 5 (Computers)
Muscles 2 (Judo)
Moves 2 (Dodge)
Mojo 3 (Bluff)
Spend 3LPs to hack a system effortlessly
Multiplex (Super: Multiple Man)
Brains 4 (Nuclear Physics)
Muscles 2 (Grapple)
Moves 2 (Dodge)
Mojo 4 (Duplication)
Spend 3LPs to create a duplicate, at 75% size
Nemesis
Brains 3 (Espionage)
Muscles 3 (Krav Maga)
Moves 3 (Marksman)
Mojo 3 (ACTING)
Spend 3LPs to create a disguise
Concussion Pistol (5 Dice)
Nightshade (Super: Shadow Manipulator)
Brains 2 (Physics)
Muscles 2 (Brawling)
Moves 2 (Dodge)
Mojo 5 (Umbrakinesis)
Weakness - bright lights or total darkness
Spend 3LPs to create a shadow creature, or transform into a shadow
Spend 5LPs to teleport through shadows
Outlaw (Super: Brick)
Brains 2 (Criminal Underworld)
Muscles 4 (Super Strength)
Moves 4 (Pistols)
Mojo 2 (Invulnerability)
Spend 3LPs to no-sell an attack
Mighty Fists (+3 dice), Pistol (4 dice)
Weakness - Powers need to be activated, poor control
Peacemaker
Brains 2 (Gadgeteer)
Muscles 4 (Mixed Martial Arts)
Moves 3 (Marksman)
Mojo 3 (Diplomacy)
Combat Knife (+2 dice), Deagle (5 dice)
Plastique (Super: Explosive Touch)
Brains 3 (Demolitions Expert)
Muscles 2 (Brawling)
Moves 3 (Athletics)
Mojo 4 (Explosive Touch)
Spend 3LPs to blow something up
Explosive Punches (+4 dice)
Psi
Brains 3 (Super Theory)
Muscles 1 (Run)
Moves 1 (Hide)
Mojo 5 (Psychic Powers)
Mind Bullets (3 dice), Telekinesis (+3 dice)
Spend 3 LPs to move a large object or read important surface thoughts
Punch & Jewlee (Happily Married Psychos)
Punch Jewlee
Brains 4 (Engineering) Brains 2 (Criminal Underworld)
Muscles 2 (Brawl) Muscles 3 (Martial Artist)
Moves 3 (Acrobatics) Moves 3 (Acrobatics)
Mojo 3 (Deception) Mojo 4 (Acting)
Spend 3LPs to use a one-shot invention
Putty (Super: Metamorph)
Brains 2 (Engineering)
Muscles 3 (Super Strength)
Moves 2 (Dodge)
Mojo 5 (Shapeshifting)
Hammerhands (+3 dice)
Spend 3-5LPs to take any shape (no size-shifting, but you can become *very* thin, or short and stout)
Weakness - Claustrophobic
Rick Flagg Jr
Brains 3 (Super Unit Tactics)
Muscles 3 (CQC)
Moves 3 (Marksman)
Mojo 3 (Team Building)
M16 (6 dice), pistol (4 dice), combat knife (+2 dice)
Savant
Brains 5 (Hacking)
Muscles 3 (Escrima)
Moves 3 (Marksman)
Mojo 1 (Looking Cool)
Escrima Sticks (+2 dice), Pistol (4 dice)
Shrapnel (Super: Organic Metal)
Brains 2 (Geometry)
Muscles 4 (Super Strength)
Moves 2 (Shooting Scales)
Mojo 4 (Explosions)
Metal Fists (+3 dice), Shoot Fingers (5 dice)
Spend 3LPs to utilize your organic metal manipulation
Weakness - vulnerable to cold and heat
Shrike (Super: Bird Person)
Brains 2 (Ornithology)
Muscles 3 (Brawl)
Moves 4 (Flight)
Mojo 3 (Sound Manipulation)
Weakness - Delusions (thinks she's smarter, faster and tougher than she is)
Sidearm
Brains 2 (Supervillain History)
Muscles 5 (Grapple)
Moves 2 (Jumping)
Mojo 3 (Techno-bullshit)
The Techno-Vest - Techno-Arms (+3 dice)
Spends 3LPs to incorporate any tech into the vest for remainder of the session
Silver Swan (Super: Sound Manipulation)
Brains 2 (Art History)
Muscles 2 (Jump)
Moves 4 (Ballet)
Mojo 4 (Sonic Manipulation)
Sonic Waves (5 dice)
Spend 3LPs to deflect projectiles or do something weird with sound
Weakness - sensitive to sounds
Slipknot
Brains 2 (Chemistry)
Muscles 4 (Bondage)
Moves 5 (Climbing)
Mojo 1 (Danger Sense)
Grappling Pistol (3 dice), indestructible ropes
Sportsmaster
Brains 2 (Sports History)
Muscles 4 (Clobbering)
Moves 4 (Throwing)
Mojo 2 (Feinting)
Hockey Stick (+3 dice), Baseball Bat (+2 dice), exploding baseballs/pucks (4 dice)
Spend 3LPs to use a one-shot sports-themed gadget
T.D.K (Super: Detatchable Limbs)
Brains 3 (Superhero History)
Muscles 3 (Slaps)
Moves 3 (Dodging)
Mojo 3 (Remote Control)
Spend 3LPs to detatch a limb, can control it up to line of sight.
Weakness - -2 Muscles when detatched, need to see limbs to properly control them
Thinker (Super: Big Brain Boy)
Brains 5 (Super Intellect)
Muscles 1 (Intimidate)
Moves 1 (Run Away)
Mojo 5 (Telekinesis)
Thinking Cap - spend 3 LPs to get a clue
Weakness - concussions, overthinking, EMP
Virtuoso (Super: Magical Music)
Brains 3 (Music Theory)
Muscles 2 (Dueling Stance)
Moves 3 (Acrobatics)
Mojo 4 (Magic Music)
Fiddler's Fiddle (5 dice)
Spend 3LPs for a sonic effect
Weakness - sound dampening, high-pitched noises
[ +- ] Full Chargen Rules
Stats
Your character has four stats: Brains, Muscle, Moves, and Mojo. The higher the number, the better your character is at that thing. Whenever you check against a stat, you roll that number of d6. So, a character with Moves 4 would roll 4 dice whenever they need to check against their Moves.
You have twelve points to allocate to these stats. You must assign at least one point to each stat, and you cannot start with more than 5 points in a stat.
1 - Low
This stat represents a weakness of the character. A score of 1 is far below average; children have a Muscle and Brains of 1. The guy at a party who wants to tell you all about his crypto investments has Mojo 1.
2 - Average
This stat means you are about as good as the average person. You can do the Quick Crossword at Brains 2, and at Moves 2 you can probably ice-skate without falling over too often.
3 - Good
You are better than the average person. Gym-bros have a Muscle of 3; most teachers have Brains 3.
4 - Superior
You are better than nearly everyone else. A-list actors have a Mojo of 4; Moves 4 might make you a top-level athlete.
5 - World-Class
You are the GOAT. You do shit that should be impossible; they name medals after you. Usain Bolt has Moves 5; Mojo 5 might make you charismatic enough to start your own religion.
6 - Superhuman
You are past what a human can achieve. Muscle 6 can lift a car; Brains 6 might represent a fairly advanced AI.
Skills
The focus of this game is fast, frantic fun. Characters are assumed to be mostly competent at most normal stuff (you wouldn't last long as a supervillain if you weren't). If a normal person can do it, or pick it up fairly quickly, your character can do it. Drive a car, swim, shoot a gun, whatever. However, everyone has their strengths - for each stat, pick a single Skill. When you attempt to do something related to that Skill, you get to roll 3 extra dice.
Skills can be pretty loose, so as not to bog down gameplay. However, the player and GM should discuss what they each think the Skill covers.
Some skills will be marked as Edge-Case Skills. These might work slightly differently than other skills, but will mostly follow the same rules (if you can justify their use, you get to add three extra dice to actions that use them). Mostly, Edge-Case Skills are used to give PCs access to minor Powers that don't really fit as unique abilities.
Brains
Brains reflects your intelligence, education and reasoning. Characters with a high Brains are sharper and more logical. Characters with low Brains may be slow, animalistic or generally blunt.
As in the source material, smart characters know a lot about everything; scientists know about chemistry, psychology, robotics, advanced particle physics, whatever is needed to move the story along. Your Skill represents a speciality.
Here is a short list of Brains Skills. You may choose one of these or create your own. As with any other Skill, your GM has to approve it.
Anthropology
Archaeology
Astronomy
Biology
Botany
Chemistry
Deduction
Electrical Devices
Geology
History
Linguistics
Math
Mechanical Devices
Medicine
Occult
Physics
Psychology
Robotics
Small Unit Tactics
Super Theory
Zoology
Edge-Cases
Super Intellect represents a catch-all for super-intelligent characters. Effectively, this allows the character to always apply their skill bonus to all Brains skills, which might seem overpowered, but that big head will be a very tempting target for snipers... And many super-intelligent villains also have to deal with superhumanly large egos and super-sized doses of megalomania and mental instability.
Muscle
Muscle determines how strong and tough your character is. Characters with high Muscle can punch through a wall, outrun a racehorse and fill out tight spandex. Characters with low Muscle might be weak, skinny, or get tired battling a flight of stairs.
Here is a short list of Muscle Skills. You may choose one of these or create your own. As with any other Skill, your GM has to approve it.
Brawl
Climb
Grapple
Hurl
Intimidate
Jump
Kick
Lift
Run
Pick Up Things
Punch Things
Smash Things
Swim
Edge-Cases
Super Strength covers most of the uses of Super Strength in comics - lifting heavy stuff, throwing cars around, etc. It can also function as a fighting style of sorts, allowing for big, slow blows that decimate opponents or send them flying. Making it a Skill allows characters to have a maximum of 5 Muscles at character creation, while still allowing these characters to feel strong.
Moves
Move represents your character's hand-eye co-ordination, balance, and agility. A high Moves means you can tightrope walk, score a bullseye in darts and dodge just about anything. Low Moves might mean your character is slow, clumsy, and misses small details.
Here is a short list of Moves Skills. You may choose one of these or create your own. As with any other Skill, your GM has to approve it.
Acrobatics
Catch
Dodge
Drive Vehicle
Fire Weapon
Hide
Listen
Sleight of Hand
Sneak
Observe
Throw Things
Edge-Cases
Super Speed covers most of the uses of Super Speed in comics, rather than a physics simulation - actual super-speed would grant you massive amounts of energy, making you basically unstoppable, incredibly powerful and super-durable to be able to hold all that potential energy. This Skill covers running, doing mundane tasks quickly, etc. Making it a Skill allows characters to have a maximum of 5 Moves at character creation, while still allowing them to feel fast.
Flight allows the character to fly, normally either at lower speeds in smaller doses or faster across much larger distances (about 30-50mph in combat, up to Mach 1 for travelling). You will need to Test for maneuverability, or to push that speed limit.
Mojo
Mojo has two main uses. For most characters, Mojo covers your willpower, boldness and bravery. High Mojo can mean you are a smooth operator, expert blagger, and can charm the pants off anyone. Low Mojo might mean you are dull, weak-willed, unsocialised or just a bit off-putting.
For Supers, Mojo is that secret sauce. It determines how well you can use your Powers; high Mojo means excellent control and a wide variety of options, while low Mojo Supers might be one-trick ponies, or have issues with power continence.
Some Supers will have an additional Power listed that costs Luck Points - this covers things which you can do automatically, without a roll. When trying something more difficult, or using your Powers in a weird way, you should roll Mojo for it.
Here is a short list of Mojo Skills and Powers. You may choose one of these or create your own. As with any other Skill, your GM has to approve it.
Bargain
Bluff
Danger Sense
Diplomacy
Fast Talk
Iron Will
Persuade
Cryokinesis - lower temperatures, freeze stuff, make things out of ice
Invulnerable - shrug off damage, walk through lava, support a collapsing building
Psionics - read minds, mind control, mindwipes
Stretching - extend your limbs, change shape without gaining or losing too much mass, contort into weird ahapes
Tinkerer - fix, make weird inventions, break minor laws of physics
Luck Points
New characters start with 20 Luck Points. Characters can gain LPs as rewards for succeeding at missions or being particularly entertaining, and lose them when they are injured or do badly. When your character hits 0 LPs, they are dead; normally through extreme violence or head explosion. If your character loses their last LPs non-violently, they may keep existing until the next lethal situation, at which point the plot catches up with them and they die.
Supers
If your character is a Super, you should write down what sort of Super they are on your character sheet; "Super: Firestarter", "Super: Shark-Man", etc. If you aren't Super, simply write Villain.
Not every member of Task Force X is a super, but they are all criminals. Your typical lawbreaker doesn't have bulletproof skin, can't stick to walls and certainly can't shoot eye lasers; but the Supers do tend to attract the most attention (after all, they have those god-damned costumes).
Some Powers are automatic - if you have Flight, you can fly. Speedsters are always fast, and minor things can be freebies (ice powers cooling a drink, mental powers reading baseline emotions, etc).
Most Supers have abilities that require a skill check to perform: manipulating sounds, shapeshifting, generating poisons in their own body, whatever. To activate an ability, roll your Mojo against a TN set by the GM. You might also need to make rolls if you try to do something weird with your powers - using radiation powers to produce an EMP, using telekinesis to actively break the laws of physics, etc. These will be difficult rolls, but a few LPs should help things along.
All Supers have a Weakness - something bad that goes along with their Powers. A Weakness should come up at least once per session. It doesn't have to be directly related to their powers, but it's more fun if it is, adding a thematic consistency to characters.
Rough Numbers For Powers
The source material is notoriously wishy-washy with putting exact numbers on things; most superpowers work by writer fiat, serving the fiction first and leaving inconsistencies and errors to be debated in the Editorials and Letters columns forevermore.
You can see this by checking any website that lists a "power scale" for characters - most will be weirdly inconsistent, like characters who could previously take a tank shell to the face being beaten by ordinary mortals, or characters with super strength suddenly being able to do something ten times as big as they have ever managed on a whim.
In RPGs, however, numbers matter. Right?
Not necessarily. If you are running this game as a one-shot, then it really doesn't matter; power comparisons don't matter in such a short-term game. Similarly, if you run this game in accordance with the source material, individual characters won't be around long enough for these to matter all that much.
Also, the game is designed for fast fun - no-one wants to work out if they have the lift strength to move a large door. Either they can toss it aside easily, use a Power to bypass it, or they need to roll. Don't overthink things!
But hey - roleplayers are nerds, and nerds love numbers. So, let's do some quick math.
These numbers assume you are doing something without a roll required.
For normal folks, they can lift roughly 20 pounds per die in Muscle without a roll. Characters with Super Strength can lift 1000 pounds per die in Muscle (so a 4 Muscle Super Strength character can easily throw a car, or toss a person a few stories vertically).
Movement is normally covered in Areas, but we can be more specific. A normal person can probably move around 30 feet per round, which is enough to shift from one Area to another. If sprinting, you can maybe hit 60 feet, but you will still only move one Area. Characters with super speed can move around the speed of sound (Mach 1) without a roll, meaning they can move to any Area within a single round.
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