Tiny Super [ EDIT ]
This game has been retired! That means it's no longer being run.
Join Our Superhero Adventure!
Are you ready to don the cape and mask, and fight for justice in a world of heroes and villains? I'm excited to announce a new campaign using the TinyD6 Heroes system, and I'm looking for 2-3 enthusiastic players to join me on this thrilling journey!
About the Campaign
- Setting: USA in the 2000s.
- Theme & Details: We'll be collaborating together, along with the aid of AI, to craft a unique and compelling world. Your input will shape the story!
About Me
- Experience: I'm new to running superhero-themed games and using the TinyD6 system.
- GM Style: Collaborative and flexible. I'm here to learn, grow, and have fun alongside my players.
Player Requirements
- Knowledge: Familiarity with superhero-themed TTRPGs.
- Posting Frequency: Able to post 2-3 times a day.
- Attitude: Willing to work with me, be understanding, and adaptable.
What to Expect
- Collaborative World-Building: Your ideas and creativity will be integral to shaping our game's universe.
- Exciting Adventures: Engage in epic battles, uncover mysteries, and save the day!
- Community: A supportive and friendly environment where we can all learn and have fun together.
If you're interested in becoming a part of this superhero saga, please reach out! Let's create something amazing together.
Wanting to join the fight? Please include your background knowledge of superhero-themed TTRPGs and what sort of character you are thinking about.
Looking forward to an incredible adventure!
Are you ready to don the cape and mask, and fight for justice in a world of heroes and villains? I'm excited to announce a new campaign using the TinyD6 Heroes system, and I'm looking for 2-3 enthusiastic players to join me on this thrilling journey!
About the Campaign
- Setting: USA in the 2000s.
- Theme & Details: We'll be collaborating together, along with the aid of AI, to craft a unique and compelling world. Your input will shape the story!
About Me
- Experience: I'm new to running superhero-themed games and using the TinyD6 system.
- GM Style: Collaborative and flexible. I'm here to learn, grow, and have fun alongside my players.
Player Requirements
- Knowledge: Familiarity with superhero-themed TTRPGs.
- Posting Frequency: Able to post 2-3 times a day.
- Attitude: Willing to work with me, be understanding, and adaptable.
What to Expect
- Collaborative World-Building: Your ideas and creativity will be integral to shaping our game's universe.
- Exciting Adventures: Engage in epic battles, uncover mysteries, and save the day!
- Community: A supportive and friendly environment where we can all learn and have fun together.
If you're interested in becoming a part of this superhero saga, please reach out! Let's create something amazing together.
Wanting to join the fight? Please include your background knowledge of superhero-themed TTRPGs and what sort of character you are thinking about.
Looking forward to an incredible adventure!
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{{details.public ? 'Public' : 'Private'}} [ Make game {{!details.public ? 'Public' : 'Private'}} ] (Read the forum)
Tiny Supers Character Creation Outline
1. Select an Archetype from the Archetype List
2. Select three Powers from the Power List. You may substitute a Trait from the Trait List for a Power choice.
3. Select a Weapon Group to be Proficient with, and a specific weapon or attack to have Mastery over.
5. Select a Belief
6. Select a Weakness
Paragon
Paragons are the heroes who stand as examples to all other heroes! Determined, flexible, honest, and brave, Paragons are just as varied as the places you can find them. They come in all shapes, sizes, and temperaments.
6 Stress Capacity
Paragons select an additional Power from the Powers List.
Defender
Defenders are the heroes who are there to keep everyone on track and alive. They're often team leaders, putting the wellbeing of others before their own.
8 Stress Capacity
Protector: Once per turn, when an ally is hit, you can choose to take that hit yourself.
Striker
Strikers are the heroes at the front of the battle every time. They focus on taking out the Villain as quickly as possible. They're a little tougher than several other Archetypes because they have to be!
7 Stress Capacity
Fists Like Iron: The damage you deal cannot be reduced.
Gadgeteer
Brilliant and often eccentric, Gadgeteers use the power of science and technology against their foes. No matter the situation, they always have some tool or gadget that can help resolve a problem.
6 Stress Capacity
Inventor: Once per day, you may create a one-use Power Gadget that lets you emulate a Tier One Power. You count as having that power for one roll or use of your choice. You may never have more than three Power Gadgets in existence at a time. It takes one day to create a new Gadget.
Practiced
Practiced heroes may possess some mild power, but for the most part they are fueled by sheer determination. Both body and mind are honed to a razor's edge so that their crusade can continue.
6 Stress Capacity
Mastery: You may not select more than 1 Power. You must trade out the rest of your Powers for Traits from the Trait List. However, you gain 2 Additional Traits (for a total of 5 Traits, or 1 Power and 4 Traits).
Controller
Controllers do not direct themselves against a single target, but can entrance, distract, confound, or otherwise engage multiple targets simultaneously.
5 Stress Capacity
Crowd Control: You may use any power that does not directly inflict damage on up to three targets rather than just one.
Mastermind
Some supers are not great in and of themselves as much as they are great at their ability to command and inspire others to act. Whether summoning demons, calling on ninja minions, or deploying robots, the Mastermind can defeat an enemy with swarm tactics.
5 Stress Capacity
Leadership: As an action, you can direct your allies in battle, executing complex plans, surprise tactics, and ensuring victory! You may choose two targets to gain Advantage on their next roll.
You must select one of the following Power Origins. You gain Advantage on any non-attack or non-combat Test related to your Origin.
Alien
Dimensional
Enhanced (Super-Soldier)
Inventor
Magical
Mutant
Technological (Cyborg)Powers
Powers come in three tiers of strength. Any time you select a Power, you gain the Tier 1 ability for that Power. To gain a higher tier, you must expend an extra Power choice when creating your character (or, if using Experience Rules, by purchasing a trait).
Powers may take any form you wish in visual manifestation, but the Powers function the same regardless of visual appearance.
Powers are also noted by a Passive or Active tag after the title (in parenthesis). This indicates whether the power requires an Action to use (Active) or is always on (Passive). It's possible some tiers of powers might move an Active Power to a Passive Power , so read carefully, and if in doubt ask your Gamemaster.
Armored (Passive)
Tier One: You reduce all damage you take by 1, to a minimum of 1.
Tier Two: You reduce all damage you take by an additional 1 (for a total of 2 reduction), to a minimum of 0.
Tier Three: You gain +2 Stress Capacity
Blast (Active)
Tier One: You may make a Ranged Attack that deals 1 damage. You never have to reload this Ranged Attack.
Tier Two: Your blast does +1 damage for a total of 2 damage.
Tier Three: Your blast always counts as having the benefits of Focus applied to it. Additional Focus actions do nothing extra for your Blast.
Elemental Control (Active)
You can control one element of your choice. Choose Earth, Air, Fire, or Water. You may select more than one element by selecting the power multiple times.
Air
Tier 1: As an Action you can Evade. When you use this power, your Evade effects up to 2 allies of your choice for free.
Tier 2: You always count as having Evade on you for free when being attacked with Ranged Attacks. You also have the Tier 1 Flight Power.
Tier 3: You can summon tornados. As an Action, you can force one target to make a Save with Disadvantage . If they fail, they are hurled backward 3d6 meters. If they strike something, they suffer 2 damage.
Earth
Tier 1: You can cause the ground to buckle. When you use your power as an Action, 3 targets must make a Save Test or fall prone.
Tier 2: You can summon a suit of armor from the earth as an Action. This suit has 3 Stress Capacity that must be damaged before you take physical damage.
Tier 3: You gain the Tier 2 Blast power, and your Tier 2 Earth Control Stress Capacity bonus increases to +6.
Fire
Tier 1: You can control or manipulate fire. You can do a Fire Blast (as per the Tier 1 Blast Power). You can also cause any Fire within sight of you to extinguish itself in d6 rounds.
Tier 2: You can summon a shield of fire around yourself. You gain the Tier 1 Flight power, and anyone who strikes you in Melee takes 1 damage.
Tier 3: You gain the Tier 2 Blast Power, the Tier 2 Flight Power, and your Tier 2 Fire Control power now does 2 damage.
Water
Tier 1: You can breath underwater without any issues or penalty. Additionally, you can summon a Blast of Water that deals 1 damage as a Ranged Attack. You cannot do this more than once per turn.
Tier 2: When under water, you can move as though you had the Tier 1 Super-Speed Power.
Tier 3: You gain the Tier 3 Regeneration power when in water. Additionally, your Tier 1 Water Control power now does 3 damage.
Energy Control (Active)
You may select one of the following abilities: Absorption, Darkness, Electricity, Light, or Time. You may select more than one ability by purchasing the power multiple times.
Absorption
Tier 1: Choose one form of energy (fire, electricity, light, etc.). When struck by that type of energy, you may make a Save Test. Success means you suffer no damage from the attack and regain 1 Stress Capacity. You may only Save against 1 Attack per round.
Tier 2: You may now Save against two attacks per round and choose a second form of energy. Each successful Save Test allows you to choose one of the following: (Regain 1 Stress Capacity; +1 Damage to your next attack, +5 Speed to your next Move. You may only gain a particular benefit once per round.
Tier 3: You may now Save against three attacks per round, and choose a third form of energy. You may choose a benefit from your Tier 2 Energy Absorption power up to twice per round.
Darkness
Tier 1: You can cast an area (a circle roughly 10' in diameter) into absolute darkness, causing anyone within the darkness to gain Disadvantage.
Tier 2: You gain the Tier 1 Teleport power, but you may only use it in areas of darkness, from shadow to shadow.
Tier 3: You may transform your body into shadow, allowing you to pass through solid objects. This takes one Action. it lasts until you choose. You take no damage from physical attacks, but energy can still affect you. You cannot interact with physical objects.
Electricity
Tier 1: As an Action, you can generate an electrical shock that causes 1 damage to anything you can directly touch. This damage can be transferred to additional targets if there is conductive material involved at the GM's discretion.
Tier 2: You gain the Tier 1 Blast Power and can target up to 3 Targets as one Action.
Tier 3: You can transform your body into pure electricity. You gain the Tier 2 Blast Power and the Tier 1 Teleport Power.
Light
Tier 1: You may generate a brilliant flash that can blind others. Anyone who can see must make a Save Test. A failed save against your attack gives Disadvantage on their next Action if it depends upon vision in any way.
Tier 2: You gain the Tier 1 Blast Power and deal 2 damage.
Tier 3: You gain the Tier 1 Healing Power, and the Tier 1 Flight Power. Your Tier 2 Light Control power now deals 3 damage.
Time
Tier 1: You gain the Vigilant Trait. You can never be granted Disadvantage on Initiative Tests unless inflicted by other time-manipulation abilities.
Tier 2: As an Action, you may summon a time displaced duplicate of yourself (who counts as a Medium entity). This duplicate may use the same powers as you (excluding this one), but you may not use the same powers in the same round. You may only have one duplicate in existence at any time. To avoid paradox, your duplicate vanishes if reduced to 1 Stress Capacity, ensuring your survival elsewhere in the time continuum.
Tier 3: You gain a third Action per round.
Flight (Passive)
Tier 1: You can fly, moving up to near the speed of sound at your peak. It takes you two actions to reach your top speed.
Tier 2: You can fly faster than before, using your momentum to smash into enemies. Any Melee Attack done while you are flying at top speed gains +1 damage.
Tier 3: You can fly faster than the speed of sound, faster than a speeding bullet. It only takes you one Action to get to full speed. While flying a full speed, any attacks against you suffer Disadvantage.
Force Field (Active)
Tier 1: As an Action, you can summon or use your Force Field. Until your next turn, any attacks against you only succeed on a roll of "6" (instead of 5 and 6).
Tier 2: You can summon your Force Field on your turn without spending 1 Action. However, this quick summoning causes you to take 1 damage.
Tier 3:You no longer take damage for summoning your Force Field using your Tier 2 Force Field Power.
Gravitics (Active)
Tier 1: As an action, you can hurl one target up, or pin them to the ground. They must make a Save Test. If they fail, they lose one Action on their turn.
Tier 2: You can hurl items at targets (effectively making them a small "Center of Gravity") or do the inverse, hurling a target into a new center of gravity. If you hurl your target into an object, they take 1 damage. Any objects hurled at them do 1 damage. You gain the Tier 1 Flight Power.
Tier 3: Your Tier 1 Gravitics Action now imposes Disadvantage. You gain Tier One Force Field.
Healing (Active)
Tier 1: As an Action you can restore 1 Stress Capacity to one target you can touch.
Tier 2: As an Action you can restore 1 Stress Capacity to two targets you can touch.
Tier 3: As an Action you can restore 2 Stress Capacity to two targets you can touch, or 1 Stress Capacity to three targets you can touch.
Immunity (Passive)
Tier 1: You can select one environment concern and, you disregard it. Choose from:
Breathing
Pressure
Vacuum
Poisons
Heat (regular amounts, intense flame still burns)
Cold (regular amounts, intense freezing still harms)
Tier 2: You can select an additional choice from the Tier 1 List
Tier 3: You can choose two additional choice from the Tier 1 List, or one from here:
Death (return to life in d3 weeks, must select one thing that will permanently kill you and it must be approved by the GM)
One Type of Weapon (Unarmed, Light Melee, Heavy Melee, Ranged, or one type of Power that does damage)
Invisibility (Active)
Tier 1: As an Action you can turn invisible. Until you attack or harm someone, you remain invisible. Any roll to find you is at Disadvantage. If you are Invisible and Attack, your attack gains Advantage.
Tier 2: As an Action you can turn an singular target you touch invisible. This object can be a person. It follows the same rules as Tier 1 Invisibility.
Tier 3: You can go invisible without spending an Action once on your turn.
Mind Reading (Active)
Tier 1: You can read the mind of a singular target, gaining Advantage on your next roll involving them. This takes One Action.
Tier 2: For one turn after you use the Tier 1 Mind Reading on power, you can Evade the target of your Action without taking the Evade Action.
Tier 3: You can read the mind of up to three targets with your Action for the Tier 1 Mind Reading ability.
Phasing (Active)
Tier 1: You may become incorporeal. You may not interact with physical objects and cannot be harmed by physical attacks, although energy attacks are still effective. You may only move 1/2 your normal rate while you are incorporeal.
Tier 2: When you are incorporeal you are no longer affected by energy attacks. You may move at your normal rate while you are incorporeal.
Tier 3: You gain the Tier 1 Flight Power while incorporeal. You may make others incorporeal as well, as long as you maintain physical contact with them. Anyone you release while phased may become trapped within another object as if they had been affected by a Tier 2 Snare Attack.
Regeneration (Passive)
Tier 1: You recover 1 Stress Capacity at the start of your turn.
Tier 2: You recover 2 Stress Capacity at the start of your turn if you have Stress Capacity equal to half your maximum Stress Capacity or less. Otherwise, your power functions like Tier 1. This does not stack with Tier 1, but replaces it.
Tier 3: If you die, you come back 1d6 days later. You must specify one event, item, or Action that will permanently end your existence.
Shape Shifting (Active)
You may select one of the following abilities: Stretching, Mimic, Growth, or Shrinking. You may select more than one ability by purchasing the power multiple times.
Stretching
Tier 1: You may elongate your limbs and torso to twice their normal length. You gain +1 Stress Capacity.
Tier 2: You may elongate your limbs and torso to three times their normal length. You gain Tier 1 Armored and Regeneration Powers.
Tier 3: You may elongate your limbs and torso to quadruple their normal length. You gain Tier 2 Armored and Regeneration Powers.
Mimic
Tier 1: As an Action you may completely alter your appearance to that of another person. Normal clothing can be duplicated as well. You gain Advantage on any attempts to deceive or pass yourself off as someone else.
Tier 2: You may change your form into that of an animal roughly the same size that you are. You gain any relevant Traits as determined by the GM based on your new form, but you also have limitations based on that form and cannot verbally communicate. Combining this with Tier 1 Shapeshifting Growth or Shrinking can allow you to assume the form of larger or smaller animals.
Tier 3: You may assume the shape of an inanimate object of roughly the same size and mass as yourself (or of different size , if combined with Shapeshifting Growth or Shrinking).
Growth:
Tier 1: You may grow up to double your size as an Action. You gain the Strong and Tough Traits when at your enlarged size, but because you are such a large target, ranged attacks gain Advantage against you while you are using this power.
Tier 2: You may grow up to triple your size as an Action. You gain the Tier 1 Armored and Tier 1 Super Strength Powers in this form.
Tier 3: You may grow up to quadruple your size as an Action. You gain the Tier 2 Armored and Tier 2 Super Strength Powers in this form.
Shrinking
Tier 1: You may reduce yourself in size to six inches tall as an Action. You gain the Sneaky Trait while in this form. Ranged Attacks against you suffer Disadvantage.
Tier 2: You may reduce yourself in size to an inch as an Action. You gain the Tough Trait while in this form.
Tier 3: You may reduce yourself in size to less than an inch as an Action. You gain the Tier 1 Armored and Tier 1 Invisible Powers in this form.
Snare (Active)
Tier 1: You impede your enemy's movement with webs, ice, quicksand, or anything else along those lines. You make a Ranged Attack against the target, who must succeed at a Save Test or have their Movement halved. They may make a Save Test each subsequent turn to end the effect.
Tier 2: Your targets are now incapable of movement without a successful Save Test; even if the Save is successful they still suffer half movement.
Tier 3: Your snare may entrap up to three targets, and inflict 1 damage if they fail their Save Test.
Summoning (Active)
Note: Summoning is the only power where a higher Tier prohibits the use of a previous tier. If you gain Tier 2 Summoning, you can no longer use Tier 1 Summoning. If you gain Tier 3 Summoning, you can no longer use Tier 1 or 2. When minions are summoned, they only gain 1 action per turn.
Tier 1: As an Action you may summon either four minions (who count as Fodder) or two minions (who count as Low). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent, which means only your minions (not you) may use them.
Tier 2: As an Action you may summon either eight minions (who count as Fodder) or four minions (who count as Low), or two minions (who count as Medium). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent, which means only your minions (not you) may use them.
Tier 3: As an Action you may summon either sixteen minions (who count as Fodder) or eight minions (who count as Low), four minions (who count as Medium), or two minions (who count as High). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent, which means only your minions (not you) may use them.
Super Movement (Passive)
Tier 1: Choose one of the following options and gain it's benefits:
Jump: When you jump, you can jump several city blocks. When you land from a Jump, anyone in Melee with you take 1 damage (your choice if they suffer damage or not, but everyone in Melee must suffer the damage)
Climbing: You do not have to Test to climb (treat it as normal movement)
Swinging: You can swing from one location to another (either by rope, web, some natural ability, or grappling hook). You can move between two locations that you could run to with two actions.
Tier 2: You may select a Tier 2 upgrade of a Tier 1 Super Movement you have, or an additional Tier One Super Movement:
Jump: You can jump even further, clearing entire swathes of city scape, or miles of countryside in a single bound. Your landings now do 2 damage and will destroy buildings and terrain if you desire.
Climbing: You climb so fast, once per turn, you can climb without spending an Action.
Swinging: You can let go during your swing, allowing yourself to be flung father, taking one Action to move as far as you could run with two Actions. You must have a target to attach your swinging implement at the end of your action.
Tier 3: There are no Tier 3 Super Movement Powers.
Super Senses (Passive)
Tier 1: Choose one sense. You ignore any penalties for having it impaired or reduced (such as blindness or deafness)
Tier 2: You always count as having Focused when making checks related to the sense you chose at Tier 1.
Tier 3: You can sense things outside of the normal five senses, such as magic, evil, or good. Alternatively, you may chose to apply the Tier 1 Power to another sense.
Super Speed (Passive)
Tier 1: Any turn in which you move, you also count as having taken the Evade Action.
Tier 2: You can move without taking an Action once per turn.
Tier 3: When you take a single Move Action, you can move three times.
Super Strength (Passive)
Tier 1: If you don't already have it, you gain the Strong Trait. Your Melee Attacks gain +1 Damage.
Tier 2: You always count as having Focused when it comes to Strength Tests.
Tier 3: Your Melee Attacks do an additional +1 damage (total of +2).
Telekinesis (Active)
Tier 1: As an Action you can interact with objects in your line of sight as though you were adjacent to them.
Tier 2: You can hurl objects or targets with an Action. Targets must make a Save Test with Disadvantage. If they fail, you can hurl them at another object or target that you can see, dealing them 2 damage. You gain the Tier 1 Flight Power.
Tier 3: You gain the Tier 1 Force Field Power. Your Tier 2 Power no longer allows for a Save Test.
Teleport (Active)
Tier 1: You can move to any point you can see with an Action. You simply disappear from your current position, and reappear at the other.
Tier 2: You can create a portal between two locations you are familiar with, lasting until the start of your next turn, or until you stop spending your whole turn concentrating on it. Anyone may use the portal as an Action.
Tier 3: You can teleport a target with a successful Melee Attack. They go to any location you are familiar with.WEAPON GROUPS
There are three weapon categories: Light Melee, Heavy Melee, and Ranged. These categories include a variety of individual weapons, and as long as your Game Master approves your choice, you have free reign to interpret how you see fit. Weapons are a narrative tool in Tiny Supers. You can still attack while unarmed, using improvised weapons, or with a super power, but these are not classified as weapons.
House Rule: You may select Unarmed as a Weapon Group without the Martial Artist Trait. Mastery need not be from the same group as your Proficiency
Light Melee Weapons have the benefit of only requiring one hand to wield. Light Melee Weapons can include swords, clubs, daggers, brass knuckles and such. This frees you up to do other things with your free hand, such as grab a potion. You must be in Close Range to attack with a Light Melee Weapon.
Heavy Melee Weapons require you to wield them with both hands due to them being cumbersome or just so unwieldy. It might not matter how strong you are, sometimes it's about the shape and momentum. Heavy Melee Weapons can include Spears, Whips, Staffs, and such. The benefit of this is that attacks from Heavy Weapons deal 2 damage instead of one. You must be in Close Range or Near Range to attack with a Heavy Melee Weapon.
Non-power Ranged Weapons often require one hand to hold, but two to operate, but this isn't a hard and fast rule. Non-power Ranged Weapons can include bows, guns, blasters, and such. Judgement must be used when determining the usage of a Ranged Weapon. Ranged Weapons can attack at Near Range or Far Range. Attacking at Close Range is at Disadvantage. The downside to this is that they require one Action to load, and one Action to fire. In Tiny Supers, unless otherwise noted by the GM, it's assumed you're always carrying enough ammunition for your Ranged Weapons for the sake of simplicity.
It's important to note that "Energy Blast" can be a legitimate Ranged Power in the "Ranged Powers" weapon group. Super powers (such as Super-Strength) can also enhance Unarmed Attacks and make them Heavy or Light Melee Weapon.
THE BELIEF
All Supers have a driving principle called a Belief. This Belief is a simple statement used as a guiding force for your Super. Your Belief may be things like "I'll always find a dipomatic solution", "Power can buy happiness", or "I let my fists do the talking." You gain Advantage when making Tests that support your Belief. Beliefs are not etched in stone, and can be changed or modified with the approval of your Game Master.
WEAKNESS
Each Super must select one Weakness of their choice. When confronted with their weakness, they must roll Disadvantage until their Weakness is removed from the area. A weakness can be anything from an item, mineral, or particular energy form, a loved one (romantic, friend, or familial), or secret identity being threatened.
Weaknesses are designed to be narrative tools for Game Masters to use to create a compelling series. They're not hard and fast mechanical tools, but instead, dramatic tools.
1. Select an Archetype from the Archetype List
2. Select three Powers from the Power List. You may substitute a Trait from the Trait List for a Power choice.
3. Select a Weapon Group to be Proficient with, and a specific weapon or attack to have Mastery over.
5. Select a Belief
6. Select a Weakness
[ +- ] Archetypes
Paragon
Paragons are the heroes who stand as examples to all other heroes! Determined, flexible, honest, and brave, Paragons are just as varied as the places you can find them. They come in all shapes, sizes, and temperaments.
6 Stress Capacity
Paragons select an additional Power from the Powers List.
Defender
Defenders are the heroes who are there to keep everyone on track and alive. They're often team leaders, putting the wellbeing of others before their own.
8 Stress Capacity
Protector: Once per turn, when an ally is hit, you can choose to take that hit yourself.
Striker
Strikers are the heroes at the front of the battle every time. They focus on taking out the Villain as quickly as possible. They're a little tougher than several other Archetypes because they have to be!
7 Stress Capacity
Fists Like Iron: The damage you deal cannot be reduced.
Gadgeteer
Brilliant and often eccentric, Gadgeteers use the power of science and technology against their foes. No matter the situation, they always have some tool or gadget that can help resolve a problem.
6 Stress Capacity
Inventor: Once per day, you may create a one-use Power Gadget that lets you emulate a Tier One Power. You count as having that power for one roll or use of your choice. You may never have more than three Power Gadgets in existence at a time. It takes one day to create a new Gadget.
Practiced
Practiced heroes may possess some mild power, but for the most part they are fueled by sheer determination. Both body and mind are honed to a razor's edge so that their crusade can continue.
6 Stress Capacity
Mastery: You may not select more than 1 Power. You must trade out the rest of your Powers for Traits from the Trait List. However, you gain 2 Additional Traits (for a total of 5 Traits, or 1 Power and 4 Traits).
Controller
Controllers do not direct themselves against a single target, but can entrance, distract, confound, or otherwise engage multiple targets simultaneously.
5 Stress Capacity
Crowd Control: You may use any power that does not directly inflict damage on up to three targets rather than just one.
Mastermind
Some supers are not great in and of themselves as much as they are great at their ability to command and inspire others to act. Whether summoning demons, calling on ninja minions, or deploying robots, the Mastermind can defeat an enemy with swarm tactics.
5 Stress Capacity
Leadership: As an action, you can direct your allies in battle, executing complex plans, surprise tactics, and ensuring victory! You may choose two targets to gain Advantage on their next roll.
[ +- ] Power Origin
You must select one of the following Power Origins. You gain Advantage on any non-attack or non-combat Test related to your Origin.
Alien
Dimensional
Enhanced (Super-Soldier)
Inventor
Magical
Mutant
Technological (Cyborg)
Powers come in three tiers of strength. Any time you select a Power, you gain the Tier 1 ability for that Power. To gain a higher tier, you must expend an extra Power choice when creating your character (or, if using Experience Rules, by purchasing a trait).
Powers may take any form you wish in visual manifestation, but the Powers function the same regardless of visual appearance.
Powers are also noted by a Passive or Active tag after the title (in parenthesis). This indicates whether the power requires an Action to use (Active) or is always on (Passive). It's possible some tiers of powers might move an Active Power to a Passive Power , so read carefully, and if in doubt ask your Gamemaster.
[ +- ] Powers
Armored (Passive)
Tier One: You reduce all damage you take by 1, to a minimum of 1.
Tier Two: You reduce all damage you take by an additional 1 (for a total of 2 reduction), to a minimum of 0.
Tier Three: You gain +2 Stress Capacity
Blast (Active)
Tier One: You may make a Ranged Attack that deals 1 damage. You never have to reload this Ranged Attack.
Tier Two: Your blast does +1 damage for a total of 2 damage.
Tier Three: Your blast always counts as having the benefits of Focus applied to it. Additional Focus actions do nothing extra for your Blast.
Elemental Control (Active)
You can control one element of your choice. Choose Earth, Air, Fire, or Water. You may select more than one element by selecting the power multiple times.
Air
Tier 1: As an Action you can Evade. When you use this power, your Evade effects up to 2 allies of your choice for free.
Tier 2: You always count as having Evade on you for free when being attacked with Ranged Attacks. You also have the Tier 1 Flight Power.
Tier 3: You can summon tornados. As an Action, you can force one target to make a Save with Disadvantage . If they fail, they are hurled backward 3d6 meters. If they strike something, they suffer 2 damage.
Earth
Tier 1: You can cause the ground to buckle. When you use your power as an Action, 3 targets must make a Save Test or fall prone.
Tier 2: You can summon a suit of armor from the earth as an Action. This suit has 3 Stress Capacity that must be damaged before you take physical damage.
Tier 3: You gain the Tier 2 Blast power, and your Tier 2 Earth Control Stress Capacity bonus increases to +6.
Fire
Tier 1: You can control or manipulate fire. You can do a Fire Blast (as per the Tier 1 Blast Power). You can also cause any Fire within sight of you to extinguish itself in d6 rounds.
Tier 2: You can summon a shield of fire around yourself. You gain the Tier 1 Flight power, and anyone who strikes you in Melee takes 1 damage.
Tier 3: You gain the Tier 2 Blast Power, the Tier 2 Flight Power, and your Tier 2 Fire Control power now does 2 damage.
Water
Tier 1: You can breath underwater without any issues or penalty. Additionally, you can summon a Blast of Water that deals 1 damage as a Ranged Attack. You cannot do this more than once per turn.
Tier 2: When under water, you can move as though you had the Tier 1 Super-Speed Power.
Tier 3: You gain the Tier 3 Regeneration power when in water. Additionally, your Tier 1 Water Control power now does 3 damage.
Energy Control (Active)
You may select one of the following abilities: Absorption, Darkness, Electricity, Light, or Time. You may select more than one ability by purchasing the power multiple times.
Absorption
Tier 1: Choose one form of energy (fire, electricity, light, etc.). When struck by that type of energy, you may make a Save Test. Success means you suffer no damage from the attack and regain 1 Stress Capacity. You may only Save against 1 Attack per round.
Tier 2: You may now Save against two attacks per round and choose a second form of energy. Each successful Save Test allows you to choose one of the following: (Regain 1 Stress Capacity; +1 Damage to your next attack, +5 Speed to your next Move. You may only gain a particular benefit once per round.
Tier 3: You may now Save against three attacks per round, and choose a third form of energy. You may choose a benefit from your Tier 2 Energy Absorption power up to twice per round.
Darkness
Tier 1: You can cast an area (a circle roughly 10' in diameter) into absolute darkness, causing anyone within the darkness to gain Disadvantage.
Tier 2: You gain the Tier 1 Teleport power, but you may only use it in areas of darkness, from shadow to shadow.
Tier 3: You may transform your body into shadow, allowing you to pass through solid objects. This takes one Action. it lasts until you choose. You take no damage from physical attacks, but energy can still affect you. You cannot interact with physical objects.
Electricity
Tier 1: As an Action, you can generate an electrical shock that causes 1 damage to anything you can directly touch. This damage can be transferred to additional targets if there is conductive material involved at the GM's discretion.
Tier 2: You gain the Tier 1 Blast Power and can target up to 3 Targets as one Action.
Tier 3: You can transform your body into pure electricity. You gain the Tier 2 Blast Power and the Tier 1 Teleport Power.
Light
Tier 1: You may generate a brilliant flash that can blind others. Anyone who can see must make a Save Test. A failed save against your attack gives Disadvantage on their next Action if it depends upon vision in any way.
Tier 2: You gain the Tier 1 Blast Power and deal 2 damage.
Tier 3: You gain the Tier 1 Healing Power, and the Tier 1 Flight Power. Your Tier 2 Light Control power now deals 3 damage.
Time
Tier 1: You gain the Vigilant Trait. You can never be granted Disadvantage on Initiative Tests unless inflicted by other time-manipulation abilities.
Tier 2: As an Action, you may summon a time displaced duplicate of yourself (who counts as a Medium entity). This duplicate may use the same powers as you (excluding this one), but you may not use the same powers in the same round. You may only have one duplicate in existence at any time. To avoid paradox, your duplicate vanishes if reduced to 1 Stress Capacity, ensuring your survival elsewhere in the time continuum.
Tier 3: You gain a third Action per round.
Flight (Passive)
Tier 1: You can fly, moving up to near the speed of sound at your peak. It takes you two actions to reach your top speed.
Tier 2: You can fly faster than before, using your momentum to smash into enemies. Any Melee Attack done while you are flying at top speed gains +1 damage.
Tier 3: You can fly faster than the speed of sound, faster than a speeding bullet. It only takes you one Action to get to full speed. While flying a full speed, any attacks against you suffer Disadvantage.
Force Field (Active)
Tier 1: As an Action, you can summon or use your Force Field. Until your next turn, any attacks against you only succeed on a roll of "6" (instead of 5 and 6).
Tier 2: You can summon your Force Field on your turn without spending 1 Action. However, this quick summoning causes you to take 1 damage.
Tier 3:You no longer take damage for summoning your Force Field using your Tier 2 Force Field Power.
Gravitics (Active)
Tier 1: As an action, you can hurl one target up, or pin them to the ground. They must make a Save Test. If they fail, they lose one Action on their turn.
Tier 2: You can hurl items at targets (effectively making them a small "Center of Gravity") or do the inverse, hurling a target into a new center of gravity. If you hurl your target into an object, they take 1 damage. Any objects hurled at them do 1 damage. You gain the Tier 1 Flight Power.
Tier 3: Your Tier 1 Gravitics Action now imposes Disadvantage. You gain Tier One Force Field.
Healing (Active)
Tier 1: As an Action you can restore 1 Stress Capacity to one target you can touch.
Tier 2: As an Action you can restore 1 Stress Capacity to two targets you can touch.
Tier 3: As an Action you can restore 2 Stress Capacity to two targets you can touch, or 1 Stress Capacity to three targets you can touch.
Immunity (Passive)
Tier 1: You can select one environment concern and, you disregard it. Choose from:
Breathing
Pressure
Vacuum
Poisons
Heat (regular amounts, intense flame still burns)
Cold (regular amounts, intense freezing still harms)
Tier 2: You can select an additional choice from the Tier 1 List
Tier 3: You can choose two additional choice from the Tier 1 List, or one from here:
Death (return to life in d3 weeks, must select one thing that will permanently kill you and it must be approved by the GM)
One Type of Weapon (Unarmed, Light Melee, Heavy Melee, Ranged, or one type of Power that does damage)
Invisibility (Active)
Tier 1: As an Action you can turn invisible. Until you attack or harm someone, you remain invisible. Any roll to find you is at Disadvantage. If you are Invisible and Attack, your attack gains Advantage.
Tier 2: As an Action you can turn an singular target you touch invisible. This object can be a person. It follows the same rules as Tier 1 Invisibility.
Tier 3: You can go invisible without spending an Action once on your turn.
Mind Reading (Active)
Tier 1: You can read the mind of a singular target, gaining Advantage on your next roll involving them. This takes One Action.
Tier 2: For one turn after you use the Tier 1 Mind Reading on power, you can Evade the target of your Action without taking the Evade Action.
Tier 3: You can read the mind of up to three targets with your Action for the Tier 1 Mind Reading ability.
Phasing (Active)
Tier 1: You may become incorporeal. You may not interact with physical objects and cannot be harmed by physical attacks, although energy attacks are still effective. You may only move 1/2 your normal rate while you are incorporeal.
Tier 2: When you are incorporeal you are no longer affected by energy attacks. You may move at your normal rate while you are incorporeal.
Tier 3: You gain the Tier 1 Flight Power while incorporeal. You may make others incorporeal as well, as long as you maintain physical contact with them. Anyone you release while phased may become trapped within another object as if they had been affected by a Tier 2 Snare Attack.
Regeneration (Passive)
Tier 1: You recover 1 Stress Capacity at the start of your turn.
Tier 2: You recover 2 Stress Capacity at the start of your turn if you have Stress Capacity equal to half your maximum Stress Capacity or less. Otherwise, your power functions like Tier 1. This does not stack with Tier 1, but replaces it.
Tier 3: If you die, you come back 1d6 days later. You must specify one event, item, or Action that will permanently end your existence.
Shape Shifting (Active)
You may select one of the following abilities: Stretching, Mimic, Growth, or Shrinking. You may select more than one ability by purchasing the power multiple times.
Stretching
Tier 1: You may elongate your limbs and torso to twice their normal length. You gain +1 Stress Capacity.
Tier 2: You may elongate your limbs and torso to three times their normal length. You gain Tier 1 Armored and Regeneration Powers.
Tier 3: You may elongate your limbs and torso to quadruple their normal length. You gain Tier 2 Armored and Regeneration Powers.
Mimic
Tier 1: As an Action you may completely alter your appearance to that of another person. Normal clothing can be duplicated as well. You gain Advantage on any attempts to deceive or pass yourself off as someone else.
Tier 2: You may change your form into that of an animal roughly the same size that you are. You gain any relevant Traits as determined by the GM based on your new form, but you also have limitations based on that form and cannot verbally communicate. Combining this with Tier 1 Shapeshifting Growth or Shrinking can allow you to assume the form of larger or smaller animals.
Tier 3: You may assume the shape of an inanimate object of roughly the same size and mass as yourself (or of different size , if combined with Shapeshifting Growth or Shrinking).
Growth:
Tier 1: You may grow up to double your size as an Action. You gain the Strong and Tough Traits when at your enlarged size, but because you are such a large target, ranged attacks gain Advantage against you while you are using this power.
Tier 2: You may grow up to triple your size as an Action. You gain the Tier 1 Armored and Tier 1 Super Strength Powers in this form.
Tier 3: You may grow up to quadruple your size as an Action. You gain the Tier 2 Armored and Tier 2 Super Strength Powers in this form.
Shrinking
Tier 1: You may reduce yourself in size to six inches tall as an Action. You gain the Sneaky Trait while in this form. Ranged Attacks against you suffer Disadvantage.
Tier 2: You may reduce yourself in size to an inch as an Action. You gain the Tough Trait while in this form.
Tier 3: You may reduce yourself in size to less than an inch as an Action. You gain the Tier 1 Armored and Tier 1 Invisible Powers in this form.
Snare (Active)
Tier 1: You impede your enemy's movement with webs, ice, quicksand, or anything else along those lines. You make a Ranged Attack against the target, who must succeed at a Save Test or have their Movement halved. They may make a Save Test each subsequent turn to end the effect.
Tier 2: Your targets are now incapable of movement without a successful Save Test; even if the Save is successful they still suffer half movement.
Tier 3: Your snare may entrap up to three targets, and inflict 1 damage if they fail their Save Test.
Summoning (Active)
Note: Summoning is the only power where a higher Tier prohibits the use of a previous tier. If you gain Tier 2 Summoning, you can no longer use Tier 1 Summoning. If you gain Tier 3 Summoning, you can no longer use Tier 1 or 2. When minions are summoned, they only gain 1 action per turn.
Tier 1: As an Action you may summon either four minions (who count as Fodder) or two minions (who count as Low). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent, which means only your minions (not you) may use them.
Tier 2: As an Action you may summon either eight minions (who count as Fodder) or four minions (who count as Low), or two minions (who count as Medium). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent, which means only your minions (not you) may use them.
Tier 3: As an Action you may summon either sixteen minions (who count as Fodder) or eight minions (who count as Low), four minions (who count as Medium), or two minions (who count as High). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent, which means only your minions (not you) may use them.
Super Movement (Passive)
Tier 1: Choose one of the following options and gain it's benefits:
Jump: When you jump, you can jump several city blocks. When you land from a Jump, anyone in Melee with you take 1 damage (your choice if they suffer damage or not, but everyone in Melee must suffer the damage)
Climbing: You do not have to Test to climb (treat it as normal movement)
Swinging: You can swing from one location to another (either by rope, web, some natural ability, or grappling hook). You can move between two locations that you could run to with two actions.
Tier 2: You may select a Tier 2 upgrade of a Tier 1 Super Movement you have, or an additional Tier One Super Movement:
Jump: You can jump even further, clearing entire swathes of city scape, or miles of countryside in a single bound. Your landings now do 2 damage and will destroy buildings and terrain if you desire.
Climbing: You climb so fast, once per turn, you can climb without spending an Action.
Swinging: You can let go during your swing, allowing yourself to be flung father, taking one Action to move as far as you could run with two Actions. You must have a target to attach your swinging implement at the end of your action.
Tier 3: There are no Tier 3 Super Movement Powers.
Super Senses (Passive)
Tier 1: Choose one sense. You ignore any penalties for having it impaired or reduced (such as blindness or deafness)
Tier 2: You always count as having Focused when making checks related to the sense you chose at Tier 1.
Tier 3: You can sense things outside of the normal five senses, such as magic, evil, or good. Alternatively, you may chose to apply the Tier 1 Power to another sense.
Super Speed (Passive)
Tier 1: Any turn in which you move, you also count as having taken the Evade Action.
Tier 2: You can move without taking an Action once per turn.
Tier 3: When you take a single Move Action, you can move three times.
Super Strength (Passive)
Tier 1: If you don't already have it, you gain the Strong Trait. Your Melee Attacks gain +1 Damage.
Tier 2: You always count as having Focused when it comes to Strength Tests.
Tier 3: Your Melee Attacks do an additional +1 damage (total of +2).
Telekinesis (Active)
Tier 1: As an Action you can interact with objects in your line of sight as though you were adjacent to them.
Tier 2: You can hurl objects or targets with an Action. Targets must make a Save Test with Disadvantage. If they fail, you can hurl them at another object or target that you can see, dealing them 2 damage. You gain the Tier 1 Flight Power.
Tier 3: You gain the Tier 1 Force Field Power. Your Tier 2 Power no longer allows for a Save Test.
Teleport (Active)
Tier 1: You can move to any point you can see with an Action. You simply disappear from your current position, and reappear at the other.
Tier 2: You can create a portal between two locations you are familiar with, lasting until the start of your next turn, or until you stop spending your whole turn concentrating on it. Anyone may use the portal as an Action.
Tier 3: You can teleport a target with a successful Melee Attack. They go to any location you are familiar with.
[ +- ] Traits
Acrobat: You gain Advantage when Testing to do acrobatic tricks such as tumbling, long-distance jumps, climbing, and maintaining balance
Alchemist: Provided the right reagents and recipes, you can mix potions, elixers, and poisons. You also gain Advantage when identifying unknown liquids.
Armor Master: You have mastered wearing armor like a second skin. When wearing any form of armor, you have an extra 3 Stress Capacity that must be lost before you take damage. This Stress Capacity cannot be healed, and must be restored via repairing your armor. Repairs take a full 8 hours to do.
Barfighter: You can select Improvised Weapons as a Weapon Group (you do not gain an additional Mastery). When fighting with Improvised Weapons you get one extra Action each turn.
Beastspeaker: You are able to communicate with animals. This form of communication is primitive and very simplistic.
Berserker: When attack with a Melee Weapon, you can choose to make an attack with Disadvantage. If you do and succeed, you deal an extra point of damage (2 damage for Light Melee, 3 for Heavy Melee).
Brawler: If you are fighting Unarmed, you Evade with 2d6 (instead of 1d6).
Charismatic: You gain Advantage when trying to convince someone of something or otherwise influence them.
Cleave: If your attack drops an enemy to 0 Stress Capacity, you may immediately make an extra attack with Disadvantage.
Dark-Fighter: You do not suffer Disadvantage for having your sight impaired.
Detective: When searching for a clue as to an identity, whereabouts, or motives, you gain Advantage.
Diehard: When an attack would reduce you to 0 Stress Capacity, it instead reduces you to 1 Stress Capacity. You can do this once a day.
Educated: You gain Advantage when checking to see if you know specific information.
Eidetic Memory: When Testing to recall information you have seen or heard previously - even in passing - you succeed on a roll of 4, 5, or 6.
Familiar: For as long as you can remember, you have never truly been alone. Another spirit has linked itself to yours, accepting you as its friend and master.
Fleet of Foot: Your speed increases from 25' to 30'.
Healer: As an Action, you can test 2d6 to heal a creature other than yourself. If the test is successful, the creature is healed for 2 Stress Capacity. This Trait can also be used to cure poison, disease, and other physical ailments that are non-magical. You must be next to a creature to heal it.
Insightful: You gain Advantage when Testing to discern whether someone is telling the truth or lying.
Lucky: You may reroll one Test per session.
Marksman: When using the Focus Action, your next attack with a Ranged Weapon is successful on a test of 3, 4, 5, or 6.
Martial Artist: You gain Proficiency in Unarmed Combat in addition to your starting proficiencies (you do not gain an additional Mastery). Once per day, you can reroll a failed Unarmed Attack or Evade Test.
Nimble Fingers: You gain Advantage when Testing to pick locks, steal, or do sleight of hand.
Opportunist: If an enemy within range fails to hit with an attack against you, you may immediately make an attack back with Disadvantage against that enemy.
Perceptive: You gain Advantage when testing to gain information about your surroundings or find things that are hidden. You gain this even when asleep.
Quick Shot: You are able to reload a Ranged Weapon and fire it with one Action.
Resolute: You gain Advantage against all Save Tests.
Shield Bearer: While wielding a shield, Test 2d6 on Evade Action instead of 1d6. If you choose this Trait, your Super gains a shield at Character Creation.
Sneaky: You gain Advantage when Testing to hide or sneak around without others noticing you.
Spell Reader: You have spent years learning the sacred language of the arcane, allowing you to read power-laced words from magic scrolls.
Spell-Touched: You were born with an arcane heritage, and while centuries have diluted the power, you are still able to subtly influence the world around you by merely willing it to happen.
Strong: You gain Advantage when Testing to do something to do with brute force.
Survivalist: You gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild.
Tough: You gain 2 additional Stress Capacity.
Tracker: You gain Advantage when Testing to track a person, creature, or an animal in the wilderness. Whilst outside, you can also locate True North without Testing.
Trapmaster: You gain Advantage when Testing to create, locate, or disarm traps. You also gain Advantage to Save Tests against traps.
Vigilant: You gain Advantage on Initiative Tests.
Wealthy: When you wish to purchase something, you simply make a Test with Advantage. If successful, you can purchase the item in question. Be careful not to abuse or overuse this ability. It's designed for simulating wealthy heroes, not for a catch-all to solve problems and frustrate your GM.
Alchemist: Provided the right reagents and recipes, you can mix potions, elixers, and poisons. You also gain Advantage when identifying unknown liquids.
Armor Master: You have mastered wearing armor like a second skin. When wearing any form of armor, you have an extra 3 Stress Capacity that must be lost before you take damage. This Stress Capacity cannot be healed, and must be restored via repairing your armor. Repairs take a full 8 hours to do.
Barfighter: You can select Improvised Weapons as a Weapon Group (you do not gain an additional Mastery). When fighting with Improvised Weapons you get one extra Action each turn.
Beastspeaker: You are able to communicate with animals. This form of communication is primitive and very simplistic.
Berserker: When attack with a Melee Weapon, you can choose to make an attack with Disadvantage. If you do and succeed, you deal an extra point of damage (2 damage for Light Melee, 3 for Heavy Melee).
Brawler: If you are fighting Unarmed, you Evade with 2d6 (instead of 1d6).
Charismatic: You gain Advantage when trying to convince someone of something or otherwise influence them.
Cleave: If your attack drops an enemy to 0 Stress Capacity, you may immediately make an extra attack with Disadvantage.
Dark-Fighter: You do not suffer Disadvantage for having your sight impaired.
Detective: When searching for a clue as to an identity, whereabouts, or motives, you gain Advantage.
Diehard: When an attack would reduce you to 0 Stress Capacity, it instead reduces you to 1 Stress Capacity. You can do this once a day.
Educated: You gain Advantage when checking to see if you know specific information.
Eidetic Memory: When Testing to recall information you have seen or heard previously - even in passing - you succeed on a roll of 4, 5, or 6.
Familiar: For as long as you can remember, you have never truly been alone. Another spirit has linked itself to yours, accepting you as its friend and master.
Fleet of Foot: Your speed increases from 25' to 30'.
Healer: As an Action, you can test 2d6 to heal a creature other than yourself. If the test is successful, the creature is healed for 2 Stress Capacity. This Trait can also be used to cure poison, disease, and other physical ailments that are non-magical. You must be next to a creature to heal it.
Insightful: You gain Advantage when Testing to discern whether someone is telling the truth or lying.
Lucky: You may reroll one Test per session.
Marksman: When using the Focus Action, your next attack with a Ranged Weapon is successful on a test of 3, 4, 5, or 6.
Martial Artist: You gain Proficiency in Unarmed Combat in addition to your starting proficiencies (you do not gain an additional Mastery). Once per day, you can reroll a failed Unarmed Attack or Evade Test.
Nimble Fingers: You gain Advantage when Testing to pick locks, steal, or do sleight of hand.
Opportunist: If an enemy within range fails to hit with an attack against you, you may immediately make an attack back with Disadvantage against that enemy.
Perceptive: You gain Advantage when testing to gain information about your surroundings or find things that are hidden. You gain this even when asleep.
Quick Shot: You are able to reload a Ranged Weapon and fire it with one Action.
Resolute: You gain Advantage against all Save Tests.
Shield Bearer: While wielding a shield, Test 2d6 on Evade Action instead of 1d6. If you choose this Trait, your Super gains a shield at Character Creation.
Sneaky: You gain Advantage when Testing to hide or sneak around without others noticing you.
Spell Reader: You have spent years learning the sacred language of the arcane, allowing you to read power-laced words from magic scrolls.
Spell-Touched: You were born with an arcane heritage, and while centuries have diluted the power, you are still able to subtly influence the world around you by merely willing it to happen.
Strong: You gain Advantage when Testing to do something to do with brute force.
Survivalist: You gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild.
Tough: You gain 2 additional Stress Capacity.
Tracker: You gain Advantage when Testing to track a person, creature, or an animal in the wilderness. Whilst outside, you can also locate True North without Testing.
Trapmaster: You gain Advantage when Testing to create, locate, or disarm traps. You also gain Advantage to Save Tests against traps.
Vigilant: You gain Advantage on Initiative Tests.
Wealthy: When you wish to purchase something, you simply make a Test with Advantage. If successful, you can purchase the item in question. Be careful not to abuse or overuse this ability. It's designed for simulating wealthy heroes, not for a catch-all to solve problems and frustrate your GM.
There are three weapon categories: Light Melee, Heavy Melee, and Ranged. These categories include a variety of individual weapons, and as long as your Game Master approves your choice, you have free reign to interpret how you see fit. Weapons are a narrative tool in Tiny Supers. You can still attack while unarmed, using improvised weapons, or with a super power, but these are not classified as weapons.
House Rule: You may select Unarmed as a Weapon Group without the Martial Artist Trait. Mastery need not be from the same group as your Proficiency
Light Melee Weapons have the benefit of only requiring one hand to wield. Light Melee Weapons can include swords, clubs, daggers, brass knuckles and such. This frees you up to do other things with your free hand, such as grab a potion. You must be in Close Range to attack with a Light Melee Weapon.
Heavy Melee Weapons require you to wield them with both hands due to them being cumbersome or just so unwieldy. It might not matter how strong you are, sometimes it's about the shape and momentum. Heavy Melee Weapons can include Spears, Whips, Staffs, and such. The benefit of this is that attacks from Heavy Weapons deal 2 damage instead of one. You must be in Close Range or Near Range to attack with a Heavy Melee Weapon.
Non-power Ranged Weapons often require one hand to hold, but two to operate, but this isn't a hard and fast rule. Non-power Ranged Weapons can include bows, guns, blasters, and such. Judgement must be used when determining the usage of a Ranged Weapon. Ranged Weapons can attack at Near Range or Far Range. Attacking at Close Range is at Disadvantage. The downside to this is that they require one Action to load, and one Action to fire. In Tiny Supers, unless otherwise noted by the GM, it's assumed you're always carrying enough ammunition for your Ranged Weapons for the sake of simplicity.
It's important to note that "Energy Blast" can be a legitimate Ranged Power in the "Ranged Powers" weapon group. Super powers (such as Super-Strength) can also enhance Unarmed Attacks and make them Heavy or Light Melee Weapon.
THE BELIEF
All Supers have a driving principle called a Belief. This Belief is a simple statement used as a guiding force for your Super. Your Belief may be things like "I'll always find a dipomatic solution", "Power can buy happiness", or "I let my fists do the talking." You gain Advantage when making Tests that support your Belief. Beliefs are not etched in stone, and can be changed or modified with the approval of your Game Master.
WEAKNESS
Each Super must select one Weakness of their choice. When confronted with their weakness, they must roll Disadvantage until their Weakness is removed from the area. A weakness can be anything from an item, mineral, or particular energy form, a loved one (romantic, friend, or familial), or secret identity being threatened.
Weaknesses are designed to be narrative tools for Game Masters to use to create a compelling series. They're not hard and fast mechanical tools, but instead, dramatic tools.
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