The Super is the icon often found within the pages of modern comic books and cinema. Tales of their exploits have reached far back into mythology. While fiction tends to embellish the abilities and weaknesses of Supers, their “powers” are relatively minor to their exploits and choices they make.
Attributes: While there are a number of different directions a Super can go, a solid Constitution is desired to be to withstand the type of damage they’re going to endure. A focus on different attributes generally indicates the type of Super the character becomes during her career.
Vitality: 1d12 + Con modifier per level.
Starting Weapon Proficiencies: 5
The Super’s class skills are Acrobatics, Athletics, Blend, Cultures, Drive, Impress, Intimidate, Resolve and Profession.
Skill Points at Level 1: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
A Hair’s Breath Away: You constantly hurl yourself into the face of danger. Thus, whenever you spend an action die for a Fortitude, Reflex or Willpower save, you add the result of two dice.
Trademark: You are generally associated with a power, piece of equipment, or skill.
Adaptation: Any adaptation could be chosen for the trademark with the following stipulations. If the adaptation has no stunt, the character chooses one aspect of it (range, duration, damage, etc.), and it’s is doubled. If the adaptation has stunts, then the character can choose one, in which the action die cost to execute the stunt is reduced by one.
Equipment: The designated equipment gains one extra upgrade (even if it’s not normally allowed an upgrade.) Additionally, the item cannot be destroyed due to a critical failure (though it may still be destroyed by damage).
Skill: Choose any skill, which then becomes a permanent class skill. When using an action die, you roll at the next highest die available. Additionally, the threat range is increased by one and the error range is decreased by one (to a minimum of 1).
Signature Attack: You choose single method of attack (an adaptation, single weapon, unarmed combat technique — chosen from a weapon proficiency forte or feat) and you gain a +1 morale bonus to attack and damage rolls. At Level 11, this attack’s morale bonus increases by one to +2, and the error range drops by one (minimum of 1). At Level 19, the morale bonus increases to +3, and the threat range increases by one.
Empowered: At Levels 3, 5, 7, 9, 11, 13, 15, 17 and 19, you gain 1 additional Post Human feat or a feat from another category (Unarmed Combat, Gear, Style, etc.). However, once that category is chosen, it cannot be changed again.
Evasion I: You’ve gotten better at rolling with the punches. At Level 4, whenever you aren’t flat-footed and may make a Reflex save to reduce the damage suffered from an attack or event (such as an explosion or successful grenade attack), you instead suffer no damage with a successful save.
Evasion II: At Level 12, whenever you aren’t flat-footed and may make a Reflex save to reduce the damage suffered from an attack or event (such as an explosion or successful grenade attack), you instead suffer ½ damage with a failed save (rounded down).
Evasion III: At Level 20, you may take 10 with any Reflex save.
Under the Hood: At Levels 6, 9, 12, 15, 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
Audacity: The Super becomes larger than life. Once per scene, the Super may add his Charisma modifier to his Defense. This is not a dodge bonus, and thus is not lost when the Super is caught flat-footed.
Bravado: Once per session, the Super makes a show of confidence to briefly inspire his friends and allies (up to a number of people equal to half your Super level + 1), who will receive a +1 bonus to skill checks and saving throws for a number of rounds equal to the Super’s Charisma modifier).
Field Experience: You may select a cross-class skill and make it a class skill. Alternately, you can choose a new Culture focus. This can be taken more than once.
Fame: Your name precedes you. You gain +2 Reputation points (in Faction campaigns) or +$100,000 Net Worth (in Freelance campaigns), or your choice (in case of a hybrid campaign).
Favored Save: Choose Fortitude, Reflex or Willpower and gain a +3 bonus. Additionally, once per session, you can roll twice and keep the better of the two results. (This can only be chose once, regardless of which Save is chosen. However, these bonuses do stack with their corresponding feat.)
Scholarly Pursuits: The Super may receive a one-time bonus of four (4) additional skill points.
Skill Mastery: You can choose one class skill and you can take 10 with that skill, and the time required is not increased — even when under pressure.
Uncanny Dodge I: You get tossed around quite a bit, and you have learned to stay out of the way. At level 8, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose you Dexterity bonus to Defense when held.)
Uncanny Dodge II: At Level 16, you never become flanked.
Collateral Damage: Whenever you get into fights, there tends to be a lot of destruction. At Level 10, once per combat, as a free action, you can make a Gear check to find an improvised weapon and you suffer no penalty in using it as a weapon during that combat scene. Additionally, once per combat all collusion damage is treated as subdual.
At Level 20, this ability can be used twice per session (as in the improvised weapon) or twice per combat for collusion damage to be treated as subdual.
Between the Panels: As the combat scene progresses, there may be a moment that you can recover damage that has been dealt to you. Starting at Level 14, after losing at least half your vitality points, you can spend any number of action die to double the healing of vitality points (equal to the action die’s result) or 2 wound points without taking a Refresh action (not to exceed the original total). However, this is merely a stop-gap and thus the healed points disappear at the end of the combat (or Chase if one or the other flees).
For example, Atlas has just 5 vitality points left while dealing with the Death Doctor. Atlas (Career Level 6, using all of his 4d6) rolls 14 total (for a total of 28). He defeats the Death Doctor and finishes the combat scene, his vitality drops back to the 5 vp.
Fort/Ref/Will: Low (each)
Power Points: High
Some items listed under “Under the Hood” were borrowed as part of the OGC from “Deeds Not Words” a d20 RPG published by Cryptosnark Games (2002), written by Scott Lynch.