The OmniSphere: Earth Delta, A World of Broken Heroes

You’ve probably heard this part before, but our world was once like yours. Governments squabbled, people had arguments on the internet over things that really didn’t matter, and conspiracy theorists claimed the earth was flat. You know, normal things. Nothing all too strange or impossible happened. Well, plenty of strange things happened, because that is life, but not this kind of strange. Whatever happened, the laws of physics were generally kept intact, and life continued on. Then we had the Event.

No one really knows how to explain was it was or how it happened, but we all remember that day. The earth shook, and suddenly everything was consumed in blinding white light that seemed to set every atom in your body on fire. Then, after what felt like an eternity of nothing but light and pain, it was over, gone as fast as it had appeared. No one knew what had happened, but everyone on earth knew that something had happened. We called it the only thing we could: The Event.

Scientists of every shape and variety tried to explain it, to no avail. It was simply there, and then it wasn’t. But weeks passed, and nothing seemed to come of it. You might think it strange, but the human mind has a way of normalizing things after long enough. We had begun to forget all about the Event, until that video hit the web, the video that changed the world. A family trapped, their minivan pinned between a massive truck and a brick wall. A teenager, face obscured by his hoodie, stepping forward. Gasps of shock as he proceeded to lift the truck, pulling it off the van and tossing the crumpled van doors aside without apparent effort. Finally, after getting everyone out, he leapt into the sky, vanishing without a trace.

That video went viral instantly, and the world went mad. Could superheroes be real? We had all seen the movies, and some still read comics, but the idea of such individuals being real was impossible. Wasn’t it? Not anymore.

What came next could have come straight out of a comic book. Villains rose to terrorize the world, and heroes rose to meet them. Legion, a madman who could duplicate himself infinitely took over Chicago. Doctor Wilson Prescott, a former heart surgeon turned homicidal maniac, developed telekinesis and proceeded to slaughter the entirety of the mental asylum he had been locked in. And then came the Guardians of Hope.

They were unbelievable. Heroes of the highest caliber, the kind you look up to. Speedster, the smack-talking, super-speeding jokester of the team, and Samuel Steel, the resolute leader, with skin of living steel. They were the first. They defeated Legion and Prescott, and then proceeded to make any and all superhuman criminals their responsibility. And their numbers grew. Two grew to four, then six, and they continued to fight. From a teenager that could throw a semi to a man that could defeat opponents without moving, using only the power of his mind, the team grew not only in numbers, but in power. From the Nuclear Soldier in Russia to the Tanzanian Terror in Africa, they were unstoppable. Everyone loved them. They seemed perfect, untouchable. Incorruptible.
Then something changed. Speedster vanished mysteriously. Following his disappearance, the Guardians of Hope became more and more aggressive. They started killing those they fought and bullying the governments of the world into giving them more and more control. Enamored of them as we were, we didn’t see the truth until it was too late. The Guardians of Hope, our heroes, had taken over the world.

Their reign was short-lived however, as a battle broke out with a mysterious superhuman some believed to be the missing Speedster, and in the battle Aiden Brown, a member of the Guardians of Hope and a powerful telepath who had always stayed out of the limelight, was dead, the rest of the “heroes” scattered, with our mysterious savior’s fate unknown.
In the chaos that followed, the governments of the world reacted swiftly and aggressively. Superhuman registration acts and laws against any use of superhuman abilities were passed across the globe, and new agencies were created to counter the threat of our-of-control superhumans. New technologies were invented by studying the biology of captured superhumans, enabling ordinary humans to wield superhuman abilities.

The International Anti-Superhuman Taskforce (IAST) was formed by the United Nations to be the ultimate superhuman deterrent, every agent trained to fight against impossible odds and wield the strange and unique weapons and technologies devised from superhuman genetics. The word “super” became taboo, and while technically it is only illegal to use powers, in all truth, if it is discovered that you possess superhuman abilities, it won’t be long before IAST arrives to take you away, never to be seen again. Is it harsh? Maybe. But most of the world would rather all superhumans be hunted down than let another Guardians of Hope situation happen. I doubt the superhumans feel the same way though.

Threats and Factions

The Common People

The most powerful, and yet often the most underestimated force in our world is the common people. They don't have the resources of the government or IAST, nor do they have the powers of superhumans, but what they do have is numbers. There are lot of them, and they are everywhere, and that has power. Nowhere is this more evident than the case of the New York incident.

The Government

The governments of the word like to forget the role they had in the Guardians of Hope's rise to power, or blame it on Brown's telepathic manipulation. Either way, they now are as united in their crusade against superhumans as they once were in supporting them, in the sense that in both cases they throw money in the appropriate direction and keep their own plans behind their backs. While IAST is supported by numerous governments, there are rumors that many governments continue to attempt to create their own superhuman soldiers in secret.

The most outspoken anti-superhuman member of the American government is General Adam Smith, a four star general who worked both alongside and against the Guardians of Hope, though even while working with the Guardians he had been outspoken against the "superhuman epidemic" as he called it.

IAST

The most imminent threat to superhumans is definitely the International Anti-Superhuman Taskforce. IAST works tirelessly to protect the world from dangerous superhumans, even if that means to round up any and all superhumans they can find and lock them away where no one will ever find them. They experiment on these captured superhumans, using their DNA to create new and ever more powerful weapons to keep the upper hand in their never-ending war.

Heading the efforts of IAST is Director Murakami, formerly the Japanese Minister of Foreign Affairs, who took a large part in the short-lived and disastrous United Nations Superhuman Taskforce (The UNST). Declaring that he learned from his time with the Taskforce the "dangerous and uncontrollable nature of superhumans", he now works to "protect" the world from the "superhuman menace".

The Superhuman Underground

Most of those that gained powers after the Event don't want to be superheroes or criminal masterminds, and many of those that might have once dreamt of heroics have had that idea beaten out of them by IAST. Most "superhumans" simply want to live normal lives, but these days that is simply not possible. That is where the Superhuman Underground comes in. A loose network of informants, smugglers, and forgers who work to hide superhumans from IAST's watchful gaze, giving them new identities and moving them far away when their powers are exposed.

The mysterious leader of the Superhuman Underground is known only by the codename Spotlight, and rumors include his or her powers ranging everywhere between invisibility and shape-shifting, with wilder theories even claiming Spotlight possesses time manipulating abilities and is of a power level equivalent to the Nuclear Soldier.

The Wild Cards

For everyone with dreams of heroism, there is someone else who dreams of power over others. While the majority of superhumans simply want to live normal lives free of persecution, there are those whose actions keep the idea alive that all superhumans are ticking timebombs. These "supervillains" come in all varieties, from thieves to mass murderers to would-be conquerors to radicals that believe the only way for superhumans to be free is to change the people's minds by force.

The most dangerous of the supervillains still free is Legion, a self-replicating villain from the early days who attempted to conquer Chicago. While he was defeated by the Guardians of Hope, he has never been able to be apprehended, as every attempt to capture him has resulted in the capture of one of his duplicates. Legion believes himself to be a god, as is determined to one day spread and control the entirety of the world.

Species/Archetypes

Human:

Not everyone in our world is superhuman in nature. There are plenty of ordinary humans in the world. Some join IAST, seeking to make a difference in the world despite not having any superhuman abilities. Many of them are unaware of the darker nature of some of IAST’s operations, simply seeking to help protect those they care about from dangerous, out of control superhumans. Of course, there are also superhumans that have more abilities that are more subtle in nature, or simply less specialized than others.

Human Abilities

Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       2       2  

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 110 xp

Starting Skills: 1 rank in two different non-career skills of your choice

Ready for Anything: One per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’ pool.

Flyer:

Everyone wants to be able to fly. Not just in a plane, but soaring through the air, with nothing but the sky around you and the wind in your hair. Of course, most don’t get that wish. However, in a world where people can shoot lightning from their hands and outrun bullets, that dream is not quite so out of reach. From those with wings to those who generate special anti-gravitational fields, there are some superhumans that are gifted with the ability of flight.

Flyer Abilities

Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       2       2  

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 80 xp

Starting Skills: 1 rank in Piloting

Flight: Ignores terrain when making Move maneuvers, in combat can hover up to Long Range above the ground, but does not fly faster than others run (utilizes Piloting skill)

Speedster:

A lot of people have a need for speed, but some superhumans take it above the level of your average drag race. Speedsters have bodies and minds that act far faster than those of the average human, sometimes much faster. This means much more than just running speed. Speedsters can act and react faster than regular people, making them harder to hit. Unfortunately, most speedsters also aren’t the toughest individuals. While they are hard to hit, if they do get hit, they go down hard.

Speedster Abilities:

Brawn Agility Intellect Cunning Willpower Presence

 1    3     2      2       2       2  

Wound Threshold: 9 + Brawn

Strain Threshold: 12 + Willpower

Starting Experience: 75 xp

Starting Skills: 1 rank in Coordination

Hard to Hit: Increase the difficulty of all incoming combat checks by 1

Quick Movement: (Talent) Can use two free maneuvers a round

Bruiser:

For some reason, the most common superhuman ability seems to be superhuman levels of strength and durability. From people with skin made of rock or metal to those that can generate small, personal force fields to those that simply are incredibly strong and durable beyond normal physical limitations. Whatever the case, all of them are highly dangerous and hard to take down, even if many of them aren’t the brightest of individuals.

Bruiser Abilities:

Brawn Agility Intellect Cunning Willpower Presence

 3    2     1      2      2        2  

Wound Threshold: 12 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 85 xp

Starting Skills: 1 rank in Brawl

Feral Strength: (Talent) +1 damage to Brawl & Melee checks

Enduring: (Talent) +1 Soak

Psionic:

Not all superhumans have abilities that are physical in nature. For some, there power is in the mind. Their power comes from their strength of will, and while they do not look like much, they are not to be underestimated. However, so much time spent in their own minds does not make them the greatest conversationalists, and their bodies are just as vulnerable as anyone else’s.

Psionic Abilities:

Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       3       1  

Wound Threshold: 7 + Brawn

Strain Threshold: 11 + Willpower

Starting Experience: 70 xp

Mind Reader: As an action, a psionic may make an opposed Discipline vs Discipline check targeting one living creature within medium range. If the check succeeds, the psionic knows the target’s current thoughts and emotional state. 3 Advantages or a Triumph may be spent to discover other thoughts or memories, at your GM’s discretion.

Mind Shaper: As an action, a psionic may make an opposed Discipline vs Vigilance check targeting one living creature within medium range. If the check succeeds, the psionic may cause the target to adopt an emotional state of the psionic’s choice for the next minute (or one round of structured time). An Advantage or Triumph may be spent to increase the duration by one round (and may be spent multiple times). However, if the check fails or generates 3 Threats or a Despair, the target realizes their emotions are being manipulated.

Mind Breaker: As an action, a psionic may make an opposed Discipline versus Resilience check targeting one living creature within medium range. If the check succeeds, the psionic causes the target to suffer 1 strain, plus 1 additional strain per 2 Successes generated on the check. 3 advantages or a Triumph may be spent to cause the target to suffer 1 wound as well.

Bioroid

Many attempts have been made to duplicate the capabilities of superhumans, some more successful than others, with some going to desperate lengths to succeed. One of the most heinous and most successful of these attempts resulted in the creation of the Bioroids; humans, ordinary people, that have been torn apart and put back together with cybernetic parts, made to be more machine than man. The experiments were conducted by a secret faction in the government that went rogue, led by a madman. As horrible as the experiments were, they succeeded. Using technology created from experimenting with superhuman DNA, the creators were able to create their own modular cybernetic superhumans. When the project was discovered by the government, IAST was sent in to shut the project down forcibly. While the project may officially be canceled, there are rumors that IAST has continued the creation of their own Bioroids.

Bioroid Abilities:

Brawn Agility Intellect Cunning Willpower Presence

 3    1     1       1      1       1  

Wound Threshold: 11 + Brawn

Strain Threshold: 8 + Willpower

Starting Experience: 155 xp

More Machine than Man: Bioroids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Bioroids do not reduce their strain threshold when they receive cybernetics.

Semi-organic: Since bioroids are mostly inorganic, they do not gain the benefits of healing wounds with painkillers or a Medicine check. They can, however, be healed by the Heal Power action. Bioroids can heal wounds and strain naturally by resting, as their systems attempt self-repairs. Bioroids can also be “healed” by using the Mechanics skill instead of the Medicine skill.

Skills

General

Athletics (Br)

Computers (Int)

Cool (Pr)

Coordination (Ag)

Discipline (Will)

Driving (Ag)

Mechanics (Int)

Medicine (Int)

Perception (Cun)

Piloting (Ag)

Resilience (Br)

Skullduggery (Cun)

Stealth (Ag)

Streetwise (Cun)

Survival (Cun)

Vigilance (Will)

Magic

Power (Any): This shows the character’s mastery of their superhuman abilities beyond what can be done with talents and regular skill checks. The Characteristic for this skill varies by the powers each individual possesses (generally tied to one of both of their Super Characteristics). (ex: An Impact Attack could be from the force of a telekinetic’s mind [Int or Will], or it can be from a super strong individual [Br] clapping their hands together with immense force.

Combat:

Brawl (Br)

Gunnery (Ag)

Melee (Br)

Ranged – Heavy (Ag)

Ranged – Light (Ag)

Social:

Charm (Pr)

Coercion (Will)

Deception (Cun)

Leadership (Pr)

Negotiation (Pr)

Knowledge:

Education (Int): This shows the character’s basic knowledge of the world, such as history, math, and science. Anything that doesn’t fit into the other two categories falls under this skill.

Powers (Int): This shows the character’s knowledge both of the workings of superhuman abilities in general, and their knowledge of their own capabilities in particular.

Classified (Int): This shows the character’s knowledge of top secret information, the kind generally reserved for covert agencies or high ranking government officials.

New Talents

Tier 1

Claws: When making an unarmed check, add +1 to base damage and have a Critical rating of 3 (Prerequisites: None, Ranked: No)

Feral Strength: +1 to Brawl and Melee attacks (Prerequisites: None, Ranked: Yes)

Rapid Recovery: When the character recovers strain after an encounter has concluded, he recovers one additional strain per rank in Rapid Recovery (Prerequisites: None, Ranked: Yes)

Strong Arm: Treat thrown weapons as if they had one step greater range, to a maximum of Medium range (Prerequisites: None, Ranked: No)

Tier 2

Amphibious: Can breathe underwater without penalty and never suffer movement penalties for traveling through water (Prerequisites: None, Ranked: No)

Bodyguard: Once per round, may suffer a number of strain no greater than ranks in Body Guard to protect one engaged ally. Upgrade difficulty of all combat checks targeting that ally a number of times equal to strain suffered until the end of your next turn (Prerequisites: None, Ranked: No)

Dodge: When your character is targeted by a combat check, they may suffer a number of strain no greater than their ranks in Dodge to upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered (Prerequisites: None, Ranked: Yes)

F=ma: Can use Agility instead of Brawn for Brawl & Melee checks, damage for Brawl/Melee (Agility) checks is based on Agility instead of Brawn (Prerequisites: Super Agility, Ranked: No)

Frenzied Attack: When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack (Prerequisites: None, Ranked: Yes)

Quick Movement: Can use 2 free maneuvers a round; when acting on a planetary scale, gain Speed 3 (Prerequisites: Super Agility, Ranked: No)

Signature Ability: Choose one Power action as your “signature ability”, reduce difficulty of checks to use your signature ability by 1 (ex: Attack with the Empowered & Ranged upgrades) (Prerequisites: None, Ranked: No)

Stunning Blow: When making a Melee or Brawl check, may inflict damage as strain instead of wounds (does not ignore soak) (Prerequisites: None, Ranked: No)

Tinkerer: The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by 1. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to ranks in Tinkerer. If he permanently loses a modified piece of equipment, he may apply Tinkerer to a new one (Prerequisites: None, Ranked: Yes)

Tier 3

Armor Master: When wearing armor, increase total soak value by 1 (Prerequisites: None, Ranked: No)

Careful Planning: Once per game session, the character can choose to introduce a “fact: or additional context directly into the narrative as if he had spent a Story Point (Prerequisites: None, Ranked: No)

Deadly Accuracy: Choose one combat skill. The character may add his ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non -vehicle weapons (Prerequisites: None, Ranked: No)

Enduring: +1 Soak value (Prerequisites: None, Ranked: Yes)

Freerunning: Suffer 1 strain when making a Move maneuver to move to any location within short range (Prerequisites: None, Ranked: No)

Lethal Blows: Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents (Prerequisites: None, Ranked: Yes)

Lifting: Can lift objects with Silhouette equal to half your Brawn (rounded up) without making an Athletics check and use them as improvised weapons (Prerequisites: Super Brawn, Ranked: No)

Nobody’s Fool: May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool (Prerequisites: None, Ranked: Yes)

Precise Aim: Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target’s melee and ranged defense by that number (Prerequisites: None, Ranked: Yes)

Quicken Power: Once per session, the character may suffer 2 strain to use a power as a maneuver (Prerequisites: None, Ranked: No)

Quick Movement (Improved): Can use a total of 3 maneuvers a round; when acting on a planetary scale, gain Speed 5 (Prerequisites: Quick Movement, Ranked: No)

Regeneration: At the beginning of every turn, this character automatically heals 1 wound (Prerequisites: None, Ranked: No)

Touch of Fate: Once per game session, the character may add two Bonus dice to any one skill check (Prerequisites: None, Ranked: No)

Unarmed Parry: May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1) (Prerequisites: Parry, Ranked: No)

Valuable Facts: Once per encounter, the character may make a Hard Knowledge check. If successful, the character may add a Triumph to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check (Prerequisites: None, Ranked: No)

Tier 4:

Armor Master (Improved): When wearing armor with a soak value of 2 or higher, increase defense by 1 (Prerequisites: Armor Master, Ranked: No)

Dash: Suffer 1 strain to move 2 range bands when making a Move maneuver (Prerequisites: Super Agility or Flyer, Ranked: No)

Lifting (Improved): Can lift objects with Silhouette equal to your Brawn without making an Athletics check and use them as improvised weapons (Prerequisites: Lifting, Ranked: No)

Quick Movement (Supreme): Suffer 2 strain to gain a second Action; when acting on a planetary scale, gain Speed 7 (Prerequisites: Improved Quick Movement, Ranked: No)

Savage Sweep: Increase difficulty of Melee or Brawl check by 1 to perform Savage Sweep action. May spend 2 Advantages to hit additional engaged targets. (Prerequisites: Super Brawn, Ranked: No)

Speed Blitz: Brawl (Agility) checks gain the Autofire quality. (Prerequisites: Super Agility, Ranked: No)

Tier 5:

Coordination Dodge: When targeted by a combat check, may spend 1 Story Point to add Failures equal to ranks in Coordination to check. (Prerequisites: None, Ranked: No)

Indestructible: Your body gains the Cortosis quality (Soak is immune to the Pierce and Breach qualities) (Prerequisites: Super Brawn, Ranked: No)

Penetrating Strikes: Brawl attacks gain Pierce equal to your Brawn (Prerequisites: None, Ranked: No)

Regeneration (Improved): At the beginning of every turn, this character automatically heals 3 wounds (Prerequisites: None, Ranked: No)

Supersonic Punch: Once per session, after making a Move maneuver, suffer 2 strain to make a Hard Brawl (Agility) check. If the check succeeds, add +2 damage for each range band moved this round before attacking. (Prerequisites: Super Agility, Ranked: No)

Tier 6:

Beyond Superhuman: Character can act on Planetary Scale instead of Personal Scale (Soak becomes Armor, Pierce becomes Breach, etc) (Prerequisites: None, Ranked: No)

Weapons, Armor, & Gear

Weapons:

Brawl Weapons:

Brass Knuckles (Skill: Brawl; Damage: +1; Critical: 4; Range: Engaged; Encumbrance: 1; Price: 40; Rarity: 1; Special: Disorient 3)

Power Gauntlets (Skill: Brawl; Damage: +2; Critical: 4; Range: Engaged; Encumbrance: 1; Price: 300; Rarity: 9; Special: Anti -Superhuman, Disorient 3, Knockdown)

Melee Weapons:

Combat Knife (Skill: Melee; Damage: +1; Critical: 3; Range: Engaged; Encumbrance: 1; Price: 50; Rarity: 1; Special: Pierce 1)

Collapsible Baton/Club (Skill: Melee; Damage: +2; Critical: 3; Range: Engaged; Encumbrance: 1; Price: 70; Rarity: 2)

Stun Gun (Skill: Melee: Damage: 5; Critical: 6; Range: Engaged; Encumbrance: 1; Price: 100; Special: Stun 3, Stun Damage)

Sword (Skill: Melee: Damage: +3; Critical: 2; Range: Engaged; Encumbrance: 1; Price: 200; Rarity: 3; Special: Defensive 1)

Ranged Weapons:

Assault Rifle (Skill: Ranged [Heavy]; Damage: 8; Critical: 3; Range: Long; Encumbrance: 4; Price: 1,000; Rarity: 7; Special: Auto-fire)

Heavy Pistol (Skill: Ranged [Light]; Damage: 6; Critical: 3; Range: Medium; Encumbrance: 1; Price: 300; Rarity: 3)

Laser Pistol (Skill: Ranged [Light]; Damage: 7; Critical: 2; Range: Short; Encumbrance: 2; Price: 700; Rarity: 8; Special: Anti-Superhuman, Accurate 1, Burn 1)

Laser Rifle (Skill: Ranged [Heavy]; Damage: 9; Critical: 2; Range: Medium; Encumbrance: 4; Price: 1200; Rarity: 8; Special: Anti-Superhuman, Accurate 1, Burn 1)

Light Pistol (Skill: Ranged [Light] Damage: 5; Critical: 4; Range: Short; Encumbrance: 1; Price: 100; Rarity: 3)

Machine Gun (Skill: Gunnery; Damage: 10; Critical: 3; Range: Long; Encumbrance: 6; Price: 1,500; Rarity: 6; Special: Auto-fire, Cumbersome 2; Pierce 2, Vicious 2)

Portable Laser Cannon (Skill: Gunnery; Damage: 11; Critical: 2; Range: Long; Encumbrance: 6; Price: 1,500; Rarity: 9; Special: Accurate 1, Anti-Superhuman, Burn 1, Cumbersome 4)

Portable Missile Launcher (Skill: Gunnery; Damage: 20; Critical: 2; Range: Extreme; Encumbrance: 8; Price: 100,000; Rarity: 8; Special: Blast 10, Breach 2, Cumbersome 3, Guided 3, Limited Ammo 1, Prepare 1)

Shotgun (Skill: Ranged [Heavy]; Damage: 8; Critical: 3; Range: Short; Encumbrance: 3; Price: 500; Rarity: 3; Special: Blast 4, Knockdown, Vicious 3)

Submachine Gun (Skill: Ranged [Light] Damage: 5; Critical: 3; Range: Medium; Encumbrance: 6; Price: 400; Rarity: 6; Special: Auto-fire)

Sniper Rifle (Skill: Ranged [Heavy]; Damage: 9; Critical: 2; Range: Extreme; Encumbrance: 4; Price: 1,200; Rarity: 6; Special: Accurate 2, Limited Ammo 4, Pierce 2)

Armor:

Modern Armor:

Flak Vest (Soak: +2; Defense: 0; Encumbrance: 3; Price: 475; Rarity: 5)

Ghillie Suit (Soak: +0; Defense: 1; Encumbrance: 1; Price: 95; Rarity: 4)

Heavy Clothing (Soak: +1; Defense: 0; Encumbrance: 1; Price: 50; Rarity: 1)

Riot Armor (Soak: +1; Defense: 2; Encumbrance: 5; Price: 675; Rarity: 6)

Advanced Armor:

Advanced Combat Armor (Soak: +2; Defense: 1; Encumbrance: 4; Price: 900; Rarity: 7)

Armored Test Suit (Soak: +1; Defense: 1; Encumbrance: 2; Price: 500; Rarity 7)

Exosuit (Soak: +2; Defense: 1; Encumbrance: 5; Price: 4000; Rarity: 8; Special: Brawn +1, wound threshold +4, environmentally sealed)

Optical Camo Suit (Soak: +0; Defense: 2; Encumbrance: 2; Price: 700; Rarity: 8)

Power Armor (Soak: +2; Defense: 2; Encumbrance: 3; Price: 10,000; Rarity: 10; Special: Brawn +2, wound threshold +6, Silhouette +1, environmentally sealed)

Gear:

Equipment:

Backpack (Encumbrance: -; Price: 50; Rarity: 3; Special: Increases Encumbrance threshold by 4)

Cell Phone (Encumbrance: 0; Price: 100; Rarity: 3; Special: Can use to communicate with other phones; price can be upgraded to 250 for a “smart phone” [gains same capacities as a tablet] or 1000 for an encrypted cell phone. The encryption requires a Daunting Computers check to break through)

Extra Clip (Encumbrance: 0; Price: 25; Rarity: 2; Special: Can use a maneuver to reload a gun)

Handcuffs (Encumbrance: 0; Price: 25; Rarity: 2; Special: Can put a subdued individual in handcuffs, takes a Hard Athletics or Coordination check to remove)

Night Vision Goggles (Encumbrance: 1; Price: 500; Rarity: 5; Special: Removes two Setback dice added to checks due to darkness)

Painkiller (Encumbrance: 0; Price: 25; Rarity: 2; Special: Can use a maneuver to use painkiller, reducing wounds by 5 [effectiveness decreases by 1 with each use])

Personal Radio (Encumbrance: 1; Price: 25; Rarity: 1; Special: Can be used to communicate with other radios)

Portable Medkit (Encumbrance: 2; Price: 200; Rarity: 4; Special: Allows characters to perform Medicine checks without penalty, adds an Advantage to Medicine checks)

Power-Dampening Cuffs (Encumbrance: 1; Price: 2000; Rarity: 8; Special: Same as handcuffs, but removes an individual’s ability to use their Power skill. Requires a Formidable Athletics or Coordination check to remove)

Stasis Trap (Encumbrance: 4; Price: 5000; Rarity: 9; Special: Can be placed on the ground, when it is activated, it creates a stasis field that holds an individual suspected, unable to move. Someone outside the trap can deactivate it with a Daunting Computers or Mechanics check, or can be broken free of using a Formidable [upgraded once] Power check)

Tablet (Encumbrance: 1; Price: 200; Rarity: 3; Special: Can be used to do anything a computer can do)

Cybernetics:

Cybernetic Arm/Leg (Price: 3,000; Rarity: 7; Special: Replaces limb, while also increasing either Brawn or Agility by 1. Decrease strain threshold by 1)

Skulljack (Price: 4,000; Rarity: 7; Special: As long as you are linked to a computer [wired or wireless] increase Intellect by 1. Decrease strain threshold by 1)

Cybereyes (Price: 1,200; Rarity: 7; Special: Provide +1 rank to Perception and Vigilance, and remove one Setback die from checks added due to darkness. Decrease strain threshold by 1)

Implant Armor (Price: 2,000; Rarity: 7; Special Gain +1 soak. Decrease strain threshold by 1)

Cyberorgans (Price: 1,000; Rarity: 7; Special: Gain either +2 wound threshold, +1 Resilience, or +1 Athletics. Decrease strain threshold by 1)

Power Amplifiers (Magical Implements):

(These different items can have different names, depending on what super powers they enhance.)

Control Matrix (Druidic Circlet) (Damage: +0; Encumbrance: 0; Price: 750; Rarity: 7; Special: Adding Summon Ally effect to Conjure does not increase difficulty, creatures summoned remain until end of the encounter)

Targeting Assistance Apparatus (Magic Orb) (Damage: +3; Encumbrance: 1; Price: 1000; Rarity: 8; Special: Adding Additional Target/Additional Summon does not increase difficulty)

Experimental Power Amplifier (Magic Ring) (Damage: +2; Encumbrance: 0; Price: 10,000; Rarity: 10; Special: Choose two Power upgrades that increase difficulty by one, and one Power upgrade that increases difficulty by 2. Those upgrades do not increase the difficulty. Instead, upgrade difficulty of all Power checks made using the Amplifier)

Energy Focus Array (Magic Staff) (Damage: +4; Encumbrance: 2; Price: 400; Rarity: 6; Special: First Range upgrade does not increase difficulty)

Power Specialization Matrix (Magic Wand) (Damage: +3; Encumbrance: 1; Price: 400; Rarity: 7; Special: Choose a Power upgrade that increases check difficulty by 1. That upgrade does not increase difficulty)

Vehicles

Cars+

Four-Door Automobile

|Silhouette| |Max Speed| |Handling|

   2         4        +0 

|Defense| |Armor| |HT Threshold| |SS Threshold|

  0      0        4             5   

Control Skill: Driving

Complement: 1 driver

Passenger Capacity: 3 (5 uncomfortably)

Consumables: None

Encumbrance Capacity: 20

Price/Rarity: 2,000 – 10,000/3

Weapons: None

Four-Wheel Drive/Sports Utility Vehicle

|Silhouette| |Max Speed| |Handling|

   2         3        +0 

|Defense| |Armor| |HT Threshold| |SS Threshold|

  0      0        6             8   

Control Skill: Driving

Complement: 1 driver

Passengers: 4 (6 uncomfortably)

Consumables: 1 week

Encumbrance Capacity: 40

Price/Rarity: 15,000 - 25,000/3

Weapons: None

Special: When driving through any difficult terrain such as bush, jungle, or desert, apply no negative handling modifiers.

Sports Car

|Silhouette| |Max Speed| |Handling|

   2         5        +2 

|Defense| |Armor| |HT Threshold| |SS Threshold|

  0      0        4             8   

Control Skill: Driving

Complement: 1 driver

Passengers: 1

Consumables: None

Encumbrance Capacity: 8

Price/Rarity: 50,000 - 100,000/5

Weapons: None

Other Vehicles

Motorcycle

|Silhouette| |Max Speed| |Handling|

   1         5        +1 

|Defense| |Armor| |HT Threshold| |SS Threshold|

  0      0        2             5   

Control Skill: Driving

Complement: 1

Passengers: 0

Consumables: None

Encumbrance Capacity: 5

Price/Rarity: 2,000 - 8,000/3

Weapons: None

Fighter Jet

|Silhouette| |Max Speed| |Handling|

   2         6        +2 

|Defense| |Armor| |HT Threshold| |SS Threshold|

  0      2        10             10   

Control Skill: Piloting

Complement: 1 pilot, 1 copilot

Passenger Capacity: None

Consumables: 1 day

Encumbrance Capacity: 5

Price/Rarity: 100,000,000/9 (R)

Weapons: Rotary cannon (Fire Arc Forward; Damage 2; Critical 5; Range [Long]; Auto-fire). Air-to-air missiles (Fire Arc Forward; Damage 5; Critical 3; Range [Extreme]; Guided 3, Limited Ammo 6). Anti-ship missile (Fire Arc Forward; Damage 8; Critical 1; Range [Strategic]; Blast 5, Breach 2, Limited Ammo 1)

IAST Aircar

|Silhouette| |Max Speed| |Handling|

   2         5        +1 

|Defense| |Armor| |HT Threshold| |SS Threshold|

  0      2        10             10   

Control Skill: Piloting

Complement: 1

Passengers: 1

Consumables: None

Encumbrance Capacity: 10

Price/Rarity: 100,000 - 250,000/8 (R)

Weapons: Laser cannon (Fire Arc Forward; Damage 2; Critical 3; Range [Long]; Accurate 1; Burn 1)

“Magic”

All magic actions from the Core rulebook can be used in this Sphere as representations of what characters are capable of doing with their powers, with what specific effects are available being determined by the nature of the individual character’s powers. You will need to discuss with your GM what specific Power actions your character’s power set will allow. In addition to the magic actions in the Core book, we also added Shape-Change and Telekinesis.

Shape-Change:

Make an Average Discipline check to shift one of your characteristic points (increase one characteristic while decreasing another). Can be used on an engaged target other than yourself using a contested Discipline vs Discipline check. You remain in shapeshifted form until you make another check to change back or until you are incapacitated, while other targets remain shapeshifted for rounds equal to your ranks in Knowledge (Powers).

Range: Increase difficulty by 1 to increase the range of the power by 1 range band (Can be taken multiple times)

Additional Targets: Increase difficulty by 1 to affect additional targets, each additional target requires another 2 advantages to affect

Greater Shape Change: Increase difficulty by 1 to increase number of characteristics points shifted by 1 (Can be taken multiple times)

Size-Changing: Increase difficulty by 1 to increase or decrease Silhouette by 1 (Can be taken multiple times)

Change Appearance: Increase difficulty by 1 to exactly match the appearance of another individual or otherwise shape your outward appearance as you see fit

Bestial Change: Increase difficulty by 1 to gain natural weapons (Damage: +2, Skill: Brawl, Range: Engaged, Critical: 3, Vicious 1)

Amphibious Change: Increase difficulty by 1 to gain the Amphibious ability

Avian Change: Increase difficulty by 2 to gain the Flight ability

Improved Bestial Change: Increase difficulty by 2 to gain natural weapons (Damage +4, Skill: Ranged (Heavy), Range: Medium, Critical: 2, Vicious 2)

Supreme Shape Change: Increase difficulty by 2 to increase or decrease 1 characteristic (without decreasing/increasing another)

Uncontrolled Change: Decrease difficulty by 1, but on a Despair on any check, or if your character goes above their strain threshold, the GM gains control of your character as they go on a rampage (cannot be used on a target other than yourself)

Telekinesis:

Select a Silhouette 0 target within short range and make an Easy Power check. If the check is successful, you may move the target anywhere within short range. Default speed is slow, and cannot be used to perform complex actions.

Range: Increase difficulty by 1 to increase the range of the power by 1 range band (Can be taken multiple times)

Strength: Increase difficulty by 1 to increase the silhouette of target that can be affected by 1 (Can be taken multiple times)

Additional Targets: Increase difficulty by 1 to affect additional targets, each additional target requires another 2 advantages to affect

Precision Telekinesis: Increase difficulty by 1 to perform fine manipulation, allowing the character to do anything they could do with their hands, also allowing them do things like pull objects out of others’ hands

Forceful Telekinesis: Increase difficulty by 1 to move objects hard enough to use them as improvised weapons, dealing damage 10 times their Silhouette (5 damage for Silhouette 0 objects)

Tone/Setting Rules

What makes you Super

Super Characteristics:

During character creation you choose two characteristics as your “super characteristics”. When a character makes a check based on one of their super characteristics, if the check generates a Triumph, immediately roll another Proficiency die. If that die rolls another Triumph, roll an additional Proficiency die. You get to resolve all of the Triumphs as usual. This can result in some truly “super” effects. There are also certain talents that require a certain Super Characteristic for you to purchase them.

No Mere Mortal:

Superheroes have always been a step above the rest. During character creation, you gain an additional 150 experience that cannot be spent on Characteristics, and you can raise your skills up to level 3.

Your Brawl and Melee damage is twice your Brawn, instead of being equal to your Brawn.

Minions & Rivals:

Minions can do no more than 1 damage on a successful hit, unless they are wielding weapons with the Anti-Superhuman quality, then treat them like Rivals.

Rivals deal half damage on a successful hit, unless they are wielding weapons with the Anti-Superhuman quality, or are superhumans themselves.

Reputation

Your Actions Matter:

The world is afraid. The Event changed everything. Where once the world seemed to mostly make sense, now men can become gods and angels can fall. What meaning do the laws of men have when the laws of physics no longer have meaning? But just as frightening as the superhumans are those who hunt them. Armored men, charging into people’s homes in the middle of the night and snatching people away, all in the name of “security”. Superhumans and IAST agents alike should have a healthy respect for the power of the people. Your actions have a direct effect on how the people view your character, and reputation is everything.

The GM will give or remove Reputation points from individual characters or the group as a whole during play, based on their actions and how those actions are viewed by the public, as well as any other situations that affect the group's standing in the eyes of the public. (ex: Propaganda, news reports, viral internet video, etc.)

Reputation:

Your reputation level begins at 50. You are an unknown, neither feared nor respected, either a superhuman of no repute or a nameless IAST agent. Your choices and how they are viewed by the public alter this standing. Remember, even if you mean to do well, or are doing an evil act, if the public views it otherwise, then that is what makes a difference.

Worshipped (90-100): You can do no wrong. What are celebrities when compared to a real-life superhero? You are instantly recognized by all, whether in or out of uniform. Everyone wants to be your friend, and no one wants to be your enemy. You have a fan-base that spans across the globe, and cheers follow your every step. Everyone from CEOs to government officials want to be seen helping you out. If superhuman, IAST can no longer lay a hand on you without risking their entire organization being toppled. If an IAST agent, no superhuman would ever dare lay a hand on you. Add four Bonus dice to Charm and Negotiation checks, and four Setback dice to Coercion checks.

Beloved (80-89): The public adores you. You are instantly recognized while in uniform, and most will recognize you out of uniform as well. Everyone cheers when you are around, and you have your own fan club. News reporters aren’t the only ones wanting to interview you, as there are those that want to write comic books or make movies based on your exploits. People will often come up to you for help, and high-ranking officials will request your aid. If superhuman, IAST will only send their most covert operatives after you, and then only when they are one hundred percent certain there is no chance of it being traced back to them. If an IAST agent, nearly all superhumans steer clear of you. Only rarely will any superhuman try to take you on. Add three Bonus dice to Charm and Negotiation checks, and three Setback dice to Coercion checks.

Renowned (70-79): Your fame is beginning to spread. People have the potential to recognize you even out of uniform, and will always recognize you when in uniform. News reporters flock to try to interview you, people may come to you with requests for help, and people cheer when you arrive to battle, believing themselves safe with you there. If superhuman, IAST will send high level agents after you, but never when there is any chance of it being seen by the public. If an IAST agent, lower-level superhumans will steer clear of you at all cost, and higher level superhumans will only attack when they are certain you are alone. Add two Bonus dice to Charm and Negotiation checks, and two Setback dice to Coercion checks.

Respected (60-69): The people are beginning to see you as not just a superhuman or a government agent, but as someone that might be called a hero. People are likely to recognize you while in “uniform”, but in civilian clothing will simply pass you by. If superhuman, IAST will send agents after you, but will try to do so when civilians are not around. If an IAST agent, superhumans will steer clear of you, only attacking if they believe they have the upper hand. Add a Bonus die to Charm and Negotiation checks, and a Setback die to Coercion checks.

Neutral (40-59): Whether due to anonymity or a conflicted past marked by deeds both cruel and kind, people are not inclined to either fear or trust you. If superhuman, IAST will send low-level agents and troopers to investigate your activity. If an IAST agent, superhumans are unlikely to instigate a fight, but might do so.

Notorious (30-39): The people are beginning to hear rumors of your misdeeds, and if they were to describe you, it would be as a villain. People are likely to recognize you while in “uniform”, but in civilian clothing will simply pass you by. When recognized, people will whisper to each other in suspicion and fear. If superhuman, IAST will begin to send more agents after you, as you are a higher-level threat. If an IAST agent, low-level superhumans might seek you out to prove themselves. Add a Bonus die to Coercion checks, and a Setback die to Charm and Negotiation checks.

Feared (20-29): Your infamy is beginning to spread. People have the potential to recognize you even out of uniform, and will always recognize you when in uniform. When recognized, civilians immediately head the other direction and are likely to call the authorities. You are known as a supervillain, and no one wants to be near you. Criminals and other weak-willed individuals will follow you out of fear for their lives. If superhuman, IAST will actively send higher-level agents after you, determined to end the threat. If an IAST agent, superhumans will band together to take you down. Add two Bonus dice to Coercion checks, and two Setback dice to Charm and Negotiation checks.

Dreaded (10-19): You are feared and hated by all. You are instantly recognized while in uniform, and most will recognize you out of uniform as well. Everyone flees instantly when you arrive, calling the authorities and praying for a hero to come. The police and the military are actively acting against you, and criminals, scum, and villains alike flock to the banner of one as powerful and terrifying as you. If superhuman, IAST will send their best and brightest after you, desperate to stop your reign of terror. If an IAST agent, the strongest superhumans will come after you in an attempt to protect their weaker brethren. Add three Bonus dice to Coercion checks, and three Setback dice to Charm and Negotiation checks.

Nightmarish (0-9): You are a dark god. Your very name is spoken with horror, or some may even refuse to say your name for fear of catching your attention. You are instantly recognized by all, in or out of uniform. Your atrocities are well-known, and you fill the nightmares of many. Government leaders will beg for your mercy and give in to nearly all your demands, and criminal empires will readily submit to you. If superhuman, IAST will expend every resource to eliminate you, at any cost, though most agents will refuse to go on any mission involving you. If an IAST agent, the most powerful superhumans will band together against you, while all others will flee. Add four Bonus dice to Coercion checks, and three Setback dice to Charm and Negotiation checks.

Adversaries

Forces of Law

Corrupt Official (Rival)

Wherever there is a bureaucracy, corrupt officials flourish. While not physically powerful, these opponents can make life exceedingly difficult for anyone who crosses them, especially with the easily swayed opinions of the public mind.

Brawn Agility Intellect Cunning Willpower Presence

   2    2     3      3       2       3  

|Soak| |Wound Threshold| |Defense|

 2         12          0  

Skills: Charm 2, Cool 2, Deception 2, Knowledge (Classified) 1, Knowledge (Education) 2, Negotiation 2, Vigilance 1.

Talents: Natural (once per session, use this talent to reroll any one Negotiation or Skullduggery check)

Abilities: Local Politics (once per session, may choose one character operating in their area of influence [community, precinct, or country, for example]; until the end of the session, the target must upgrade the difficulty of any social checks they make to interact with inhabitants of this area once)

Equipment: Cell phone, tablet

Police Officer (Minion)

Brawn Agility Intellect Cunning Willpower Presence

   2    2     2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 4         4           0  

Skills (group only): Discipline, Melee, Ranged (Light)

Talents: None

Abilities: None

Equipment: Stun gun (Melee; Damage 5; Critical 5; Range [Engaged]; Stun 3, Stun Damage), heavy pistol (Ranged [Light]; Damage 6; Range [Medium]), flak vest (+2 Soak), handcuffs, personal radio

Politician

Brawn Agility Intellect Cunning Willpower Presence

   2    2     3      4       3       4  

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

 2         12             16          0  

Skills: Charm 3, Cool 2, Coercion 3, Deception 2, Knowledge (Classified) 1, Knowledge (Education) 2, Leadership 3, Negotiation 2, Vigilance 3

Talents: Improved Scathing Tirade (use this talent to make an Average Coercion check; for each Success, one opponent within short range suffers 1 strain; for each Advantage, one affected opponent suffers 1 additional strain; all opponents affected add one Setback die to all skill checks they make for the following three rounds).

Abilities: Good at Needling (if this character knows an opponent’s Flaw Motivation, when this character inflicts strain on the opponent, the opponent suffers 4 additional strain).

Equipment: Fine clothing, official credentials, encrypted cell phone

Soldier (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 5         5          0  

Skills (group only): Athletics, Discipline, Melee, Ranged (Heavy), Ranged (Light)

Talents: None

Abilities: None

Equipment: Combat knife (Melee; Damage +1; Critical 3; Range [Engaged], Pierce 1), assault rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Autofire), heavy pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]), flak vest (+2 Soak), personal radio

Super Soldier (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 4    4     2      2       3       2  

|Soak| |Wound Threshold| |Defense|

 6         16          0  

Skills: Athletics 2, Brawl 3, Cool 2 Discipline 2, Knowledge (Classified) 1, Ranged (Heavy) 2, Stealth 1, Vigilance 3

Talents: Adversary 1

Abilities: None

Equipment: Brass knuckles (Brawl; Damage +1; Critical 4; Range [Engaged]; Disorient 2, Knockdown), assault rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Autofire), flak vest (+2 Soak),

SWAT (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       3       1  

|Soak| |Wound Threshold| |Defense|

 4         5           2 

Skills: Coercion, Discipline, Melee, Ranged (Heavy)

Talents: None

Abilities: None

Equipment: Collapsible baton (Melee; Damage +2; Critical 3; Range [Engaged]), assault rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Autofire), riot armor (+1 soak, 2 defense)

Criminal Underworld

Crime Lord (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 3    2     3      5       4       3  

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

 4         14             16           0 

Skills: Brawl 2, Charm 2, Coercion 3, Cool 4, Deception 4, Discipline 3, Leadership 1, Negotiation 4, Ranged (Light) 2

Talents: Adversary 1, Nobody’s Fool 2 (upgrade difficulty of all Charm, Coercion, and Deception checks targeting them by 2)

Abilities: None

Equipment: Brass knuckles (Brawl; Damage +1; Critical 4; Range [Engaged]; Disorient 2, Knockdown), heavy pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]), heavy clothing (+1 soak)

Gang Leader (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 5         15          0  

Skills: Coercion 1, Cool 1, Leadership 1, Melee 2, Streetwise 3, Vigilance 1

Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once)

Abilities: None

Equipment: Really big and sharp knife (Melee; Damage +2; Critical 3; Range [Engaged]; Pierce 2), heavy leather clothing (+2 soak)

Mobster (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 4         5           0  

Skills (group only): Brawl, Coercion, Ranged (Heavy)

Talents: None

Abilities: None

Equipment: Submachine gun (Ranged [Light]; Damage 5; Critical 3; Range [Medium]; Auto-fire)

Street Tough (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    2      1      2       1       1  

|Soak| |Wound Threshold| |Defense|

 4         4           0 

Skills (group only): Brawl, Coercion, Melee

Talents: None

Abilities: None

Equipment: Brass knuckles (Brawl; Damage +1; Critical 4; Range [Engaged]; Disorient 2, Knockdown), club (Melee; Damage +2; Critical 3; Range [Engaged]), heavy clothing (+1 soak)

IAST

IAST Exosuit Trooper (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 4    3      2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 6         16         1/1 

Skills: Athletics 2, Brawl 2, Discipline 1, Knowledge (Classified) 1, Gunnery 2, Ranged (Light) 2, Vigilance 1

Talents: Adversary 1

Abilities: None

Equipment: Portable laser cannon (Gunnery; Damage 11; Critical 2; Range [Long]; Accurate 1, Anti-Superhuman, Burn 1, Cumbersome 4), laser pistol (Ranged [Light]; Damage 7; Critical 2; Range [Short]; Accurate 1, Anti-Superhuman, Burn 1), exosuit fists (Brawl; Damage +2; Critical 4; Range [Engaged]; Anti -Superhuman, Disorient 3, Knockdown), exosuit (1 defense, +2 soak, +1 Brawn, +4 wound threshold; allows wearer to operate underwater and in vacuum for up to 1 hour), stasis trap, power-dampening cuffs

IAST Operative (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 3    4      3      4       3       3  

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

 4         18             18         2/2 

Skills: Charm 2, Coercion 2, Cool 2, Deception 3, , Knowledge (Classified) 3, Ranged (Light) 3, Melee 3, Skullduggery 3, Stealth 3, Streetwise 3, Vigilance 2

Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Natural (once per session, reroll any one Skullduggery or Stealth check), Nobody's Fool 2

Abilities: One Step Ahead (once per round, after an opponent performs an action or maneuver, may spend one Story Point to perform an action or maneuver as an out-of-turn incidental)

Equipment: Laser pistols (2) (Ranged [Light]; Damage 7; Critical 2; Range [Short]; Accurate 1. Anti-Superhuman, Burn 1), Sword (Melee; Damage +3; Critical 2; Range [Engaged]; Defensive 1), stasis trap, power-dampening cuffs, encrypted cell phone

IAST Power Armor (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 5    3      2      2       3       2  

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

 7         20             16         2\2 

Skills: Brawl 3, Coercion 1, Cool 2, , Knowledge (Classified) 1, Perception 2, Ranged (Heavy) 4, Vigilance 3

Talents: Adversary 2

Abilities: Silhouette 2

Equipment: Portable laser cannons (2) (Gunnery; Damage 11; Critical 2; Range [Long]; Accurate 1, Anti-Superhuman, Burn 1, Cumbersome 4), power gauntlets (Brawl; Damage +2; Critical 4; Range [Engaged]; Anti -Superhuman, Disorient 3, Knockdown), power armor (2 defense, +2 soak, +2 Brawn, +6 wound threshold, +1 Silhouette, environmentally sealed), stasis trap, power-dampening cuffs

IAST Scientist (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    2      4      3       3       1  

|Soak| |Wound Threshold| |Defense|

 2         10          0  

Skills: Computers 3, Knowledge (Classified) 3, Knowledge (Education) 4, Mechanics 3, Medicine 4

Talents: Valuable Facts: Once per encounter, the character may make a Hard Knowledge check. If successful, the character may add a Triumph to any one check made by an allied character during the encounter.

Abilities: None

Equipment: Encrypted tablet

IAST Trooper (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       3       2  

|Soak| |Wound Threshold| |Defense|

 5         5          1/1 

Skills (group only): Discipline, Melee, Ranged (Heavy)

Talents: None

Abilities: None

Equipment: Stun gun (Melee; Damage 5; Critical 5; Range [Engaged]; Stun 3, Stun Damage), laser rifle (Ranged [Heavy]; Damage 9; Critical 2; Range [Medium]; Accurate 1. Anti-Superhuman, Burn 1), advanced combat armor (1 defense, +2 soak), power-dampening cuffs

Superhumans

Blaster (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 3    2     2      2       4       1  

|Soak| |Wound Threshold| |Defense|

 4         12          0  

Skills: Athletics 1, Coercion 2, Coordination 1, Discipline 2, Power (Will) 3, Vigilance 2

Talents: Adversary 1

Abilities: Superhuman

Equipment: Energy focus array (Power; Damage +4; First Range upgrade does not increase difficulty), heavy clothing (+1 soak)

Brawler (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 4    2     1      2       2       1  

|Soak| |Wound Threshold| |Defense|

 6         18          0  

Skills: Athletics 2, Brawl 3, Power (Br) 2, Resilience 2, Vigilance 1

Talents: Adversary 1, Lifting

Abilities: Superhuman

Equipment: Heavy clothing (+1 soak)

Brute (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 5    3      2      2       3       1  

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

 9         24             14          0  

Skills: Athletics 3, Brawl 4, Power (Br) 3, Resilience 3, Vigilance 2

Talents: Adversary 2, Improved Lifting

Abilities: Superhuman

Equipment: Heavy clothing (+1 soak)

Nuclear Monstrosity (Nemesis)

The most powerful superhuman on records was Abram Barkov, the Nuclear Soldier. A soldier in the Russian military, Barkov was the ultimate weapon of mass destruction. Though defeated and killed by the Guardians of Hope, Abram’s body was recovered, and samples of his DNA were sold to the highest bidder. Many governments sought to use this DNA to make their own unstoppable super soldiers, but such experiments resulted only in mindless mutants. The worst and most monstrous of these mutants are successes in at least one respect: they are indeed unstoppable.

Brawn Agility Intellect Cunning Willpower Presence

 5    3      1      2       4       1  

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

 8         30             20          0  

Skills: Athletics 3, Brawl 4, Perception 2, Power (Will) 3, Resilience 2, Vigilance 3

Talents: Adversary 2, Improved Lifting

Abilities: Superhuman

Equipment: None

Nuclear Mutant (Rival)

The horrible results of experimentation with the DNA of the most powerful superhuman ever known, these mindless mutants are in constant pain, lashing out at everything around them in a blind rage. It would be a mercy to kill them, if we could find a way to do it.

Brawn Agility Intellect Cunning Willpower Presence

 4    2     1      1       3       1  

|Soak| |Wound Threshold| |Defense|

 6         20          0  

Skills: Athletics 2, Brawl 3, Perception 1, Power (Will) 2, Resilience 1, Vigilance 2

Talents: Adversary 1, Lifting

Abilities: Superhuman

Equipment: None

Striker (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 2    5      4      3       2       2  

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

 3         14             20         3\3 

Skills: Brawl 3, Cool 2, Coordination 3, Power (Ag) 3, Stealth 2, Vigilance 3

Talents: Adversary 3, Defensive 2, Dodge 2, F=ma, Speed Blitz, Supreme Quick Movement, Uncanny Reactions 2

Abilities: Hard to Hit, Superhuman

Equipment: Armored test suit (1 defense, +1 soak)