Which kind of sheet is this?
Individual Dice
Powers
Powers
Qualities
Qualities
Status
Status
Abilities Library
Adaptive
R
Adapt and Thrive: When Attacked, Defend by rolling your single [Power] die. Also Boost yourself with the result of that die.
I
Diversity through Adversity: On your turn, whenever you Attack a target you haven’t dealt damage to yet this scene, also Boost yourself using your Max die.
A
Efficient Reconfiguration: Lower two of your powers by one die size each. Increase one of your other powers to d12. Then take a basic action using that power.
A
Initiate Upgrade Procedure: Boost using [power] and use your Max die. Attack with your Mid die. Defend with your Min die.
A
Powerful Imitation: Use an action ability of one of your allies.
A
The Pain of Perfection: Take d6 irreducible damage. Increase all your powers by one die size each until the end of the scene.
Ancient
A
Behold My Immortal Glory: Hinder using [power] against multiple targets and use your Max die. Attack each using your Mid+Min dice.
R
From Before Space and Time: Take 1 irreducible damage to reroll a dice pool of someone Attacking or Hindering you.
I
Immortal Vitality: If you would be reduced to 0 Health and you don’t have a penalty, roll your single [power] die and become that Health.
A
Ideal Action: Take a basic action using [quality] and use your Max die.
A
Out of Time: Boost yourself using [power]. If there are any heroes with their Health in the Yellow zone, use your Mid+Min dice. If there are any heroes with their Health in the Red zone, use your Max+Mid+Min dice.
A
Unknowable Pain: Attack using [power] and use your Max die. Hinder a target dealt damage this way using your Max+Min dice.
Bully
A
Bust Their Heads: Attack two nearby targets using [power], using your Max die against one and your Mid+Min against the other. If either target Defends against the Attack, the Defend works against both attacks.
I
Cruel and Unusual: Whenever you or your nearby allies Hinder, increase the penalty created by 1.
A
Crush the Small: Attack using [power] and use your Max die. Defend against all Attacks from that target using your Mid die until the start of your next turn.
A
Injured Tantrum: Attack using [power] and use your Max die. Also Hinder that target: if the target has a d6 or less status die, use your Max+Min dice; if the target has a d8 status die, use your Max die; and if the target has larger than a d8, use your Mid die.
A
Punish Weakness: Boost yourself using [power]. If there are any heroes with their Health in the Yellow zone, use your Mid+Min dice. If there are any heroes with their Health in the Red zone, use your Max+Mid+Min dice.
I
Thick: Reduce all damage dealt to you by 2.
Creator
R
Harvest their Power: When one of your minions is destroyed, roll its die and you recover that much Health.
R
Retributive Lash: When one of your minions is destroyed, roll its die and deal damage equal to that roll to another target.
A
Powerful Ally: Use [power/quality] to create a lieutenant of the same die size as your Max die.
A
Shared Power: Boost one of your minions using [power] and use your Max die. If it is your only minion, also Boost yourself using your Mid die. If not, Boost each of your other minions using your Min die.
A
Summon Mob: Use [power/quality] to create a number of minions equal to the value of your Max die. The starting die size for those minions is the same as the size of your Min die.
A
Swarm Attack: Attack using [power] and use your Max die, with a bonus equal to the number of minions you control.
Dampening
R
Capitalize on their Failure: When a nearby hero that you can see invokes a twist, roll your [power] die as a Hinder against them.
A
Curse of Weakness: Hinder using [power] and use your Max die; that penalty is persistent and exclusive. As long as that penalty is on the target, reduce their highest power die of your choice by one die size. Attack using your Mid die.
A
Field of Woe: Hinder multiple targets using [power]. While a hero has this penalty, reduce all their power dice by one size.
R
Nullifying Backlash: When Attacked by a hero with a penalty, ignore their damage and remove a penalty on that hero.
A
Scrambling Strike: Attack using [power]. Reduce all the target’s quality dice by one size until your next turn.
A
Terror of Inadequacy: Attack using [quality] and use your Max die. Hinder each opponent that can see or hear the target of your Attack using your Min die.
Disruptive
A
Beneficial Chaos: Hinder using [power]. Use your Max die. Recover using your Min+Mid dice.
A
Covering Fire: Hinder multiple targets using [quality]. You and any nearby allies Defend using your Max die.
A
Enraging Touch: Attack using [power]. Use your Max die. A target dealt damage this way Attacks an ally by rolling their single largest power die.
A
Heedless Explosion: Attack multiple targets using [quality]. Use your Min die. Hinder each target with your Max die. If one of those targets rolls doubles on their next turn, they take damage equal to the penalty.
R
Painful Disruption: When Attacked by a hero with a penalty, that hero takes damage equal to the size of that penalty.
R
Taste the Madness: Whenever a target takes a Hinder action against you, you may first roll your [power] die as a Hinder on them.
Focused
R
Elemental Absorption: When Attacked with [energy/element], recover that amount of Health instead of taking damage. When Hindered with [energy/element], Boost yourself instead.
A
Defensive Charging: Defend yourself using [power]. This Defend lasts until your next turn. If an Attack deals more damage than the Defend’s value, end the Defend and Attack the attacker equal to the Defend.
I
Perfect Alignment: Ignore all damage from [energy/element].
A
Pour it On: Attack one target using [power]. Use your Max die. That target cannot Defend or use reactions against this Attack. Attack multiple other nearby targets using your Min die.
R
Sympathetic Shield: Defend against an Attack against only you by rolling your single [power] die. Boost yourself by the damage reduced.
A
Vicious Entanglement: Hinder one target using [power]. Use your Max die. Attack that target using your Mid die.
Generalist
R
Bodyguard: When an ally is Attacked, Defend them by rolling your single [power] die. Boost yourself by that amount.
I
Dependable: Whenever you roll a 1 on a die, reroll that die once.
A
Heavy Hitter: Attack using [quality]. Use your Max die. Recover Health equal to your Min die.
A
Stalwart Combatant: Boost using [power]. Use your Max die. Defend with your Mid die.
I
Tough Customer: Reduce physical and energy damage dealt to you by 1 if the scene is in the Green zone, 2 in the Yellow zone, or 3 in the Red zone.
A
Wracking Aura: Hinder multiple nearby targets using [power]. Boost yourself using your Max die.
Leech
R
Hypnotic Gaze: When Attacked, Defend yourself by rolling your single [power] die. If this negates the Attack entirely, Hinder that target and Boost yourself with that same die roll.
A
Life Drain: Attack using [power/quality]. Use your Max die. Hinder that target with your Mid die. Recover Health equal to your Min die.
R
Power Consumption: When a bonus is used against you in an Attack or Hinder, you may first destroy that bonus. If you do, roll your single [power] die and Recover Health equal to the roll plus the destroyed bonus.
A
Siphoning Wither: Hinder using [power]. Use your Max+Min dice. Boost with your Mid die.
A
Unnerving Whispers: Hinder multiple targets using [power]. Recover Health equal to your Min die. If you roll doubles, also Attack one of those targets using your Max die.
A
Violent Vitality: Attack using [power]. Use your Max die. Boost with your Min die. This bonus is persistent and exclusive.
Mastermind
A
Contingencies upon Contingencies: Boost yourself using [quality] and use your Max die. Either make that bonus persistent and exclusive, or Boost yourself again using your Min+Mid dice.
R
If My Calculations Are Correct…: Take 1 irreducible damage to reroll your dice pool on your turn or the dice pool of a hero Attacking or Hindering you.
A
Exploit Weakness: Attack one hero using [quality]. Hinder all heroes using your Max die.
R
Reversal of Fortune: When Attacked, Boost yourself using the attacker’s Max die.
R
Prepared for Anything: At the start of your turn, if you have no bonuses in play, roll your single [quality] die as a Boost for yourself.
A
Villainous Monologue: Hinder all opponents that can see or hear you using [quality]. Boost yourself using your Max die.
Ninja
A
Deadly Blink: Attack multiple nearby targets using [quality]. Then, end up wherever you want in the scene.
R
Defensive Dash: When Attacked, Defend yourself by rolling for your single [quality] die. Boost yourself with the amount of damage reduced.
I
Fade From Sight: If you take an action on your turn that does not involve an Attack or Hinder, also use your Min die to Defend against all Attacks against you until your next turn.
A
Rising Winds, Crashing Waves: Attack using [quality], using your Max die against one target, Mid die against another, and Min die against any target.
A
Sever the Tendons: Attack using [quality]. Hinder that target using your Max+Min dice.
A
Shadow’s Blade: Attack using [quality] and use your Max die. Defend against all Attacks against you with your Mid die until the start of your next turn.
Overpowered
R
Do Not Dare to Touch Me: When Attacked, Defend yourself by rolling your single [power] die. Deal that much damage to a different nearby target.
A
Face My Full Might: Attack using [power]. Use your Max+Mid+Min dice. Hinder yourself using your Max die. Take damage equal to your Mid+Min dice.
A
Fear My Overwhelming Power: Hinder using [power] and use your Max die. Attack that target using your Mid+Min dice.
I
Raw Power: Whenever you roll a 1, reroll that die.
A
Rejoice, My Followers: Boost using [power]. Recover Health equal to your Max die. Each of your nearby allies Recovers Health equal to your Min die. Each of your nearby minions and lieutenants whose die sizes have degraded at all are increased one die size.
A
You Are Not Worthy of My Power: Attack multiple targets using [power] and use your Max die. Hinder each target using your Mid die.
Prideful
R
I Know Your Weakness: When a nearby hero rolls a 1 on one of their dice during their turn, roll your single [power/quality] die as an Attack against them.
A
I Will Deal With the Rest of You Later: Attack one target using [power/quality]. Use your Max+Min dice. Defend against all Attacks against you by all other targets until the start of your next turn with your Mid die.
A
My Greatness Cannot Be Denied: Attack one target using [power/quality] and use your Max+Min dice. If that Attack causes the target to change zones, Boost using your Mid die. That bonus is persistent and exclusive.
A
Sustained Mockery: Hinder using [power/quality]. Use your Max die. That penalty is persistent and exclusive.
I
Unquestionable Might: Reduce all damage dealt to you by 2.
R
You Cannot Survive: If an opponent ends their turn near you, you may roll your single [power] die as a Hinder against them.
Relentless
R
Dogged Pursuit: When an opponent moves away from you, you may follow them and roll your single status die as a Hinder against them.
A
Prey on the Weak: Attack and Hinder using [quality]. If the target has: a or less status die, use your Max+Min dice; a status die, use your Max die; larger than a , use your Mid die.
R
Repeated Punishment: After making an Attack action on your turn, use your Mid die to make another Attack against one target of the initial Attack.
I
Too Close for Comfort: Whenever a nearby opponent would Attack you, you may destroy a bonus on yourself or a penalty on that opponent to reduce the Attack by the value of the destroyed mod.
R
Twist the Knife: When one of your allies Attacks an opponent, roll your single [quality] die and add that amount of damage to the Attack.
A
Up in Your Face: Attack using [quality]. Use your Max die. If the target does not Attack you on their next turn, Hinder them using your Mid die.
Skilled
A
Best in the Biz: Hinder using [power]. Use your Min die. Boost yourself using your Max die.
R
Dodge and Weave: When Attacked, Defend yourself by rolling your single [quality] die. Deal that much damage to another target.
I
Consistently Capable: Whenever you gain a penalty, reduce the size of that penalty by 1.
A
Flexible Expertise: Take any basic action using your Max die. Recover Health equal to your Mid die.
A
Incomparable Inequity: Hinder using [quality] and use your Max+Min dice. This penalty is persistent and exclusive.
A
Misdirection: Hinder multiple targets using [quality] and use your Max die. If you roll doubles, also Attack each target with your Mid die.
Specialized
R
Active Cover: Defend against an Attack where you’re the only target by rolling your single [quality] die. One other nearby target takes an amount of damage equal to the damage reduced.
A
Cleaving Slash: Attack using [quality] against one target with your Max die, another with your Mid die, and a third with your Min die.
A
Focused Attack: Attack using [quality] and use your Max+Min dice. Defend yourself using your Mid die.
I
Known Target: Whenever you Attack a target that you have dealt damage to at least once already in this scene, gain a +1 persistent and exclusive bonus against that target.
A
Neutralizing Strike: Attack one target using [quality] and use your Max+Min dice. That target cannot Defend or use reactions against this attack.
A
Tangled Torment: Hinder one target using [quality] and use your Max die. Attack that target using your Mid die.
Tactician
A
Group Up: Attack using [quality] and use your Max die. Add 1 to the Attack for each other ally that Attacked that target since your last turn.
R
I’ll Back You Up: When a nearby ally makes an Attack, you may also Attack the same target by rolling your single [quality] die.
A
Joint Action: Make a basic action using [quality] and use your Max die. One nearby ally also makes that same basic action as their reaction.
A
Organized March: Boost using [quality] and use your Max die. That bonus applies to every ally’s action until the beginning of your next turn.
R
Try Again: Take 1 irreducible damage to reroll an ally’s dice pool.
I
Working Together: As long as you have at least 1 nearby ally, you may reroll all 1s on your dice.
Underpowered
I
Avoid the Inevitable: Whenever you would be reduced to 0 or fewer Health, prevent that damage and reduce all your power dice by one size. If this reduces any dice to below a , you are knocked out.
A
Do Not Underestimate Me: Attack using [power]. Use your Max+Mid dice. Take irreducible damage equal to your Min die. If you roll doubles, you cannot use this ability again for the rest of the scene.
A
I Can Do Anything: Boost using [quality]. Use your Max die. Hinder using your Mid die. Attack using your Min die.
R
Last Ditch Effort: When Attacked, Defend yourself by rolling your single [power] die. If your roll reduces the damage to exactly 0, Recover Health equal to the damage reduced, Boost using that amount, and Hinder the source of the Attack using that amount.
A
Luck? Or Genius?: Attack using [power]. If you roll doubles, add that value to your Attack. If you roll triples, add all three dice to your Attack.
A
Still a Threat: Attack multiple targets using [quality]. Defend against all Attacks against you until your next turn using your Min die.
Bruiser
R
Bring It On!: When Attacked, use the amount of damage taken by the Attack to Boost yourself.
I
Feel No Pain: Reduce damage taken by physical and energy sources by 1 while in the Green zone, 2 in the Yellow zone, and 3 in the Red zone.
A
Grin and Bear It: Defend using [quality] and use your Mid+Min dice. Recover Health equal to your Max die.
A
Lash Out: Attack using [power]. If you are Green status, use your Max die. If you are Yellow status, use the Max+Min dice. If you are Red status, use Max+Min against one target and Mid against another.
R
Living Wall: When a nearby ally would be Attacked, you may become the target of that Attack instead. You may use this reaction any number of times in a round by taking 1 irreducible damage for each time past the first.
A
Toss Hero: Attack using [power] and use your Max die. Either Hinder that target with your Mid die or Attack another nearby target with your Mid die.
Domain
I
Ascend From My Realm: Ignore damage from an environment source during the environment’s turn.
A
The Earth Trembles Around You: Roll any number of environment minion dice. Attack every target in the scene (other than yourself) with those dice. Remove those minions.
A
Power Heeds My Call in All Forms: Remove any number of environment-created bonuses. For each bonus removed, you may Attack one target using your Mid die, using a different bonus against each.
A
This Place is Mine to Command: Activate one of the environment’s twists in its current zone or one zone closer to red.
A
To Me, My Minions: Roll any number of environment minion dice and Recover that much Health. Remove those minions.
R
The World Moves to Defend Me: When Attacked, redirect the Attack to an environment minion.
Formidable
A
Channel Greatness: Boost using [power] and use your Max die. That bonus is persistent and exclusive. Also Attack with your Mid die.
A
Cleansing Elevation: Boost using [power] and use your Max+Min dice. Remove all penalties on yourself.
A
Expended Negation: Destroy one of your bonuses. Deal each opponent damage equal to the value of that bonus.
A
Share in your Glory: Boost yourself using [power] and use your Max die. Boost a nearby ally with your Mid die and Boost another nearby ally using your Min die.
A
Unrivalled Paragon: Take any basic action and use your Max die.
R
Untempered Grit: Ignore all penalties on you for your action. Take irreducible damage equal to the total of those penalties.
Fragile
A
Careless Smash: Attack using [power] and use your Max+Mid dice. Hinder yourself with your Min die.
R
Cheese It!: When Attacked, Defend yourself by rolling your single status die. If the damage is reduced to 0, you may move to anywhere else in the scene.
A
Dismantling Jab: Attack using [quality]. Then remove all bonuses from the target.
I
Escape Plan: Whenever your personal zone changes, you may immediately move elsewhere in the scene.
A
Shrouded Attack: Attack using [quality] and use your Max die. Defend against all Attacks against you with your Min die until the start of your next turn.
A
Versatile Strike: Attack using [quality] and use your Max die. If you are at full Health, this Attack deals irreducible damage and cannot be reacted to. If you are in the Green zone but not at full health, Defend yourself with your Min die. If you are in the Yellow zone, Boost yourself with your Min die. If you are in the Red zone, Recover Health equal to your Min die.
Guerrilla
A
Close Quarters Combat: Attack multiple close targets using [quality]. Hinder each target using your Min die.
I
Even Odds: At the start of your turn, gain a bonus equal to the number of opponents that Attacked you since your last turn.
A
Fighting Rhythm: Attack using [quality], using the Max die against one target, Mid die against a different target, and the Min die against a third target. If you Attack three different targets, the damage is irreducible.
A
Human Shield: Attack one target using [quality] and use your Max+Min dice. Defend against all Attacks made by targets other than that target with your Mid die until the start of your next turn. All Defended damage is dealt to the target of your Attack.
R
Malicious Deflection: Defend against an Attack by rolling your single status die. Deal that much damage to a different nearby target.
I
Tangled Fray: If you are outnumbered by nearby opponents, reduce all damage dealt to you by 2.
Indomitable
R
Absorb Energy: Defend by rolling your single status die. If that defense reduces the damage to 0, Boost using the amount of damage prevented.
A
Grab and Drag: Attack using [power]. Either Hinder that target using Max, or Defend yourself using Min and you and that target end up elsewhere in the scene.
I
Heavy Duty: Reduce damage dealt to you by 2.
A
Prepare for the Worst: Boost yourself using [quality] and use your Max die. That bonus is persistent and exclusive.
A
Suppressive Fire: Attack multiple targets using [quality]. Hinder those targets using your Min die.
A
Unflagging: Attack using [power] and use your Max die. Recover Health equal to your Min die.
Inhibitor
A
Area Suppression: Hinder using [power] against multiple targets and use your Max die. Attack one of those targets with your Mid die.
A
Overwhelming Syphon: Each hero loses Health equal to the total penalties on them. Recover the same amount of Health. Remove those penalties.
A
Targeted Drain: Hinder using [power] and use your Max+Mid dice, or use your Max die and make it persistent and exclusive.
A
Tethered Life: Hinder using [power]. That penalty is persistent and exclusive. As long as that penalty is in play, reduce damage dealt to you by 1 and whenever you are dealt damage, the target with this penalty takes 1 irreducible damage.
A
Twisted Fate: Select a nearby target. Either turn all bonuses on that target to equivalent penalties, or move a penalty from that target to another target that you can see.
R
Upper Handed Strike: When Attacked by someone with a penalty you created, Defend by rolling your single status die, and the attacker also suffers that much damage.
Inventor
I
Capable Creator: Whenever you create a bonus, increase that bonus by 1.
A
Cut Both Ways: Boost using [power]. Hinder with your Max die. Attack with your Min die.
A
Empowered Destruction: Attack using [power] and at least one bonus. Use your Max+Mid+Min dice and add all of your bonuses to it, destroying them.
A
Leverage Advantage: Attack using [power] and at least one bonus. If you have multiple bonuses, you may also Attack another target using the Min die and one other bonus, and may also Attack a third target using the Max die and a third bonus.
R
To Serve their Maker: Discard one of your bonuses to Defend against all Attacks against you until your next turn, using that bonus value as the Defend result.
A
Variable Creating: Boost using [power] and use your Max die, also Boost with your Mid die, and either make one of those bonuses persistent and exclusive or Attack with your Min die.
Legion
I
Uncoordinated Actions: Whenever multiple Legion minions all take the same action against the same target, you must roll all of their dice at the same time and use the lowest rolling die amongst them for each minion’s result on that action.
R
Divide and Conquer: When you would take physical damage, prevent that damage and create a minion with a die size equal to your current status die (including the newly made minion). You may use this reaction more than once a round, but each time you use this reaction after the first time, you take 1 irreducible damage.
I
Instability of Form: Whenever a Legion minion larger than a d4 rolls a save against physical damage, if its save is successful, it splits into two dice of one smaller size instead of being reduced a die size, and you take 1 irreducible damage. If it fails its save, the minion is only reduced one die size, rather than being destroyed.
A
Parts of the Whole: Roll your single status die. Deal yourself that much irreducible damage. Create that many d6 minions.
R
Returned Vitality: When one of your minions is destroyed, roll its die. You Recover that much Health.
A
Split Up: Add two minions of size equal to one die size lower than your current status.
A
Combine: Remove any number of Legion-controlled minions. Roll their dice and Recover that much Health.
Loner
A
Antisocial Behavior: Hinder multiple targets using [power/quality]. Recover Health equal to the number of targets Hindered this way.
A
Best on my Own: Attack using [power] and use your Max die. Recover Health equal to your Mid+Min dice.
R
Better Them than Me: When a non-minion ally in this scene is defeated, roll your single [quality] die as a Boost for yourself.
I
Singular Strength: As long as you have no nearby allies in the scene, increase all damage you deal by 1 and reduce all damage you take by 1.
A
Thin the Herd: Attack multiple targets using [power]. Hinder each target with your Max die.
R
Worst Case Response: When you would be Hindered or when an Attack would reduce you to 0 Health, reduce the penalty to -1 or reduce that damage to 1.
Overlord
A
By My Command: Boost using [quality] for all your minions until the start of your next turn.
R
Get Back in There!: Reroll any number of minion saves against the same Attack.
A
Give Me Your Strength: Roll all your minion dice and combine the result to Boost. Attack using [power] and use that bonus.
R
“Look Out, Boss!”: Redirect an Attack to one of your minions.
A
Rapid Deployment: Use [quality] to create a number of minions equal to the value of your Max die. The starting die size for those minions is the same as the size of your Min die.
A
Form Up: Attack using [power] and use your Max die. Defend against all Attacks against you until the start of your next turn using the number of your minions.
Predator
R
Surprise Trap: When Attacked, roll your single status die. Hinder the Attack using that result, and deal damage to the attacker equal to that penalty.
A
Hazardous Terrain: Hinder multiple targets using [power]. Use your Max die. Attack any target that gains a penalty this way that already had one penalty from you, using your Mid+Min dice.
I
Hidden Hunter: Double any bonuses or penalties of your choice involved with taking action against a target that is unaware of your presence or distracted from remembering that you’re still around.
A
Hunt the Weak: Attack using [quality]. Use your Max die. If the target has a penalty you created or is in the Red zone, use your Max+Mid dice instead.
A
Stealth Approach: Boost yourself using [quality]. Use your Max die. That bonus is persistent and exclusive. Defend using your Mid die against all Attacks until the start of your next turn.
A
Track my Prey: Hinder using [power]. Use your Max die. That penalty lasts until your next turn, and while that penalty lasts, that hero cannot use reactions and cannot benefit from Defend actions.
Squad
A
On My Mark: One ally makes a basic action now, using their Max die. They reroll all 1s they roll as part of this action.
I
My Allies are my Strength: Increase damage you deal by the number of nearby non-minion allies.
A
Press the Advantage: Attack using [quality] and use your Max die. If you choose that target to go next, they must Attack you on their turn if possible.
R
Protect My Allies: When another villain is Attacked, Defend against the Attack by rolling your single status die. Boost yourself using the amount of damage reduced.
A
Stay in Formation!: Boost using [quality]. Boost another target using your Max die, and use your Min die to Defend against all Attacks against you until your next turn.
A
Take Point: Attack using [quality]. Use your Max die. Defend all nearby allies with your Mid+Min dice until the start of your next turn.
Titan
A
Crush All Underfoot: Attack using [power] against multiple targets. Hinder those targets with your Min die.
A
Down the Hatch: Attack using [power] and use your Max die. The target can either be Hindered equal to your Max+Mid+Min dice, or be unable to take any other actions other than using an Overcome to attempt to escape.
R
Foolish Insect: When a hero takes a minor twist in the Titan’s challenge, in addition to the chosen twist, also roll your status die and deal that much damage to that hero.
I
You Are But Gnats to Me: Reduce all damage taken by 6 (if you have a d12 status die), 4 (if you have a d10 status die) or 2 (if you have a d8 or lower status die).
R
I Will Not be Defeated So Easily: When Attacked by a roll that includes doubles, remove one of the successes from the Titan’s challenge.
A
The Land Quakes Underfoot: Activate one of the environment’s twists in its current zone.
Mook Squad
A
Alert!: Replenish your minion squad up to the number of heroes.
Hardier Minions
A
Empower Minions: Choose one group of minions in the scene. Upgrade all their dice one size (maximum d12).
Group Fighter
I
Extra Attack: When you take an action that lets you make an Attack, also make an Attack using your Mid die.
Villainous Vehicle
I
Distance Attack: To attack this vehicle, the hero must make an Overcome action in order to get close enough to it.
I
Sturdy: When rolling a damage save, add 2 to the result.
R
Escape Plan: When the villain is Attacked, roll this vehicle’s die. If it rolls higher than the villain’s current Health, both the villain and the vehicle escape the scene.
A
Bombard: Attack all heroes with this vehicle’s roll. Use this ability only if the vehicle is below its starting die size or the scene is in the Red zone.
A
Minion Deployment: Add minions to an existing group equal to half (rounded down) the vehicle’s current die size. Those minions are of a size equal to the highest die size already existing in that group. If the vehicle has a bonus or penalty, adjust the number of minions created by that amount and then remove that mod.
I
Reliable: When this vehicle uses a [basic action] on its turn, roll twice and use the higher result.
A
Recovery: Roll the vehicle’s die. The villain Recovers that much Health.
Defense Shield
I
Defense Shield: You cannot be damaged by anyone except yourself until the defense shield is destroyed. The defense shield has 40 Health, or can be deactivated with three Overcome successes. If a hero takes a minor twist working on the shield, you can make an Attack as a reaction by rolling your single [power] die.
A
Reestablish Shield: Overcome using [power]. Use your Max die. On a success, remove one success from the deactivating challenge. Alternatively, instead of an Overcome, use the Max die to Recover that much of the defense shield’s Health. This ability cannot be used if the defense shield has been completely removed.
Calming Aura
I
Calming Aura: The heroes act as being in the Green zone for status die, access to abilities, and for the purposes of all abilities. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, you may use a reaction to Hinder them by rolling your single [power] die.
Power Dampening Field
I
Power Dampening Field: While the scene is in the Green zone, all heroes’ power dice at d8 or above are reduced one size. In the Yellow zone, all heroes’ power dice at or above d10 are reduced two die sizes. In the Red zone, all heroes’ power dice are treated as if they are d4. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a power entirely until this ability is removed.
Brainwashing Zone
I
Brainwashing Zone: While the scene is in the Green zone, all heroes’ quality dice at or above d8 are reduced one size. In the Yellow zone, all heroes’ quality dice at or above d10 are reduced two die sizes. In the Red zone, all heroes’ quality dice are treated as if they are d4. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a quality entirely until this ability is removed. If a hero is knocked out while this ability is active, you may create a new minion using the hero’s highest power die to represent the controlled version of that hero.
Annihilation
I
Master of Annihilation: If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome where a show of overwhelming force can solve the problem.
Behind the Curtain
I
Master Behind the Curtain: As long as you are not directly involved in the fray and are using your influence indirectly, automatically succeed at an Overcome to manipulate a situation.
Conquest
I
Master of Conquest: As long as you are in command of your own forces, automatically succeed at an Overcome involving seizing an area or capturing civilians.
Enforced Order
I
Master of Enforced Order: If you have complete control over your immediate surroundings, automatically succeed in an Overcome to organize rabble to accomplish a task.
Mad Science
I
Master of Mad Science: As long as you have access to materials, you can automatically succeed when Overcoming a challenge by using scientific principles and inventions.
Mercenary
I
Master Mercenary: If you have been given a contract to perform a specific task, automatically succeed at an Overcome in a situation where the difference is getting paid and not getting paid.
Mysticism
I
Master of Mysticism: If you have access to proper materials, automatically succeed at an Overcome in a situation involving harnessing magical forces.
Profitability
I
Master of Profitability: If you have access to great wealth and other resources, automatically succeed at an Overcome to leverage those resources to get even richer, no matter who else pays the price.
Superiority
I
Master of Superiority: As long as you are manifesting effects related to a power you have at d12, automatically succeed at an Overcome involving usage of those powers.
Total Chaos
I
Master of Total Chaos: If you are in a situation where everything is spiraling out of control, automatically succeed in an Overcome to accomplish a task by throwing out the rules.
The Unfathomable
I
Master of the Unfathomable: If you are in a situation involving eldritch and disturbing forces, automatically succeed at an Overcome to do the bidding of a being beyond human concerns.
Abilities
():
:
Personal Data
Alias
Costume/Equipment
Gender/Pronouns
Age
Height
Eyes
Hair
Skin
Build
Approach
Archetype
Health
+ x 5 =
Max Health (Base + H x 5)
Max =     =
Status Colors (if relevant)
Green -
Yellow -
Red -1
Challenges
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Action:
Resolution
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Minion Squad
 
()
Squad Library
Description
Ability
Tactics
Add Minions
Type
Die Size
Name
Team
Description
Ability
Second Ability
Tactics
Squad Library
(d )
Description
Ability
Tactics
Add Minions
Type
Die Size
Name
Team
Description
Ability
Second Ability
Tactics
Minion Squad
 
()


Individual Dice
Environment Dice
 
 
Environment Dice
 
 
Green
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Red
Minor Twists
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Minion Squad
 
()
Squad Library
Description
Ability
Tactics
Add Minions
Type
Die Size
Name
Team
Description
Ability
Second Ability
Tactics
Challenge Name:
Description:
Action:
Resolution
1st Component:
Component Name: :
2nd Component:
Component Name: :
3rd Component:
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Outcome:
If Triggered:
Action
Resolution
 
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Triggered
Scene Tracker
Green: Yellow: Red:
Announce:
Current scene status is the color of the leftmost unmarked space
Ready
Acted
Reserve
Individual Dice
Powers
Powers
Qualities
Qualities
Status
Green
Yellow
Red
Current Scene Status
Status
Green
Yellow
Red
Abilities Library
Accident
R
Ambush Awareness: If you haven’t yet acted in an action scene, you may Defend against an Attack by rolling your single [power] die.
R
Change in Circumstance: When you change personal zones, you may Boost by rolling your single [power] die.
I
Immunity: You do not take damage from [energy/element].
A
Area Alteration: [Boost or Hinder] any number of nearby targets using [power]. Use your Max die.
A
Inflict: Attack using [power]. Hinder that same target using your Min die.
R
Reflexive Burst: When your personal zone changes, Attack all close enemy targets by rolling your single [power] die.
Training
A
Always Be Prepared: Boost yourself using [power]. That bonus is persistent and exclusive. Then, Attack using your Min die. You may use the bonus you just created on that Attack.
A
Flowing Fight: Attack using [power]. Use your Mid die to Attack one extra target for each bonus you have. Apply a different bonus to each Attack.
R
Reactive Field: When you are attacked by a nearby enemy, the attacker also takes an equal amount of damage.
Genetic
A
Growth: Boost yourself using [quality]. That bonus is persistent and exclusive.
A
Rally: Attack using [quality]. Other nearby heroes in the Yellow or Red zone Recover equal to your Min die.
A
Adaptive: Boost yourself using [power], then either remove a penalty on yourself or Recover using your Min die.
A
Area Assault: Attack multiple targets using [power], using your Min die against each.
R
Danger Sense: When damaged by an environment target or a surprise Attack, Defend by rolling your single [power] die.
Experimentation
I
Overpower: Whenever you are Boosted, increase that bonus by +1. Then, if that bonus is +5 or higher, take damage equal to that bonus and remove it.
I
Unflagging: At the start of your turn, remove a penalty on yourself.
R
Misdirection: When a nearby hero in the Yellow or Red zone would take damage, Defend against that damage by rolling your single [power] die, then redirect any remaining damage to a nearby minion of your choice.
A
Personal Upgrade: Boost yourself using [power]. Use your Max die. That bonus is persistent and exclusive.
A
Throw Minion: Attack a minion using [power] The result of the minion’s save Attacks another target of your choice.
Mystical
A
Modification Wave: Boost or Hinder using [power], and apply that mod to multiple nearby targets.
R
Mystic Redirection: When another hero in the Yellow or Red zone would take damage, you may redirect it to yourself and Defend against it by rolling your single [power] die.
A
Sever Link: Overcome an environmental challenge using [power]. Use your Max die. Either remove any penalty in the scene or Boost equal to your Mid die.
Nature
A
Grasping Vines: Hinder using [power]. Use your Max die. You may split that penalty across multiple nearby targets.
A
Natural Weapon: Attack using [power]. Use your Max die.
A
Call to the Wild: Gain a d8 minion. It takes its turn before yours, but goes away at the end of the scene. You may only have one such minion at a time.
A
Predator’s Eye: Attack using [power]. Use your Max+Min dice. Then gain a Boost using your Mid die. The target of the Attack gains a bonus of the same size.
R
Wild Strength: When you defeat a minion, roll that minion’s die and Boost yourself using that roll to create a bonus for your next action.
Relic
A
Draw Power: Boost yourself using [power]. That bonus is persistent and exclusive.
I
Punishment: Whenever you Attack an enemy that has inflicted a penalty on you, treat that penalty as if it were a bonus for the purpose of that Attack.
A
Harvest Life Force: Attack using [power]. Use your Min die. Take damage equal to your Mid die, and one nearby ally Recovers Health equal to your Max die.
R
Magical Shield: When another hero in the Yellow or Red zone would take damage, you may Defend them by rolling your single [power] die.
A
Momentary Power: Boost yourself using [power]. Use your Max die. Hinder a nearby opponent with your Min die.
A
Relic Drain: Hinder using [power]. Also Recover Health equal to your Min die.
Powered Suit
I
Damage Reduction: Reduce [physical or energy] damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
I
Diagnostic Subroutine: Whenever your status changes due to a change in your current Health, you may remove a penalty on yourself.
R
Energy Converter: When you take damage from [element/energy], treat the amount of damage you take as a Boost action for yourself.
A
Explosive Attack: Attack up to three different targets using [power]. Apply your Max die to one, your Mid die to another, and your Min die to the third. If you roll doubles, take a minor twist or take irreducible damage equal to that die.
A
Onboard Upgrade: Boost yourself using Power Suit. Use your Min+Mid dice. That bonus is persistent and exclusive.
Radiation
I
Charged Up: Whenever you roll a 1 on one or more dice, you may reroll those dice. You must accept the result of the reroll.
A
Dangerous Lash: Attack multiple targets using [power], applying your Min die to each. If you roll doubles, also attack an ally using your Mid die.
R
Radioactive Aura: When a new target enters the scene close to you, you may Attack it by rolling your single [power] die.
A
Radioactive Recharge: Boost yourself using [power]. Then, either remove a penalty on yourself or Recover using your Min die.
R
Unstable Reaction: After rolling during your turn, you may take 1 irreducible damage to reroll your entire dice pool.
A
Wither: Attack using [power]. Hinder that target using your Max die.
Tech Upgrades
A
Indiscriminate Fabrication: Boost using [power], assigning your Min, Mid, and Max dice to 3 different bonuses, one of which must be given to an enemy.
A
Organi-Hack: Attack a target using [power]. Hinder that target with your Min die.
A
Energy Burst: Attack multiple targets using [power], using your Min die against each.
A
Recharge: Boost yourself using [power]. Then, either remove a penalty on yourself or Recover using your Min die.
R
Tactical Analysis: When Attacked, treat the amount of damage you take as a Boost action for yourself.
I
Techno-Absorb: When you would take damage from [element/energy], you may Recover that amount of Health instead.
Supernatural
A
Area Healing: Boost an ally using [power]. You and nearby heroes in the Yellow and Red zones Recover Health equal to your Min die.
A
Mass Modification: Boost or Hinder using [power], and apply that mod to multiple close targets.
A
Personal Upgrade: Boost yourself using [power]. Use your Max die. That bonus is persistent and exclusive.
R
Reach through Veil: When a nearby ally would take damage, Defend that ally by rolling your single status die, and move them elsewhere in the same scene.
Artificial Being
I
Created Form: Reduce physical damage to yourself by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
I
Intentionality: Whenever you roll a 1 on one or more dice, you may reroll those dice. You must accept the result of the reroll.
I
Created Immunity: When you would take damage from [element/energy], you may Recover that amount of Health instead.
A
Multiple Assault: Attack using [power] against multiple targets, using your Min die against each.
R
Recalculating...: After rolling during your turn, you may take 1 irreducible damage to reroll your entire dice pool.
Cursed
I
Double Edged Luck: Whenever you roll a 1 on one or more dice, you may reroll those dice. You must accept the result of the reroll.
I
Extremes: Whenever you roll a die’s max value, treat that value as 1 higher. When you roll a 1 on a die, treat that die as if it had rolled a 0.
I
Attunement: When you would take damage from [element/energy], you may Recover that amount of Health instead.
A
Costly Strength: Boost all nearby allies using [power]. Use your Max+Mid dice. Hinder yourself with your Min die.
A
Cursed Resolve: Boost yourself using [power]. Then, either remove a penalty on yourself or Recover using your Min die.
Alien
A
Alien Boost: Boost all nearby allies using [power]. Use your Max+Mid dice. Hinder yourself with your Min die.
A
Empower and Repair: Boost, Hinder, Defend, or Attack using [power]. You and all nearby heroes in the Yellow or Red zone Recover Health equal to your Min die.
R
Halt: When you are Attacked at close range, Defend yourself by rolling your single [power] die.
Genius
R
A Plan For Everything: When you are attacked, first roll your single [power] die. Defend yourself with that roll. Then, Boost yourself using that roll.
A
Expanded Mind: Boost yourself using [power]. Use your Max die. That bonus is persistent and exclusive. Then Attack using your Min die.
A
Overwhelming Vision: Attack using [power]. Then, if the target of the Attack survived, also Attack that target with your Max die. Otherwise, Recover an amount of Health equal to your Min die.
Cosmos
I
Cosmic Ray Absorption: If you would take damage from [element/energy you have a related power for], instead reduce that damage to 0 and Recover that amount of Health.
A
Encourage: Attack using [power]. Boost all nearby heroes taking Attack or Overcome actions using your Min die until your next turn.
A
Mass Effect: Boost or Hinder using [power] and apply that mod to multiple close targets.
Extradimensional
A
Attune: Boost yourself using [power]. That bonus is persistent and exclusive. Damage dealt using that bonus is all [energy/element].
R
Extrasensory Awareness: When you would take damage that would change your zone, Defend against that damage by rolling your single [quality] die.
R
Absorb Essence: When you defeat a minion, roll that minion’s die and Boost yourself using that roll.
A
Aura of Pain: Attack multiple targets using [power]. Then, take irreducible damage equal to the number of targets hit.
A
Bizarre Strike: Attack using [power]. Use your Max die. Hinder that target with your Mid die. Hinder yourself with your Min die.
Unknown
A
Brainstorm: Attack using [power]. Hit one target using your Min die, another target with your Mid die, and Boost using your Max die.
A
Strange Enhancement: Boost all nearby allies using [power] using your Max+Mid dice. Hinder yourself with your Min die.
R
Volatile Creations: When one of your bonuses, penalties, or other creation of your powers is destroyed, deal a target damage equal to the roll of your [power] die.
Higher Power
I
Resilience: At the start of your turn, remove any -1 penalties on you.
R
Twist Reality: After rolling during your turn, you may take 1 irreducible damage to reroll your entire dice pool.
R
Command Power: When you take damage from [elemental/energy], you may deal that much damage to another target.
A
Dangerous Explosion: Attack multiple targets using [power]. Use your Mid die. Hinder all targets damaged by this ability with your Min die. Hinder yourself with your Max die.
A
Embolden: Attack using [power], and Boost all nearby heroes taking [choose two basic actions] using your Min die until your next turn.
A
Resolve: Boost yourself using [power], then remove a penalty on yourself or Recover using your Min die.
The Multiverse
A
Dread Pallor: Hinder multiple targets using [power]. Use your Mid die for one and your Min die for the rest.
A
Power From Beyond: Boost yourself using [power]. Use your Max die. That bonus is persistent and exclusive. Then, Attack using your Min die.
A
Reality Scorned: Attack using [power]. If your target survived, Hinder them using your Max die.
R
Respond In Kind: When you are hit with an Attack at close range, the attacker also takes damage equal to their effect die.
Speedster
A
Always on the Move: Attack using [power/quality]. Defend yourself using your Min die.
A
Fast Fingers: Boost or Hinder using [power]. Use your Max die. If you roll doubles, you may also Attack using your Mid die.
A
Non-stop Assault: Attack multiple targets using [quality]. Use your Min die. Hinder each target equal to your Mid die.
A
Blinding Strike: Attack multiple targets using [quality]. Hinder each target equal to your Min die.
A
Flurry of Fists: Attack using [quality]. Use your Max die. If you roll doubles, use Max+Min instead.
A
Speedy Analysis: Boost multiple targets using [power]. Use your Max die.
A
Supersonic Streak: Attack multiple targets using [power]. Use your Max die against one target, and your Mid die against each other target. If you roll doubles, take irreducible damage equal to your Mid die.
Shadow
A
Sabotage: Attack using [power/quality]. Remove one physical bonus or penalty, Hinder a target using your Min die, or maneuver to a new location in your environment.
A
Shadowy Figure: Attack using [power/quality]. Defend using your Min die against all Attacks until your next turn.
R
Untouchable: When you would be dealt damage, roll a d4 while in the Green zone, d6 while in the Yellow, or d8 while in Red. Reduce the damage you take by the value rolled. Attack another target with that roll.
R
Diversion: When you would take damage, Defend against that damage by rolling your single [power/quality] die.
A
Overcome From the Darkness: Attack or Overcome using [power/quality]. Boost yourself using your Min die.
Physical Powerhouse
I
Damage Resistant: Reduce any physical or energy damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
A
Frontline Fighting: Attack using [power/quality]. The target of that Attack must take an Attack action against you as its next turn, if possible.
A
Galvanize: Boost using [power/quality]. Apply that bonus to all hero Attack and Overcome actions until the start of your next turn.
A
Power Strike: Attack using [power/quality] and use your Max die.
R
Strength in Victory: When you eliminate a minion with an Attack using [power/ quality], Recover Health equal to your Min die
Marksman
A
Dual Wielder: Attack two different targets using [power/quality], one target using your Mid die and the other your Min die.
A
Load: Boost using [power/quality] to create one bonus using your Max die and another using your Mid die.
A
Precise Shot: Attack using [power/quality]. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions.
A
Sniper Aim: Boost yourself using [power/quality]. Use your Max+Min dice. This bonus can only be used against one chosen target, and is persistent & exclusive against that target until it leaves the scene.
A
Spin & Shoot: Attack using [power/quality]. Defend using your Min die.
A
Called Shot: Attack using [quality]. Boost another hero using your Max die.
A
Exploding Ammo: Attack or Overcome using [quality] on an environmental target, using your Max+Min dice. If you roll doubles, take a minor twist.
R
Hair Trigger Reflexes: When a new target enters close range, Attack that target by rolling your single [quality] die.
A
Ricochet: Attack using [quality]. Use your Max die. If you roll doubles, use Max+Min instead.
Blaster
A
Danger Zone: Attack multiple targets using [power]. Use your Min die against each.
A
Disabling Blast: Attack using [power]. Hinder using your Min die.
A
Exploit Vulnerability: Attack using [power]. If you Attacked or Hindered that target in your previous turn, use your Max die in this Attack.
A
Precise Hit: Attack using [power]. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions.
I
Energy Immunity: If you would take damage from [element/energy you have a related power for], instead reduce that damage to 0 and Recover that amount of Health.
A
Heedless Blast: Attack multiple targets using [power]. Use your Mid die against each target. Take irreducible damage equal to your Mid die.
A
Imbue with Element: Attack using [power]. Use your Max die. If you choose another hero to go next, Boost that hero using your Mid die.
Close Quarters Combatant
A
Defensive Strike: Defend using [power/quality]. Attack using your Min die.
A
Dual Strike: Attack one target using [power/quality]. Attack a second target using your Min die.
A
Flexible Stance: Take any two basic actions using [power/quality], each using your Min die.
A
Offensive Strike: Attack using [power/quality]. Use your Max die.
A
Precise Strike: Attack using [power/quality]. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions.
A
Throw Minion: Attack a minion using [power/quality]. Whatever that minion rolls as defense Attacks another target of your choice.
Armored
I
Armored: Reduce any physical or energy damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
R
Deflect: When you would be dealt damage, you may deal damage to a nearby target equal to the amount reduced by your Armored ability.
A
Dual Offense: Attack using [power]. Attack a second target with your Min die.
A
Living Bulwark: Attack using [power]. Defend another target with your Min die.
A
Repair: Attack using [power]. Recover Health equal to your Min die.
A
Unstoppable Charge: Attack using [power/quality]. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions.
Flyer
A
Aerial Bombardment: Attack up to three targets using [power/quality]. Apply your Min die to each of them.
A
Aerial Surveillance: Boost using [power/quality]. Apply that bonus to all hero Attack and Overcome actions until the start of your next turn.
R
Barrel Roll: When you are Attacked while Flying, you may Defend yourself by rolling your single [power/quality] die.
A
Dive & Drop: Attack a minion using [power]. Use whatever that minion rolls for its save as an Attack against another target of your choice.
A
Sonic Boom: Hinder multiple targets using [power]. Apply your Min die to each of them.
A
Strike & Swoop: Attack using [power/quality]. Defend against all Attacks against you using your Min die until your next turn.
Elemental Manipulator
A
Backlash: Attack using [power]. Use your Max die. Take damage equal to your Min die.
A
Energy Conversion: Defend using [power]. Use your Max die. Boost using your Min die.
A
External Combustion: Attack up to two targets using [power]. Also take an amount of damage equal to your Mid die.
A
Focused Apparatus: Hinder using [power]. Attack using your Min die. If you are in the Red zone, you may apply the penalty to any number of nearby targets.
A
Damage Spike: Attack using [power]. Use your Max+Min dice. Take damage equal to your Mid die.
I
Energy Alignment: If you would take damage from [element/energy you have a related power for], reduce that damage to 0 and Recover that amount of Health instead.
I
Energy Redirection: Whenever you take damage from [element/energy you have a related power for], you may also inflict that much damage on another target.
A
Live Dangerously: Attack multiple targets using [power]. Take damage equal to your Max die.
Robot/Cyborg
A
Adaptive Programming: Boost yourself using [power], and Defend with your Min die.
A
Living Arsenal: Attack using [power] with a bonus equal to the number of bonuses you currently have.
I
Metal Skin: Reduce the amount of physical damage taken by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
A
Self-Improvement: Boost yourself using [power]. That bonus is persistent and exclusive.
A
Something for Everyone: Attack using [power]. Use your Mid die to Attack one extra target for each bonus you have. Apply a different bonus to each Attack.
Sorcerer
A
Banish: Hinder using [power] . Use your Max die. If you roll doubles, also Attack using your Mid die.
A
Energy Jaunt: Attack multiple targets using [power], applying your Min die against each.
A
Powerful Blast: Attack using [power] and use your Max die.
A
Subdue: Attack using [power]. Hinder the same target using your Min die.
A
Cords of Magic: Destroy all bonuses and penalties on a target. Then, Hinder that target using [power], using your Max die.
A
Field of Energy: Attack multiple targets near each other using [power].
A
Living Bomb: Destroy one d6 or d8 minion. Roll that minion’s die as an Attack against another target.
Psychic
A
Psychic Assault: Attack using [Psychic power]. Hinder the target using your Min die.
A
Psychic Coordination: Boost using [Psychic power]. Apply that bonus to all hero Attack and Overcome actions until the start of your next turn.
R
Psychic Insight: After rolling during your turn, you may take 1 irreducible damage to reroll your entire dice pool.
A
Astral Projection: Overcome using Remote Viewing and use your Max+Min dice. You do not have to be physically present in the area you are Overcoming.
R
Illusionary Double: When you are Attacked, Defend by rolling your single Illusions die.
A
Minion Suggestion: Attack a minion using Suggestion. If that minion would be taken out, you control its next action, and then it is removed. Otherwise, Hinder it using your Min die.
R
Postcognitive Understanding: After an enemy rolls dice to take an action for their turn but before using the result, Hinder that enemy’s roll using your single Postcognition die.
R
Precognitive Alteration: After an ally rolls dice to take an action for their turn but before using the result, Boost that ally’s roll using your single Precognition die.
A
Psychic Analysis: Boost yourself using [Mental quality]. Either use your Max die, or use your Mid die and make it persistent.
A
Swarm: Attack multiple targets using Animal Control and use your Min die.
A
Telekinetic Assault: Attack using Telekinesis. Either Attack one target and use your Max die, or two targets and use your Mid die against one and your Min die against another.
A
Telepathic Whammy: Attack using Telepathy and use your Max die. Hinder the target with a persistent penalty using your Min die.
Transporter
A
Displacement Assault: Attack using [power]. Either Hinder your target with your Min die or move them somewhere else in the scene.
A
Hit & Run: Attack using [power]. Defend against all Attacks against you using your Min die until your next turn.
A
Mobile Assist: Boost another hero using [power]. Attack using your Min die.
R
Mobile Dodge: When you are hit with an Attack, you may take 1 irreducible damage to have the attacker reroll their dice pool.
A
Run Down: Attack multiple targets using [power]. Use your Min die against each.
Minion-Maker
A
Make Minion: Create a minion using [power]. Reference the minion chart to see what size of minion it is. Choose whether it can Attack, Defend, Boost, Hinder, or Overcome. It acts on the start of your turn. You can only use this ability in a situation conducive to how you create minions.
A
Power Up: Boost another hero or one of your minions using [power]. Either use your Max die, or use your Mid die and make that bonus persistent.
R
Minion Formation: Reduce any damage you take by the number of minions you have. Whenver damage is reduced this way, reduce the size of one of your minions.
A
Rapid Deployment: Create a minion using [power]. Use your Min die. Choose which basic action it can perform. It acts now and at the start of your turns.
A
Upgrade Minion: Boost one of your minions using [power]. You may also upgrade that minion to your Max die size, replacing its minion form.
A
Construction Focus: Create two minions using [power], one with your Max die and one with your Mid die. Choose which one basic action each of them can perform. They act on the start of your turn.
R
Sacrifice: When you are Attacked, redirect the Attack to one of your nearby minions.
A
Swarm Combat: Attack using [power]. Use your Max die plus a bonus equal to the number of minions you have.
Wild Card
A
Gimmick: Boost or Hinder using [power]. Use your Max die. If you roll doubles, you may also Attack using your Mid die.
A
Multitask: Take any two different basic actions using [power/quality], each using your Min die.
R
Surprise Results: After rolling your dice pool for the turn, you may take 1 irreducible damage to reroll your entire pool.
A
Unknown Results: Take any basic action using [power]. Then roll a d6. On 1, Boost with your Min die. On 2, Hinder with your Min die. On 3, Defend with your Min die. On 4, lose Health equal to your Min die. On 5, your basic action uses your Max die. On 6, your basic action uses your Min die.
R
Break the 4th: You may uncheck a checked off collection on your hero sheet.
A
Danger!: Attack multiple targets using [power]. If you roll doubles, one nearby ally is also hit with the Attack
R
Expect the Unexpected: Apply a bonus after rolling your action, instead of before.
A
Imitation: Use a Green action ability of a nearby ally (using the same size power/quality die they would use.)
A
Turn the Tables: Change any bonus into a penalty of equal size or vice versa.
Form-Changer
A
Change Forms: Take a basic action using [Self Control power], then switch to any available form.
A
Clever Form: Boost or Overcome using [power]. Use your Max die.
A
Form Recovery: Attack using [Self Control power] and Recover Health equal to your Min die. Return to your base form.
A
Minuscule Form: Defend using [power]. Use your Max die. Remove all penalties on you.
A
Strong Form: Attack using [power]. Use your Max die.
A
Surprise Shift: Attack using [Self Control power] and use your Max die. Then change to any available form.
I
Tough Form: Reduce any physical or energy damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
A
Tricky Form: Boost or Hinder using [power]. Use your Max die.
R
Weird Form: When an opponent would Attack you in close combat while in this form, you may Attack or Hinder them first by rolling your single [power] die.
A
Agile Form: Attack using [power]. Defend against all attacks until your next turn with your Min die.
A
Regenerating Form: Boost using [power]. Recover Health equal to your Min die.
A
Speedy Form: Hinder multiple targets using [power].
A
Towering Form: Attack multiple targets using [power].
R
Emergency Change: When hit with an Attack, change to any form before resolving the Attack. Take a minor twist.
Gadgeteer
R
Analyze Probabilities: After rolling your dice pool, you may take 1 irreducible damage to reroll your dice pool.
A
Analyze Weakness: Hinder using [power]. Use your Max die, or use your Mid die and make it persistent and exclusive.
A
Equip: Boost using [power]. Make one bonus for one ally using your Mid die and another for another ally using your Min die.
A
Helpful Invention: Boost using [power]. Use your Max die, or use your Mid die and make it persistent and exclusive.
R
Helpful Analysis: One nearby ally may reroll their dice pool. You lose Health equal to the Min die of the new roll.
A
Snap Decision: Boost yourself using [power]. Use your Max+Min dice. Then Attack using your Mid die with that bonus.
A
Turn the Tables: Change any bonus into a penalty of equal size or vice versa.
Reality Shaper
A
Negative Likelihood: Hinder using [power]. That penalty is persistent and exclusive.
R
Not Quite Right: After a dice pool is rolled, adjust one die up or down one value on the die.
A
Probability Insight: Boost using [power]. Use your Max die. If you roll doubles, you may also Attack using your Mid die.
A
Warp Space: Attack using [power]. You may move the target of that Attack anywhere else nearby. If the target goes next, you decide who takes the next turn after that.
R
Alternate Outcome: When a nearby enemy rolls their dice pool for the turn, you may lose 1 Health to reroll their entire pool.
R
Helpful Analysis: One nearby ally may reroll their dice pool. You lose Health equal to the Min die of the new roll.
R
Never Happened: When a nearby enemy would create a bonus or penalty, you may remove it immediately.
R
Retroactive Rewrite: You may apply a bonus to a roll after rolling instead of before.
Divided
A
Device Transform: If you have access to your device, change from your civilian form to your heroic form, or vice versa. After your transformation, take a basic action using your Min die. if you have any penalties that separate you from your device or otherwise inhibit you having full access to your device, you cannot use this ability.
I
Divided Psyche: While you are in your civilian form, use two qualities instead of a power and a quality. While in your heroic form, use two powers instead of a power and a quality. (Use your status in both cases.) You cannot use abilities related to a power or quality you don’t have access to.
A
Merge: If you have access to a willing compatible person to enable your transform, change from your civilian form to your heroic form, or vice versa. After you transformation, take a basic action using your Min die. If you have any penalties that separate you from that person, you cannot use this ability.
A
Possess Object: Overcome using [a quality gained from your archetype]. On a success, merge with an item and then use your Min die to take a basic action.
A
Possess Person: Attack using [a power gained from your archetype]. If you incapacitate the target and change forms, you may use your Min die as a bonus to your next action. Alternatively, you may possess a willing target for no bonus.
I
Split Form: Choose two powers and two qualities that you always have access to in either form. You must divide up the remainder of your powers and qualities between your civilian and heroic forms, so they are only usable within those forms. You cannot use abilities related to a power or quality you don’t have access to. In the next step, when you create a roleplaying quality, you will have access to that in either form.
A
Transform: Change from your civilian form to your heroic form, or vice versa.
A/I
Uncontrolled Transform: The first time you take damage or change zones in a scene, you must change from your civilian form to your heroic form. You can also transform by taking an action and taking damage equal to a roll of your current status die. After an action scene, you change back to your civilian form.
Modular
A
Debilitator: Hinder all nearby opponents using [power]. If you roll doubles, take damage equal to your Max die, and then you may also Attack all nearby opponents with your Min die.
A
Improvement: Boost yourself using [power]. Create one bonus using your Max die and one bonus using your Mid die. These bonuses are persistent and exclusive.
A
Scout: Overcome using [power]. Defend yourself with your Max die. Then, you may end up anywhere in the current scene.
A
Switch: Boost yourself using [power/quality]. Then change modes.
A
Analysis: Hinder or use one of your principles to Overcome using [power]. Use your Max+Min dice.
A
Bombardment: Defend yourself using [power]. You may Attack one target with your Max die.
A
Quick Switch: Destroy one bonus on you. Change modes, then take an action in the new mode.
A
Regeneration: Defend using [power]. Use your Max die. Recover Health equal to your Min die.
A
Skirmish: Attack one target using [power]. Attack a different target with your Min die. At the end of your turn, you may change modes.
A
Stalwart: Defend yourself and all nearby allies using [power] against each Attack until the beginning of your next turn.
I
Destroyer: Whenever you take a basic Attack action, either use your Max+Min dice to Attack one target, or Attack two different targets, one using your Max die and one using your Mid die.
R
Emergency Switch: When you are hit with an Attack, you may change to any mode. If you do, take extra damage equal to the Min die or take a minor twist.
A
Hunter/Killer: Move to any target in this scene and Hinder that target using [power]. Then, Attack that target using your Max+Min dice.
R
Shield: When you are attacked, you may Defend against the Attack by rolling your single [power] die. If you reduce the damage to 0 or less, you may also Hinder the source of the damage with the result of the die you rolled.
Alluring
Alluring: Boost an ally by rolling your single [power] die.
Analytical
Analytical: Remove a bonus or penalty of your choice.
Apathetic
Apathetic: Remove a bonus or penalty of your choice.
Arrogant
Arrogant: Hinder an opponent by rolling your single [power] die.
Cheerful
Cheerful: Boost an ally by rolling your single [power] die.
Decisive
Decisive: Boost an ally by rolling your single [power] die.
Distant
Distant: Boost an ally by rolling your single Red status die
Fast Talking
Fast Talking: Hinder a minion or lieutenant by rolling your single [quality] die, and increase that penalty by -1.
Impulsive
Impulsive: The hero who goes directly after you may take 1 damage to reroll their dice pool.
Inquisitive
Inquisitive: Choose an ally. Until your next turn, that ally may reroll one of their dice by using a Reaction.
Jaded
Jaded: Remove a bonus or penalty of your choice.
Jovial
Jovial: Defend an ally by rolling your single [quality] die.
Lone Wolf
Lone Wolf: Boost an ally by rolling your single [quality] die.
Mischievous
Mischievous: Hinder an opponent by rolling your single [power] die.
Naive
Naive: Hinder an opponent by rolling your single [power] die.
Natural Leader
Natural Leader: Boost an ally by rolling your single [quality] die.
Nurturing
Nurturing: Boost an ally by rolling your single [quality] die.
Sarcastic
Sarcastic: Hinder an opponent by rolling your single [quality] die.
Stalwart
Stalwart: Defend an ally by rolling your single [power] die.
Stoic
Stoic: Defend an ally by rolling your single [quality] die.
Athletic Powers
A
Major Regeneration: Hinder yourself using Vitality. Use your Min die. Recover health equal to your Max+Mid dice.
A
Paragon Feat: Overcome using [power] in a situation that requires you to be more than humanly capable, like an extreme feat of strength or speed. Use your Max+Min dice. Boost all nearby allies with your Mid die.
I
Push Your Limits: You have no limit on amount of Reactions you can take. Each time you use a Reaction after the first one each turn, take 1 irreducible damage or take a minor twist.
R
Reactive Strike: When you are Attacked and dealt damage, you may Attack the source of that damage by rolling your single [power] die, plus the amount of damage you take.
Elemental/Energy Powers
A
Charged Up Blast: Attack using [power] and at least one bonus. Use your Max+Mid+Min dice. Destroy all of your bonuses, adding each of them to this Attack first, even if they are exclusive.
A
Eruption: Attack up to three targets, one of which must be you, using [power]. Assign your Min, Mid, and Max dice as you choose among those targets.
I
Improved Immunity: If you would take damage from [element/energy], ignore that damage and Recover that amount instead. Use the value of the damage to Boost yourself.
A
Powerful Strike: Attack using [power]. Use your Max+Mid dice.
A
Purification: Remove all bonuses and penalties from the scene. You cannot use this ability again this scene.
A
Summoned Allies: Use [power] to create a number of d6 minions equal to your Mid die. Choose the one same basic action that they each perform. They all act at the start of your turn.
Hallmark Powers
A
Charged Up Blast: Attack using [Signature Weaponry] and at least one bonus. Use your Max+Mid+Min dice. Destroy all of your bonuses, adding each of them to this Attack first, even if they are exclusive.
A
Quick Exit: Attack using [Signature Vehicle]. Use your Max die. Hinder each nearby opponent with your Mid die. After using this ability, you and up to 2 allies may end up anywhere in the scene, even outside of the action.
A
Sacrificial Ram: Attack up to three nearby targets using [Signature Vehicle]. Use your Max+Mid dice against each of them. You cannot use your Signature Vehicle power for the rest of this scene and until it is recovered/repaired.
A
Ultimate Weaponry: Boost yourself using [power]. Use your Max die. That bonus is persistent and exclusive. Attack using your Mid die plus that bonus.
Information Qualities
A
Critical Eye: Select a target. Boost using [quality]. Use your Max+Mid+Min dice. That bonus must be used against that target before the end of your next turn, or it is wasted.
A
Discern Weakness: Remove a bonus on a target. Hinder that target using [quality]. Use your Max die, and that penalty is persistent and exclusive.
I
Reliable Aptitude: When taking any action using [quality], you may reroll your Min die before determining effects.
A
Specialized Info: Overcome using [quality]. Use your Max+Min dice.
Intellectual Powers
R
Calculated Dodge: You may take 1 irreducible damage to reroll the dice pool of a target that is Attacking or Hindering you.
A
Give Time: Boost another hero using [power]. If that hero has already acted for the turn, use your Max die, and that hero loses Health equal to your Min die. That hero acts next in the turn order.
I
Reliable Aptitude: When taking any action using [power], you may reroll your Min die before determining effects.
A
Unerring Strike: Attack using [power]. Use your Max+Min dice. Ignore all penalties on this attack, ignore any Defend actions, and it cannot be affected by Reactions.
Materials Powers
A
Field of Hazards: Hinder any number of targets in the scene using [power]. Use your Max+Min dice. If you roll doubles, also Attack each target using your Mid die.
A
Impenetrable Defense: Defend using [power] against all Attacks against you until your next turn using your Max+Mid dice.
R
Like the Wind: When you are Attacked and dealt damage, you may ignore that damage completely. If you do, treat the value of the damage as a Hinder action against you instead.
A
Powerful Strike: Attack using [power]. Use your Max+Mid dice.
A
Summoned Allies: Use [power] to create a number of d6 minions equal to your Mid die. Choose the one same basic action that they each perform. They all act at the start of your turn.
Mental Qualities
R
Aware Response: After an opponent Attacks or Hinders you or a nearby ally, Attack the opponent by rolling your single [quality] die.
A
Canny Awareness: Overcome using [quality]. Use your Max+Min dice. Hinder all nearby opponents with your Mid die.
A
Considered Planning: Boost using [quality] and use your Max die. Defend against all Attacks against you using your Mid die until your next turn. Note your Min die result: as a Reaction, until your next turn, you may Hinder an attacker using that result.
A
Final Wrath: Attack using [quality]. Use your Max+Mid+Min dice. Take a major twist.
I
Harmony: As long as you have at least one bonus created from [quality], treat [power] as one size higher (max d12).
A
Purification: Remove all bonuses and penalties from the scene. You cannot use this ability again this scene.
Mobility Powers
R
Calculated Dodge: You may take 1 irreducible damage to reroll the dice pool of a target that is Attacking or Hindering you.
R
Heroic Interruption: When an Attack deals damage to a nearby hero in the Red zone, you may take d6 irreducible damage to redirect that Attack to a target of your choice, other than the source of the Attack.
R
Intercession: When multiple nearby heroes are Attacked, you may take all the damage instead. If you do, roll your [power] die + Red zone die and Defend against the Attack by the total.
A
Take Down: Attack using [power]. Use your Max die. Then, Hinder that target using your Mid+Min dice.
A
Untouchable Movement: Boost yourself using [power]. Use your Max+Min dice. Then, you may end up anywhere else in the scene, avoiding any dangers between your starting and ending locations.
Physical Qualities
A
Book It: Hinder any number of close targets using [quality]. Use your Max die. End your turn elsewhere in the scene.
I
Endurance Fighting: Whenever you Attack a target with an action, you may also Hinder that target with your Min die.
A
Finishing Blow: Attack using [quality]. Use your Max die. Remove any number of penalties from the target. Add your Min die to the Attack each time you remove a penalty.
R
Reactive Defense: When an opponent Attacks, you may become the target of that Attack and Defend by rolling your single [quality] die.
Psychic Powers
A
Dangerous Hinder: Hinder using [power]. Use your Max+Mid dice. If you roll doubles, also Attack the target using your Mid+Min dice and take damage equal to your Min die.
A
Dire Control: Select a minion. That minion is now entirely under your control and acts at the start of your turn. If you are incapacitated, you lose control of this minion. You may also choose to release control of this minion at any time. At the end of the scene, this minion is defeated.
A
Final Wrath: Attack using [power]. Use your Max+Mid+Min dice. Take a major twist.
A
Give Time: Boost another hero using [power]. If that hero has already acted for the turn, use your Max die, and that hero loses health equal to your Min die. That hero acts next in the turn order.
A
Impenetrable Defense: Defend using [power] with your Max+Mid dice against all Attacks against you until your next turn.
I
Impossible Knowledge: At the start of your turn, change any penalty into a bonus.
A
Summoned Allies: Use [power] to create a number of d6 minions equal to your Mid die. Choose the one same basic action that they each perform. They all act at the start of your turn.
Self Control Powers
I
Change Self: At the start of your turn, swap two of your power dice. They stay swapped until changed again or the scene ends.
R
Defensive Deflection: When you would be dealt damage, you may roll your single [power] die as a Defend against that damage and as an Attack against a nearby target other than the source of that damage.
R
Empowerment: When you are Attacked, roll your single [power] die as a Defend against that Attack. Also Boost yourself with that same roll.
A
Impenetrable Defense: Defend using [power] with your Max+Mid dice against all Attacks against you until your next turn.
A
Major Regeneration: Hinder yourself using [power]. Use your Min die. Recover Health equal to your Max+Mid dice.
A
Mutable Form: Choose three basic actions. Use [power] in your pool and take one action with your Max die, a different action with your Mid die, and a third action with your Min die.
A
Powerful Strike: Attack using [power]. Use your Max+Mid dice.
I
Resurrection: Once per issue, if you would go to 0 Health, roll [power] + [any Physical or Mental quality] + Red zone die. Your Health becomes that number.
A
Summoned Allies: Use [power] to create a number of d6 minions equal to your Mid die. Choose the one same basic action that they each perform. They all act at the start of your turn.
Social Qualities
R
Heroic Sacrifice: When an opponent Attacks, you may become the target of that Attack and Defend by rolling your single Red zone die.
I
Inspiring Totem: When you use an ability action, you may also perform any one basic action using your Mid die on the same roll.
A
Lead by Example: Make a basic action using [quality.] Use your Max die. All other heroes who take the same basic action on their turn against the same target receive a Boost from your Mid+Min dice.
A
Ultimatum: Hinder using [quality]. Use your Max+Min dice. Boost yourself or an ally with your Mid die.
Technological Powers
A
Combustion: Attack multiple nearby targets using [power]. Use your Max+Mid dice. Take irreducible damage equal to your Min die.
A
Final Wrath: Attack using [power]. Use your Max+Mid+Min dice. Take a major twist.
A
Full Defensive: Hinder yourself by rolling your single [power] die. You are immune to damage until the start of your next turn. You cannot use this ability again this scene.
A
Ultimate Weaponry: Boost yourself using [power]. Use your Max die. That bonus is persistent and exclusive. Then, Attack using your Mid die plus that bonus.
A
Unload: Attack multiple targets using [power], using your Max+Min dice. If you roll doubles, take a minor twist or damage equal to your Mid die.
Esoteric
A
Principle of [Energy/Element]: Overcome a challenge involving [energy/element] and use your Max die. You and each of your allies gain a hero point.
A
Principle of Destiny: Overcome a situation directly connected to your destiny and use your Max die. You and each of your allies gain a hero point.
A
Principle of Exorcism: Overcome entities or elements from another dimension and use your Max die. You and each of your allies gain a hero point.
A
Principle of Fauna: Overcome with the aid of local fauna and use your Max die. You and each of your allies gain a hero point.
A
Principle of Flora: Overcome with the aid of local flora and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Future: Overcome using your knowledge of possible futures and use your Max die. You and each of your allies gain a hero point.
A
Principle of Immortality: Overcome a situation involving your physical condition and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Inner Demon: Tap into your dark psyche to Overcome a problem and use your Max die. You and each of your allies gain a hero point.
A
Principle of Magic: Overcome against a mystical force and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Sea: Overcome a situation while underwater and use your Max die. You and each of your allies gain a hero point.
A
Principle of Space: Overcome while in space (or conditions similar to space) and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Time Traveler: Overcome a problem using knowledge from your home era and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Undead: Overcome a situation where your undead nature comes in handy and use your Max die. You and each of your allies gain a hero point.
Expertise
A
Principle of Clockwork: Overcome a complex problem with a simple tool and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Gearhead: Overcome a technological challenge and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Indestructible: Overcome in a situation where you charge headlong into danger and use your Max die. You and each of your allies gain a hero point.
A
Principle of History: Overcome a situation involving archaeology, history, or puzzle-solving and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Lab: Overcome while in a familiar workspace or when you have ample research time. Use your Max die. You and each of your allies gain a hero point.
A
Principle of Mastery: Overcome in a situation that uses your powers in a new way and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Mentor: Overcome a challenge that someone else younger already tried and failed. Use your Max die. You and each of your allies gain a hero point.
A
Principle of the Powerless: Use your knowledge of the limitations of super powers in an Overcome action and use your Max die. You and each of your allies gain a hero point.
A
Principle of Science: Overcome while applying specific scientific principles. Use your Max die. You and each of your allies gain a hero point.
I
Principle of Speed: When you successfully Overcome, you may end up anywhere in the current environment. You and each of your allies gain a hero point.
A
Principle of Stealth: Overcome to infiltrate somewhere or avoid detection and use your Max die. You and each of your allies gain a hero point.
A
Principle of Strength: Overcome using brute force and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Tactician: Overcome when you can flashback to how you prepared for this exact situation. Use your Max die. You and each of your allies gain a hero point.
A
Principle of Whispers: Overcome against a challenge that involves information that you have no real way of knowing and use your Max die. You and each of your allies gain a hero point.
Ideals
A
Principle of Chaos: Overcome a situation in a way that is truly unpredictable and use your Max die. You and each of your allies gain a hero point.
A
Principle of Compassion: Overcome to connect with an individual on a personal level and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Defender: Overcome a situation that requires you to hold the line and use your Max die OR use your Mid die and Defend with your Min die. You and each of your allies gain a hero point.
A
Principle of Dependence: Overcome in a situation that the object of your dependence was made for. Use your Max die. You and each of your allies gain a hero point.
A
Principle of Equality: Overcome to protect the rights of the underprivileged and use your Max die. You and each of your allies gain a hero point.
A
Principle of Great Power: Overcome a situation using one of your highest rated powers and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Hero: Overcome in a situation in which innocent people are in immediate danger. Use your Max die. You and each of your allies gain a hero point.
A
Principle of Honor: Overcome a situation to maintain your code of honor and use your Max die. You and each of your allies gain a hero point.
A
Principle of Justice: Overcome to stop an act of injustice in progress and use your Max die. You and each of your allies gain a hero point.
A
Principle of Liberty: Overcome in a situation where you are restricted or bound and use your Max die. You and each of your allies gain a hero point.
A
Principle of Order: Overcome a challenge where you can organize other people. Use your Max die. You and each of your allies gain a hero point.
A
Principle of Self Preservation: Overcome to get yourself out of immediate danger and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Zealot: Overcome a situation that tests your faith and use your Max die. You and each of your allies gain a hero point.
Identity
A
Principle of Ambition: Overcome a situation where someone else has given you a bonus from a Boost and use your Max die. You and each of your allies gain a hero point.
A
Principle of Amnesia: Overcome a situation where a completely fresh perspective is useful and use your Max die. You and each of your allies gain a hero point.
A
Principle of Detachment: Overcome a challenge related to duress or fear and use your Max die. You and each of your allies gain a hero point.
A
Principle of Discovery: When you’re on the forefront in making a discovery or invention and take an Overcome action to further your knowledge, use your Max die. You and each of your allies gain a hero point.
A
Principle of Levity: Overcome a dire situation where your jokes prevent demoralization and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Loner: Overcome when doing something different from the rest of your team and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Nomad: Overcome a situation where you can apply lessons from the road and use you Max die. You and each of your allies gain a hero point.
A
Principle of Peace: Overcome a situation with serenity instead of violence and use your Max die. You and each of your allies gain a hero point.
A
Principle of Rage: Overcome a situation where you can channel your rage for good and use your Max die. You and each of your allies gain a hero point.
A
Principle of Savagery: Overcome a situation that taps into your primal nature and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Split: Overcome a situation that benefits from having a completely new outlook and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Spotless Mind: Overcome a situation where being free of the past is useful and use your Max die. You and each of your allies gain a hero point.
Responsibility
A
Principle of Business: Overcome in a situation related to the field of your business or knowing locals. Use your Max die. You and each of your allies gain a hero point.
A
Principle of the Debtor: Overcome in a situation related to repaying a debt and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Detective: Overcome to learn hidden information and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Double Agent: Overcome in a situation where you can draw upon resources from your other organization and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Everyman: Overcome when using a bonus made by another hero and use your Max die. You and each of your allies gain a hero point.
A
Principle of Family: Overcome in a situation where you have been given advice from a family member and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Mask: Overcome using knowledge from your civilian life and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Sidekick: Overcome a challenge that has already flummoxed a more senior teammate and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Team: Overcome by using your status as an official representative and use your Max die. You and each of your allies gain a hero point.
A
Principle of the Veteran: Overcome a tactical challenge using knowledge of a previous conflict and use your Max die. You and each of your allies gain a hero point.
A
Principle of Youth: Overcome a situation where your age or size is an asset and use your Max die. You and each of your allies gain a hero point.
Green Abilities
(Current Form Only):
:
Yellow Abilities
(Current Form Only):
:
Red Abilities
(Current Form Only):
:
Out Ability
(Current Form Only):
:
Principle of
During Roleplay:
Minor Twist:
Major Twist:
Principle of
During Roleplay:
Minor Twist:
Major Twist:
Personal Data
Alias
Costume/Equipment
Gender/Pronouns
Age
Height
Eyes
Hair
Skin
Build
Background
Power Source
Archetype
Personality
Health
Max Health
Green -
Yellow -
Red -1
Hero Points
Rewards
+1
+2
+3
+4
Bonuses
 Persistent  Exclusive
+
persistent exclusive
Penalties
 Persistent  Exclusive
-
persistent exclusive
Minions
Add Minions
Die Size
Name
Action(s) Allowed
Ability (if any)
Ability Library
Forms
When you create a form (or mode, if you prefer), it will activate and begin storing the current state of your powers, qualities, status dice, and any specially marked abilities. Activate a mode in order to switch from your current state to the stored one.
New Form/Mode Name:
currently active

(Activated)
Back Issues
Collections
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Min
Min
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Mid
Mid
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Max
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{{name}} Minions
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{{/die7}} {{#die10}}
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{{#die11}}
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{{/die10}} {{#die13}}
= {{dieresult13}}
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{{#die20}}
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Total: {{tally}}
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