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SuperSystem 1

2 SuperSystem
SuperSystem 3
SuperSystem: Super Miniature Battles in the Four-Color World!
2nd Edtion
By Scott R. Pyle and David K. Lewis

Cover painting: Christopher Moeller


Editing: David K. Lewis, Agis Neugebauer, Rich Oden, Aaron Tobul
Comic Art: Kim Allman
Interior illustrations: Jan Anarella, C hris Moeller, Thomas Scioli, and Rich Yanizeski
Layout and design: Daniel Yauger
Character Designs: Kim Allman, Jan Anarella, Jerry Frazee, Scott Pyle, Charles Hiber, and Alan Abrahamsen
Playtesting: Brandon Gromis, Charles Hiber, Lee Howard, Jeff King, David K. Lewis,
Enrico Nardini, Agis Neugebauer, Rich Oden, Louis Reash, Aaron Tobul, Tom Weiss, Thomas Whitten
Publisher: WestWind Productions, 2006
Special Thanks: JoAnn Rizzo
ISBN 0-9774845-1-3
2nd Printing
Table of Contents
Chapter I: SuperSystem Core Rules.......................................... 5 --Spending Experience...................................................................... 48
--Introduction..................................................................................... 5 --Henchmen and Experience............................................................ 50
-- SuperSystem Basics.......................................................................... 5 --Scenarios........................................................................................ 50
--Anatomy of a Hero.......................................................................... 6 --Post-Battle..................................................................................... 51
--The Combat Round.......................................................................... 7 --Henchmen and Post-Battle............................................................ 51
--Initiative........................................................................................... 7 --Scenario Index................................................................................ 51
--Actions............................................................................................. 7 --Post-Battle Tables.......................................................................... 54
--Movement........................................................................................ 8 --Special Event Index........................................................................ 55
--Close Combat.................................................................................. 9 --Scenario Scripts.............................................................................. 56
--Ranged Combat............................................................................. 10
--Combat Maneuvers........................................................................ 12 Chapter VI: Official Super Teams........................................... 58
--Damage.......................................................................................... 15 --Super Simians................................................................................ 58
--Live to Fight Another Day............................................................. 15 --The Zero Foundation...................................................................... 60
--The Knights of Dis......................................................................... 62
Chapter II: Character Creation............................................... 16 --The Sub-Atomics............................................................................ 64
--Building a Character....................................................................... 16 --Freedom’s Five................................................................................ 62
--Dice Pool Caps............................................................................... 16 --The Freebooters ............................................................................. 65
--Attributes....................................................................................... 16 --Shock Force.................................................................................... 66
--Powers............................................................................................ 18 --Atlantis Front................................................................................. 68
--Power Mods................................................................................... 38 --S-Men............................................................................................ 69
--Sons of Poseidon............................................................................ 70
Chapter III: Henchmen.................................................................... 42 --The VanG.U.A.R.D........................................................................ 71
--Henchmen Grouping..................................................................... 42 --Red Patriot Movement................................................................... 74
--Henchmen in Close Combat......................................................... 42 --Alien Host...................................................................................... 75
--Henchmen in Ranged Combat...................................................... 43 --Cult of Super-Assassins................................................................. 77
--Henchmen and Damage................................................................ 43 --Larcenous Legion........................................................................... 78
--Henchmen in Vehicles................................................................... 43 --Scions of Atlantis........................................................................... 79
--Crusaders of Crime........................................................................ 80
Chapter IV: The Four-Color World.......................................... 44 --Defenders-5................................................................................... 83
--The Factions................................................................................... 44 -- G.A.R.O.U................................................................................... 84
--Free Agents.................................................................................... 87
Chapter V: Series in SuperSystem.......................................... 48
--Match-Ups..................................................................................... 48 Appendix: Play Aids.............................................................. 92
--Experience...................................................................................... 48

4 SuperSystem
INTRODUCTION henchmen can also possess superhuman powers, they never rise to
levels of the characters.
SuperSystem (S2) is a fast-paced, skirmish-level superhero minia-
tures battle game designed to simulate comic book clashes between Battles in SuperSystem can be played as one-off encounters, or as
heroes and villains. Playing a game with SuperSystem requires the extended campaigns where heroes and villains develop unique person-
following: a copy of these rules, painted miniatures (Four-Color alities, gain new abilities, and sometimes suffer grievous injuries. These
Figures produces a full line of superhero miniatures called SuperFigs developments occur over a number of game sessions, and are known in
especially designed for SuperSystem), around 20 six-sided dice, copies SuperSystem as Series. Rules for running Series in S2 are included in
of the SuperSheets printed in the appendix of this book, pencils, and Chapter V.
a roughly 4’ x 4’ playing area. SuperSystem is an ideal game for two
players, but more participants can get involved for longer, multi- Is This a 2nd Edition?
player games. Is this a 2nd edition or a second printing? In some ways, it’s both!
Fans of the original SuperSystem rules will notice some of the same
Battles in SuperSystem can involve as few as two models per side, or material in this volume as in the original, however, a great deal has
as many as ten to thirty models per side. There are two basic types of also been changed. Many of the powers have been revised for clarity
models in SuperSystem: characters and henchmen. Characters are and better game-play. Powers from Invasion and Showdown have also
the heroes and villains that make up the superhuman population of been incorporated into this revised version to create a more complete
Four-Color Earth, the fictional setting of the game. Henchmen are reference volume. Power and rule text in this version takes precedence
their underlings, goons, mooks, or cannon fodder. Although some over all other versions.

SUPERSYSTEM BASICS
THE MOST IMPORTANT RULE
SuperSystem is your game. If you don’t like the way something works,
discuss it with your gaming group and make a change that is accept-
able to everyone.

THE GOAL ROLL


The heart of the SuperSystem is the Goal Roll. Most actions in the
game require a goal roll, and during every goal roll a model has a cer-
tain number, or pool of dice which its player must roll. The player rolls
the dice and looks for dice rolling 4 or greater (i.e., 4, 5, or 6); this will
determine the number of goals collected in that throw. Dice rolling
less than 4 are ignored.

Example: The Blur wishes to strike a foe in Close Com-


bat. He rolls 5 dice and gets a 2, 3, 4, 4, and 5, for a
total of 3 Goals.

Models in the SuperSystem possess four basic attributes rated by a


number of dice. The four attributes are Strength, Agility, Mind, and
Resolve. For example, a model with Strength 4 would roll four dice for
damage in close combat, while a model with Agility 3 would roll three
dice to strike a target in close combat or at range. As stated above, any
die rolling 4+ counts toward the total goals scored, and lower die rolls
are ignored.

THE POWER OF 6
Rolling a 6 in SuperSystem is special. Whenever a model rolls a 6 on a
throw it counts as two goals.

Example: John Henry’s player rolls his five Strength dice


and gets 1, 3, 4, 4, and 6 for a total of four goals.

SuperSystem 5
Unopposed Goal Rolls added to the effects of its action. In all opposed goal rolls, ties go to
In an unopposed goal roll, the player rolls a number of dice equal to the defender.
her model’s relevant attribute, and counts up the number of goals. At
least one goal is needed to succeed at the minimum level. Example: The Ox and Wildman are tangling in a back alley in
Steel City. The Ox attacks with Agility 4, and so his player
Example: Hardcore is trying to leap a 2” chasm between rolls 4 dice getting 1, 3, 4, and 5 for two goals. Wildman’s
buildings. She possesses Strength 4, and so her player rolls player rolls his Agility 5 and gets a 1, 1, 2, 3, and 5 for only
4 dice, getting 1, 2, 2 and 5 for one goal. Just enough to one goal. The Ox wins two goals to one, and adds his net of
make it to the other side. one goal to the damage.

Difficult Rolls Re-Rolls


Some unopposed goal rolls are simple rolls, requiring only one goal to Some powers in SuperSystem grant models re-rolls, allowing them to
succeed. However, certain circumstances may call for a model to roll pick-up dice and re-roll them. If opposing models both possess re-rolls,
three or more goals in order to succeed. These are difficult goal rolls. both players decide how many dice they wish to re-roll after initial
Difficult goal rolls are always noted in rule and scenario text with the attack and defense goal rolls are made. The attacker announces his in-
number of goals required in parenthesis, for example, Difficult (3). tended re-rolls first, followed by the defender. Even if a player possesses
multiple re-rolls, a single die may only ever be re-rolled one time.
Opposed Goal Rolls
Some of the most important goal rolls in S2 are Opposed Goal Rolls. Example: The Hyboriape and John Henry battle amidst
When one model attacks another, the attacker’s relevant attribute is the ruins of some ancient temple. Hyboriape (2 re-rolls for
pitted against the defender’s relevant attribute in an opposed contest. damage) strikes John Henry (3 re-rolls for damage resis-
The model that gains more goals (dice rolling 4+) wins the contest, tance). On his damage goal roll the Hyboriape’s player gets
and in the case of combat, might success- the following: 1, 2, 2, 4, 4, 5, 6, and 6 (scoring 7 goals). John
fully strike, harm, dodge, or resist injury. Henry’s player rolls 2, 2, 4, 5, 5, and 6 on his damage resis-
In some cases, a model’s net goals are tance goal roll (scoring 5 goals).

After looking at their rolls, the players decide to


employ their re-rolls. Hyboriape’s player announces
she is using both of the super-ape’s re-rolls, re-roll-
ing the 1 and 2 and getting 1 and a 4, for one
additional goal, bringing his total to 8.
John Henry’s player chooses to
use only 2 of his 3 re-
rolls, re-rolling the pair
of 2’s and getting a 2
and a 3 for no additional
goals, keeping his total at
5 and thus suffering 3 lost
Vitality from the attack. His
player could not at this time decide
to employ his third re-roll, as all re-rolls must
be announced before either player actually re-
rolls any dice.

Rounding
It is sometimes necessary to round
numbers in SuperSystem. When doing
so, use the standard conventions for
rounding, with a decimal of .5 or
greater rounding up toward the
next whole number, and a decimal
of .4 or lower rounding down.

THE ANATOMY OF
A CHARACTER
The Four Attributes
SuperSystem characters are made up of
four primary attributes rated in num-
bers of dice. They are as follows:

Strength: Physical power, damage-dealing


capacity, and damage resistance capacity.

6 SuperSystem
Agility: Nimbleness, skill in close combat and accuracy at range. completed its last action, a new round begins with the Initiative phase.

Mind: Perception, and the attack value for mental attacks. Rounds and Turns
In S2, a Round consists of a number of Turns equal to the number of
Resolve: Willpower, courage, resistance to pain and mental attacks. models involved in the battle. Each model gets a Turn to activate.

Other Values Details of Initiative


Beyond the four attributes, several other values play an important role Before the battle begins, each player designates one of his models as
in defining an S2 character. Unlike attributes, some of these values are the Leader of his team. At the beginning of each Round, each player
not rated in terms of numbers of dice. makes an Initiative goal roll for his leader. Leaders possess Initiative
dice equal to their Agility or Mind attributes (player’s choice) plus any
Action Points: Action Points, or AP’s, measure how much a model dice they have in special effects like Lightning Reflexes or Lightning
can do in the course of its turn. The number of inches moved and the Strategist (see the Power section in Chapter II). The leader who scores
number of attacks delivered are both governed by a model’s total AP. the higher number of goals wins the initiative for that round and may
Every action has a cost in AP. These costs will be more thoroughly decide whether he wishes to activate one of his models first that round,
discussed in later sections. Models spend AP during the course of a or whether he wishes to defer to his opponent. Ties are broken by
turn, and once out of AP, can take no further actions until the begin- comparing AP totals (higher wins). If AP totals are tied, then players
ning of their next turn, when their AP pools replenish. AP cannot be should each roll a single D6 until one of them scores a higher roll.
saved across turns. A model’s AP is equal to the sum of its Agility and
Mind attributes. If Ox had Agility 4 and Mind 3, he would have 7 AP When one model activates it takes its turn, then a model from the
per turn with which to conduct his actions. opposing force activates and takes its turn, and so on until all models
have taken their turn for that round.
Powers: Powers define the superhero genre, and models in the S2 can
have any number of amazing abilities. Many powers are available to Multiple Leaders
models, and all are listed in Chapter II: Character Creation. When a team’s leader is KO’ed or taken out of action, its player must
choose another model from the team as the new leader.
Vitality: Vitality measures a model’s health, or how many hits the
model can take before it goes down. A model’s starting Vitality is Held Actions
equal to the sum of its Strength and Resolve. If the Blur had Strength An activated model may hold its action by spending 2 of its available
3 and Resolve 4, he would have a starting Vitality of 7. AP, saving the rest for use later in the round. If this held action would
interrupt the action of an opposing model, the two models should make
Dice Pools: Models in SuperSystem often add their attribute dice Opposed Agility goal rolls, with the winner taking his action. Ties go
totals to any number of powers and special effects to form larger dice to the model with the higher base AP total, with further ties settled by
pools. To make combat run more smoothly, the SuperSheet lists blocks a simple D6 roll. Held actions may not carry over to the next round.
for the five most common dice pools used in the game.
Opposing models interrupted by a model with a held action may fin-
The five dice pools are: ish their actions once the interrupting model has completed its turn.
Attack (ATT) – Agility + Combat Sense or Mind + Combat Sense An interrupted model directly affected by a model with a held action
Defense (DEF) – Agility + Force-Field (i.e., attacked) may resume its turn once the interrupting model has
Damage Resistance (DR) – Strength + Armor, or Elasticity completed its attacks (provided it is still able).
Damage (Dam) – Strength + Melee Attack, or ranged attack pool
Will (WIL) – Resolve + Iron Will
Actions
THE COMBAT ROUND When a model activates, it spends AP’s to move and attack in nearly
any sequence. All actions have an AP cost, and some of the major ones
Like most miniatures games, the SuperSystem features a specific se- are listed below. There is no specific sequence of actions a model must
quence of events that helps to organize the chaos of a slugfest between follow. A blaster with 11 AP available could move 2” into firing posi-
superhuman foes. This sequence is known as the Combat Round, or tion, blast away at her foes twice for 4 AP each, then finish her turn by
Round for short. S2 rounds are broken down into only two phases: moving 1” behind a nearby wall. Alternatively, the same blaster could
choose to remain still and fire off two bursts at 4 AP each, and then
1.) Initiative elect to hide with 2 of her remaining 3 AP.
2.) Actions
ACTION COST
These two phases transform the chaos of super combat into a playable Move 1” per AP
and orderly game turn.
Close Combat Attack 3 AP
Ranged Combat Attack 4 AP
Charge 2” per AP
INITIATIVE Stand Up 2 AP
Hide 2 AP
The Initiative phase in SuperSystem determines the order in which Activate Device/Pick-up Object 2 AP
models will take their turns. When the last model to act in a round has

SuperSystem 7
MOVEMENT has declared the model has landed. Models in flight should be marked
with an appropriate counter to avoid confusion. A model in flight
receives significant bonuses to its defense against ranged attacks (see
Measuring Movement and Base Contact the Flight power), as its speed and constant motion make it difficult
SuperSystem movements are all measured in inches, and measure- to target. On the other hand, a model in flight can always be seen, no
ments are taken from the edge of the model’s base to the edge of an matter where it stands on the board. A flying model may not hide un-
opposing model’s base (in the case of measuring distances for charges less it ends its movement grounded, or behind a building or other ter-
and ranged combat). Ultimately it will not matter if the models you rain feature large enough to screen it. Models that are KO’ed in flight
are using have varying base sizes, the advantages and disadvantages of are subject to falling damage. The distance fallen is equal to twice the
larger and smaller bases balance out in the end. Base Contact occurs model’s AP in inches.
when one model’s base touches another model’s base. This is normally
the only way enemy models may fight in close combat. Jumping
A model that wishes to jump a chasm makes a Strength goal roll. A
Facing model can jump 2” horizontally and 1” vertically for every goal rolled.
Facing is never an issue in the SuperSystem; it is always assumed that Jumping costs a number of AP equal to the distance jumped. A model
a model can see 360 degrees around itself. A model may change its may not jump a distance further than its available AP. Players may
facing at no AP cost. not pre-measure the distance needed to jump a chasm. Instead the
intention to jump is announced, then the distance is measured and
Standard Movement the Strength goal roll is made. Models failing to score enough goals to
In standard movement, models can cover up to a number of inches make the jump fall.
equal to their AP. A model may choose to move, conduct some other
action, move again, act again, and so on, completing a number of ac- Standing Up
tions up to its AP total. A model may move into close combat. This Models in S2 will sometimes find themselves blown across the
tactic is especially useful when enemy combatants are already close at battlefield and unceremoniously deposited in some dumpster or other
hand, allowing for maximum use of the attacking model’s AP. Models inconvenient spot. Models who are knocked down in such a fashion
cannot save AP across turns; a model begins every turn with its start- must spend 2 AP at the beginning of their turn to stand up. A model
ing AP total. that has been knocked down may not charge the turn it gets up.

Charging Hiding
Models who charge get double their AP in movement for that turn. A model that ends a move in some sort of cover may choose to spend
A model charges to either cover extra ground, or meet a foe in close 2 AP to Hide. A hiding model cannot be Charged or targeted by
combat. Charging models run all out, and may spend AP on noth- ranged attacks unless the potential attacker wins an opposed Mind vs.
ing else that turn. However, charging models that make it into base Agility contest with the hiding model. Once a model chooses to hide,
contact with another model can make one free attack on the model at its turn has ended, no matter how much AP it may have remaining. A
+2 dice. If a model wishes to charge, it must begin charging as its first model remains hidden until the beginning of its next turn, at which
(and only) action of that turn. A model may activate certain powers time it may decide to perform other actions and/or hide again.
(see individual power descriptions in Chapter II) or attempt some
other action that costs no AP before charging. Charging is the most Opposing models may make a standard move into base contact with a
common method of entering Close Combat. hiding model, but may not attack it that round unless they have won
the opposed Mind vs. Agility check explained above. Models may not
A model must declare that it is attempting to charge an enemy model declare a Hide action while in base contact with enemy models. Addi-
before measuring the distance between them. A model may charge an tionally, unless some other power is at work, a model may not declare a
enemy that it cannot see because of terrain or other factors, but it must Hide action while in direct, unobstructed site of an opposing model.
first make an unopposed Mind goal roll, needing only one to goal
to succeed. This Mind roll costs no AP. Models in hiding cannot be Activate Device/Pick-up Object
charged unless the would-be charger wins an opposed Mind vs. Agil- This is a catchall action category that allows models to interact with
ity contest. This Mind roll costs no AP. A model that fails to detect terrain objectives and objects in the field of play. Some scenarios may
an intended target cannot charge it, and may instead choose to charge call for the activation/deactivation of a particular device (bomb, force
another foe, or do something else. field, alien space-craft, etc.), which could involve a Mind or Agility
check. Some scenarios may call for the freeing of a prisoner, or the
Climbing recovery of some object (a bag of jewels, experimental weapon plans,
Buildings and walls outfitted with stairs and ladders are treated nor- cosmic rod, etc.). All of these sorts of actions fall under this category,
mally for purposes of calculating distance moved. Climbing a surface and all of them cost 2 AP. Some of these actions require goal rolls,
without stairs or ladders is a special kind of Movement that costs 2 AP and some require only the expenditure of AP. The requirements of
for every inch climbed. A model may not Charge up a vertical surface, specific actions in this category will be covered in the relevant scenario
and must stop at its base and wait until next turn to begin its ascent. descriptions (see Chapter V: Series in SuperSystem).
Falling
Falling models take one die of damage for every 2” fallen, and can roll COMBAT
normally to resist the damage. Models who survive a fall begin their There are two types of combat in SuperSystem, close combat and
next turn knocked down, and must spend 2 AP to stand up. ranged combat. Both involve opposed goal rolls.

Flying
Some models in S2 can move by flight. A model in flight remains in
flight until it attacks a grounded model in close combat, or its player

8 SuperSystem
CLOSE COMBAT escaping model. This is the equivalent of a standard 3 AP attack—spe-
cial attack actions are not allowed. This attack is still opposed, as it is
assumed that the model breaking from combat is making a fighting
Close Combat in S2 requires combatants to be in base contact. This is withdrawal from combat. If he’s fighting multiple opponents, each
usually accomplished by one model charging another, but a model that one gets a free attack. Even if the model breaking from combat takes
is already close may elect to simply move into base contact, possibly Vitality loss, he can still get away as long as he is not KO’ed.
allowing it more than one attack during its turn. Models that charge
into close combat get one free attack at +2 dice to their Agility. Even Multiple Foes in Close Combat
if the charging model has enough AP left over from its charge for a Models ganging-up on a single defender gain a number of bonus
second attack, it gets only its initial charge attack. attack and defense dice equal to their numerical advantage. If two
models were attacking one model, each of the attacking models would
The attacking model in close combat rolls its Agility attribute (plus gain +1 die to their Agility attribute for the attack. If on a later turn,
Powers or situational modifiers) vs. the defender’s Agility attribute a third model rushed in, all three models would gain +2 dice to attack
(plus Powers or situational modifiers), if the at-
tacker gets more goals than the defender, he has
hit, and adds the difference in goals to his dam-
age dice rating. If the defender ties or gets more
goals than the attacker, she has fought him off.
An attacker who moved into close combat can
attack as many times as his AP will allow, and
opposed Agility rolls are repeated each time.

Example: Ox and Wildman are brawl-


ing somewhere near pier nine. It’s Ox’s
turn and he has just charged into close
combat with Wildman. Ox rolls his Agil-
ity 4 plus two extra dice for the charge,
for a total of six dice. Wildman rolls his
Agility 5. Ox rolls 1, 2, 4, 4, 5, and 5 for
four goals. Wildman rolls 2, 2, 3, 4, and 6
for three goals (remember 6’s count as
two goals). Ox wins the contest 4 goals
to 3, and adds the difference of one to
his damage goal roll.

Damage in Close Combat


Damage rolls in close combat are opposed ac-
tions where the attacking model rolls a number
of dice equal to the attack Strength plus any
net goals scored. The defender resists using
the Strength attribute (or Resolve for mental
attacks), plus any dice gained from superpowers
and/or situational factors. Any net goals scored
by the attacker result in Vitality loss.

Example: Ox has just struck Wildman,


and now it’s time to roll for damage. Ox
has Strength 6, plus one die from his net
goals from the attack roll, for a total
of 7 dice. Wildman has Strength 5, plus
one level of the Armor power, for a total
of 6 dice. Ox rolls and gets 1, 1, 2, 3, 4,
6, and 6 for five goals (with the two 6’s
garnering two goals each). Wildman rolls
his resistance and gets 1, 1, 2, 3, 4, and 6
for three goals. Ox wins with a differ-
ence of 2 goals, which become 2 Vitality
points inflicted on Wildman.

Breaking from Close Combat


A model can move or charge away from close
combat, but his opponent can launch an im-
mediate, free basic attack (no AP cost) on the

SuperSystem 9
and defense for the three-to-one advantage. Models never enjoy a Knocked-Down Models
bonus higher than +5 dice from multiple friends in close combat. Models that are knocked down are more vulnerable to attack, and
models in close combat against them receive a +1 die bonus on the
As long as one of their fellows remains in contact with the enemy, attack goal roll.
models with a numerical advantage in close combat may break away
without suffering the normal penalty for breaking from close combat. Interrupted Charges
A charging model that was interrupted by an attack may continue its
A single model may split its AP to attack multiple assailants in close charge provided it was not knocked down as a result of knockback
combat with no penalties. The model is not breaking from combat, so (see below) or some other effect. As long as the model is not knocked
does not provoke any free attacks for doing so. The model may divide back beyond its ability to reach its original target, it may still complete
its AP up for the attacks in any way it sees fit. its charge. If it is knocked back beyond its ability to reach its original
target (but still not knocked down) it may select another viable target
Aid in Close Combat to charge, or just charge to cover extra ground. It may not undertake
When a friendly model rushes in to help a teammate assailed by any other non-charge actions.
multiple foes, it engages one of the enemy models, and a separate close
combat ensues. Keeping them in base contact, move the two models 1” Charging models interrupted and attacked in close combat may elect
away from the original close combat. This is not considered breaking to finish their charge as stated above, or if locked in combat with
from close combat and no free attacks occur. their interceptor, may instead resolve the charge attack against the
intercepting model. Models that decide to continue on and leave their
Example: Wildman is battling Dr. Simian and The Siberian. interceptors behind do not suffer an automatic strike as their departure
Not liking those odds, Wildman’s comrade, the Blur, charges is treated as simultaneous with the original intercepting attack.
Dr. Simian. Simian and the Blur break off into their own,
separate close combat 1” away, while Wildman and the Sibe- Example: The Goradiator (with 18” worth of available
rian continue to battle. movement) charges a foe 10” away. Before he completes his
charge he is interrupted by Ox with a held action. Ox coun-
ter-charges the Goradiator, hits him, and knocks him back
4”. The Goradiator keeps his feet, passing his knockdown
test. Checking the range, he is still within 18” of his original
foe and continues on after him.

RANGED COMBAT
Ranged combat in S2 occurs when a model attacks another model
from a distance using a ranged attack power or a
thrown object. In most cases, a model will use its Agil-
ity attribute as the basis for the ranged attack. In the
case of ranged mental attacks, the Mind attribute is
used. Most often the defender will oppose the attacker
with the Agility attribute, but against mental attacks
Resolve is used instead.

If the attacker rolls more goals than the defender, the


shot results in a hit, and the attacker adds his net goals
to the damage goal roll.

Example: Doc Shock fires an electro-burst at Wildman. He


rolls his Agility and gets 6 goals for the attack, and Wild-
man rolls his Agility and gets 3 goals for defense. Doc Shock
has hit, and adds his net goals of 3 to the opposed damage
goal roll. Shocking.

Damage rolls in ranged combat are opposed actions where the attack-
ing model rolls a number of dice equal to the attack Strength plus
any goals netted from the attack action. The defender resists using the
Strength attribute (or Resolve for mental attacks), plus any dice gained
from superpowers and/or situational factors.

Seeing Targets
A model must be able to see a target to hit it with a ranged attack. If
the attacking model cannot see at least some part of its intended
target, it may not fire. Friendly models do not block line of site or

10 SuperSystem
provide cover, but enemy models do. becomes necessary to target a spot on the battlefield instead (i.e., Area
of Effect attacks or Throwing/Leaping to a location rather than at a
Switching Targets target model).
If a model has the AP to do so, it may fire ranged attacks at multiple
targets with no penalty. For example, Megapulse has 10 AP, and can To target a spot on the battlefield, models make an Agility (plus any
see Doc Shock and Wildman. She can fire once at Doc Shock, then bonus targeting dice) goal roll with a difficulty 2 if the spot is within
turn and fire once at Wildman, for a total of 8 AP. She could use her half their power’s stated range and 4 if it is greater than half their
remaining 2 AP to move, or do something else. stated range. If the roll fails to hit the spot directly, the shot deviates.
The effect, object, or leaper’s actual landing spot careens off 2 D6” (roll
Attack Ranges two six-sided dice and add the results) in a random direction deter-
All ranged attacks in SuperSystem, whether they be a .44 Magnum mined by the roll of 1 D6 on the scatter diagram shown below:
or a flame blast possess a stated range measured in inches. A player
should announce his model’s intent to make a range attack at a desig-
nated target, then measure the distance. If the target falls within the
attack’s stated range, an opposed attack goal roll is made. If the target 1 2
stands outside of the attack’s stated range, it automatically misses.

Example: The robotic duplicator the Fission possesses a standard


30” ranged attack. The Fission’s player announces he will target the
Hyboriape, who stands across the battlefield from him. The distance is
measured as 27”, within the Fission’s 30” range, so his player makes his 6 3
attack goal roll, and the Hyboriape’s player makes his defense goal roll.

Pre-Measuring
The fast-paced action of an S2 game allows no time for pre-measur-
ing ranges between models. When making ranged attacks, it is up to
a player’s judgment whether or not his model’s attack is in range of its 5 4
target. The attack is first declared, and then range is measured. If the
target is within the attacker’s stated range, the attack continues, other-
wise the shot falls short or goes awry, and no dice are rolled.
Ranged Attacks in Close Combat
Cover A model in close combat who possesses a Ranged Attack power may
There are two types of cover in S2, hard and soft. Hard cover is any use this power against an opponent in close combat with them with no
substance with stopping power like a wall, car, or other structure. Soft penalty. This attack still costs 4 AP. However, if they choose to fire at a
cover is a less durable form of cover that still might spoil an attacker’s target that isn’t in close combat with them, all models in close combat
aim or deflect a shot. Examples of soft cover include hedges, clothes- with them can launch an immediate free attack (no AP cost) on the
lines, or hostages. firing model.

Models in hard cover receive +2 dice to their defense rolls. KNOCKBACK


When a target is struck for a Vitality loss from a physical attack (not
Models in soft cover receive +1 die to their defense rolls. mental) there is the possibility the target will be knocked back (KB).
Roll 1 KB die for each vitality inflicted; the target is knocked back 1”
As models in S2 are thought to be in constant motion, a model need per goal rolled. If the original damage roll benefited from a Super-
only be partially obscured by the cover to receive its full benefits. If Attribute (granting re-rolls), then the KB dice also benefit. Targets
even just a leg or arm is obscured, the model is in cover! not KO’d by KB attacks may make a Difficult (3) Agility goal roll to
stay on their feet, otherwise, they are knocked down. There is no extra
Firing into Close Combat damage inflicted by KB, even if the target hits something solid. The
Models can fire ranged attacks into close combat, but their targets damage inflicted from the original attack and KB is summed up in the
make their opposed Agility roll at +1 die. If the firing model misses, original attack damage. Models knocked from great heights do take
there is a chance that the other models in the close combat could be additional damage for falling unless they possess an appropriate power
hit by the attack. Assign each additional model in the close combat (i.e., Flight, Telekinesis).
a number between one and six, then roll a D6. If a model’s number
is rolled, it is hit by the errant attack. The damage caused is the base Knocked back models travel in a path directly opposite the facing of
damage of the attack. the model that struck them, and will blast through any normal solid
objects they encounter, but will travel 1” less for each object passed
Stacking Modifiers through. Knocked back models that travel off of a board edge are
Modifiers for ranged combat stack. For instance, if Lamprey unleash- placed at the edge of the board they exited, and begin their next turn
es an electro-burst at a target standing in soft cover while battling at 1/2 their AP, and may not charge. Flying models are easier to KB,
one of her allies, her target would have a +2 dice bonus to its defense and suffer +2 dice of KB, but automatically pass the knockdown check.
roll for the shot (+1 die from the soft cover and +1 dice for firing into
close combat). The Precision Attack maneuver does not cause KB. Models possessing
the Density Increase or Growth powers, or the Massive power reduce
Targeting a Spot on the Battlefield KB by -1” per active level. Models possessing the Shrinking power
Most of the time models target other models, but it sometimes increase KB by +1” per active level.

SuperSystem 11
COMBAT MANEUVERS cannot exceed +5 dice. This cannot be used in conjunction with the
Rapid Fire special effect.

Combat maneuvers provide models with additional options in battle. Example: Five Lemurian Shark Troopers with Aqua Blasters
Some combat maneuvers have special prerequisites involved in their use, decide to Concentrate fire on the Blur. The attack would
while others must be used at a specific time during the model’s turn. cost 5 AP and give them a +2 die bonus to their Agility goal
roll for the shot.
Concentrated Fire
AP Cost: 5 Fight Defensively
Effects: Henchmen groups possessing Ranged Attacks can concen- AP Cost: 4
trate their fire on a single target for more effective results. Concen- Effects: As the final action of their turn, models in close combat can
trated Fire adds +1 die to the Henchmen Group’s Agility goal roll choose to Fight Defensively. This costs 4 AP, and gives the model +1
for every two members beyond the first one in the group. This bonus die to its Agility for its defense goal rolls against all attacks it faces
until its next turn.

Grab
AP Cost: 2/4
Effects: Grab Maneuver:
Models can use this maneuver to pick up objects or
other models that they wish to throw or squeeze for
damage later. It costs 2 AP to pick up an unresisting
object, unconscious model, or friendly/willing model,
but costs 4 AP to pick up a resisting model (it takes
more effort to grab opposing models than it does to

12 SuperSystem
strike them). If a resisting model is grabbed, a damage goal roll may be dice that must be preceded by its player delivering a long, haranguing
made as normal (if the grabbing model decides it wants to squeeze its monologue about how he or she will crush/defeat/overcome his or her
captured foe). Melee Attack dice are not added to this roll. foe because his cause is righteous/evil/ destined etc. This Soliloquy
must be role-played to the hilt.
Because of the difficulty of getting a solid hold on a resisting foe,
targets receive +2D to their Agility goal rolls to avoid being grabbed. Super-Club
Once grabbed, models may simply apply their Strength damage to the AP Cost: 3
model or object automatically as a normal 3 AP attack (no attack roll Effects: Models wishing to strike foes with large, heavy objects should
needed while squeezing grabbed models, but normal damage resis- use the Size Benchmark Chart (see Sidebar) to determine whether
tance rolls apply), but after every such attempt resisting targets receive they are capable of lifting it. Super-Clubs provide super-strong char-
a free escape attempt (see below). acters with a better means of striking otherwise elusive foes. To use a
club, a model must first be adjacent to the object, and then spend 2 AP
By spending 5 AP, or after each squeeze attack, models that are still to pick it up, uproot it, tear it free of its moorings, etc. Once held, the
able to resist can try to escape the hold, but cannot move, perform object can be wielded as a club at will. Because of their awkwardness,
close combat, or ranged attacks while held. This is an opposed models may not charge with makeshift clubs of Class B or larger size.
Strength check, but both models receive +1D for each active level of Models wielding such clubs should be marked with an appropriate
Growth, and escaping models get +1D for each level of Escape Artist counter or piece of modeled terrain to indicate their makeshift weapon.
and active Shrinking levels. If the escaping model *beats* its captor’s
goal total, it escapes and is placed adjacent to its opponent. Super-Clubs grant a bonus to both attack and damage goal rolls.
The bonus is based on the size of the object: +1D for Small, +2D for
Grabbed models that are significantly larger than their attacker (3+ Medium, and +3D for Large or bigger Objects.
size categories larger) do not have to try to escape on their action as
they aren’t restricted in their ability to act. A grabbed model of this If a model only barely qualifies to lift the object and use it as a club,
size may act as normal, despite its unwanted passenger, including any club attacks with it are considered “slow” and cost +1 AP. If a
moving, charging, attacking and performing other actions. The smaller model possesses more strength than what is required, club attacks with
model still gets to apply damage as per the rules presented above until the object are made at the normal Close Combat AP cost.
the larger model successfully swats it off (either with free attempts or
as a full turn action). Super-Clubs cannot be used in conjunction with the Melee Attack power.

Models possessing the Damaging Aura power (whether they are the SIZE BENCHMARK TABLE
attacker or the defender) deal DA damage when the successful Grab
is first made, and at the beginning of each model’s turn, as well as on Object Size Strength Examples
each Squeeze attempt (see above). Small 1-2D Grocery Cart, Cash
Register,@80 lbs.
Example: The Ox acts before Pyros (DA 6D[1]) during a Medium 3-4D Cement Bag, Standard
combat round, and has just successfully Grabbed him. After
model, @400lbs.
resolving the damage for the Grab, the Ox takes damage
Large 5D+ Motorcycle, Massive x 1
from Pyros’ DA. With 3 AP remaining for that round, the Ox
Squeezes Pyros, resolving the damage, but then must resist model,@1 Ton
the damage from Pyros’ DA (and Pyros receives his free Class A S-Strength x 1 Truck, Massive x 2+ model,
escape attempt from the Squeeze). When Pyros’ turn begins, Dumpster, @5 Tons
he rolls his DA against Ox. He may then attempt to escape Class B S-Strength x 2 Small Tank, Density
the Grab or perform any other actions he is capable of doing.
Increased Model, Large
Haymaker Truck @25 Tons
AP Cost: 6 Class C S-Strength x 3 Locomotive, Large Tank
Effects: Models with Super-Strength level 1 or greater may elect to @100 Tons
throw a Haymaker punch at their opponents. This adds +3 dice to the Class D S-Strength x 4 Small Ship, Empty Train
model’s Strength for the attack.
@500 Tons
Class E S-Strength x 5 Loaded train, large building,
Precision Attack
AP Cost: +1 AP @1 kiloton
Effects: Models in Combat may make a precise attack at +1 die to
their Agility. Precision attacks do not cause knockback. Object Size: Descriptor of the size of the object
Strength: Minimum Strength required to lift or wield the object (S-
Quick Attack Strength refers to Super-Strength)
AP Cost: 2 Examples: Real-world examples of objects
Effects: Models in Close Combat with only two AP remaining at the
end of their turn can elect to make a Quick Attack. Quick Attacks Throw Object
give their opponents +1 die for their defense rolls. AP Cost: 4
Effects: Models may choose to throw something as a 4 AP maneu-
Soliloquy Attack ver. A model may only throw an item that it has already grabbed (see
AP Cost: 5 the Grab maneuver described above). The Size Benchmark Chart in
Effects: Once per game a model may make a Soliloquy Attack at +3 the sidebar on this page describes the amount of strength needed to

SuperSystem 13
lift/wield an object as a club. If a model barely qualifies to lift/wield it, Thrown objects that miss their mark go careening off 2 D6” (roll two
it can only throw the object 1d6-1”, but if its Strength level is above six-sided dice and add the results) in a random direction determined
that which is needed, it can make a Strength roll to throw the object by the roll of 1 D6 on the scatter diagram shown below:
either Long or High with the maximum distance based on the number
of goals achieved.

If the model chooses Long, the target travels a maximum distance of


5” long and 3” high per goal rolled. If the model chooses High, the tar-
1 2
get travels a maximum distance of 3” long and 5” high per goal rolled.
If the distance rolled matches or exceeds the distance to the target, the
object arrives at the target destination, and the throwing model makes
an attack goal roll using its Agility plus any other applicable powers,
while the target attempts to evade in the normal fashion. It’s easier to 6 3
strike and damage a foe with a larger object. The attacker’s bonus to at-
tack and damage dice pools is based on the size of the object. It is +1D
for Small, +2D for Medium, and +3D for Large or bigger Objects.

A model may throw other models using this maneuver. Friendly mod-
els must be adjacent to the throwing model and it must first spend 2 5 4
AP to grab them. Thrown models will suffer 6D of damage at the end
of the throw if they do not make a difficult (4) Agility goal roll. This
damage is resisted normally, and rolled by the opposing player. Models
possessing a power that would negate this condition (i.e., Flight, Para- It is up to players to set ground rules on the nature of thrown objects.
chute, Telekinesis) do not have to make this test, and take no damage. If playing on a board with a lot of well-modeled terrain features, it’s
Friendly models thrown into enemies count as Charging, and if they easy to determine whether a Super-Strong hero or villain has the am-
have a Held action may make an attack at +2 dice. munition at hand to throw at his foes. In a situation where appropriate
terrain features are not available, clearly marked paper or card counters
Enemy models may be thrown using this maneuver, but they must first will do the trick. The players can place these before the battle begins in
be successfully grabbed by their opponent. mutually agreed upon locations.

14 SuperSystem
TRACKING DAMAGE IN SUPERSYSTEM is necessary as the KO’ed model is utterly defenseless; only the 2 AP
need be spent to deliver the killing blow. A model who is in base con-
tact with both a KO’ed and a fully functioning enemy model cannot
Every character model in the S2 has a Vitality rating tracked along spend 2 AP to deliver a Coup de Grace as it must fully concentrate on
the bottom of the SuperSheet (See Appendix). Damage for Hench- battling the more dangerous foe.
men groups is discussed in Chapter III: Henchmen. A model always
begins every One Shot battle at its peak Vitality (Strength + Resolve). ‘Cuff ‘Em
Models involved in a Series can have injuries carry over from battle Heroic models unwilling to compromise their ideals by using excessive
to battle. For more information on the nature of Series battles see the force can choose a gentler option when disposing of KO’ed enemies.
Appendix. Vitality is lost whenever a model is hit and then loses the ‘Cuff ‘Em works just like a Coup de Grace, but treats killed rolls on
opposed damage contest. The number of points lost in a single attack the Coup de Grace table as the next higher result.
equal the difference between the attacker’s damage goal total and the
defender’s resistance goal total. Healing
The only ways a KO’ed model can rejoin the battle are through Heal-
Example: Ox has just struck Wildman with one of his ing or Regeneration (see the Powers section below). Models in S2
patented haymakers and rolled 6 goals on damage. Wildman do not normally recover Vitality points in the midst of a battle, but
rolls 3 goals on his resistance, and thus takes 3 points of certain superpowers can allow for Vitality recovery. No matter how
Vitality loss. much Vitality loss a KO’ed model has sustained, it is always healed as
if it were starting at 0 Vitality; any overrun is ignored because a model
Vitality is marked off moving from left to right on the track. cannot be dropped to negative Vitality.

Example: Wildman is at 0 Vitality, but has made his KO


check and has kept fighting. Unfortunately for him, Mis-
tress Nightmare hits him with a nasty mental bolt that fries
KO Checks him for 4 Vitality points. As a model operating at 0 Vitality,
The last box in the Vitality track has the letters KO printed in it. any amount of damage will KO Wildman with no further KO
KO is short for Knockout, and when a model has its last Vitality box checks. He drops to the ground a babbling ruin of a hero.
marked off, it must make a difficult unopposed Resolve check to re- But, Wildman possesses the Regeneration power, allowing
main standing. The model must roll at least 4 goals on this check, or it him to recover 1 Vitality point per turn. Even though at 0
is placed face down on the table where it last stood. Unless it possesses Vitality he took 4 more points, his Regeneration power will
the Regeneration power, or a comrade can use the Healing power on bring him up to 1 next turn (unless Mistress Nightmare or
it, the model is effectively out of the battle. another enemy model can get to him before hand and deliver
a Coup de Grace).
If the model makes its KO check, it can remain standing and fight as
normal. However, if it sustains any further Vitality loss, it is KO’ed
with no further Resolve checks. The model is placed face down to
await its fate. Live to Fight Another Day...
Initiative for KO’ed Models Sometimes when comrades are falling all around you the best thing
KO’ed models are activated as normal during the course of the round. you can do is cut your losses and quit the battle. If a team has lost two
Once they activate the affects of any powers or special conditions (like character models, or 50% of its force in points, whichever comes first,
Regeneration) take effect. its player may elect to Live to Fight Another Day and flee the field at
the beginning of a round, before Initiative has been determined. At this
Coup de Grace point, the game simply ends, and the heroes or villains make a conve-
KO’ed models are at the mercy of their enemies. An enemy model in nient escape. However, this ensures the opposing player total victory, and
base contact with a KO’ed foe can elect to spend 2 AP and deliver a any scenario special conditions count in his favor. See Chapter V: Series
Coup de Grace blow that removes the model from the table. No roll in SuperSystem for more details on scenarios and victory conditions.

SuperSystem 15
BUILDING A CHARACTER power (85/10=8.5, rounded up to 9).

Example: Dave is creating a 100 pt. powerhouse called


Building a character in SuperSystem involves spending Build Points Ox. Dave has already purchased Strength 7 for Ox, but
on Attributes and Powers. There are four basic steps to building a also wants to add some dice in the Melee Attack power to
character: represent Ox’s massive, pummeling fists. Following the rules
of the Dice Pool Cap, Dave may purchase up to 3 dice in the
1.) Determine Total Build points Melee Attack power for the Ox.
2.) Assign Attribute values
3.) Determine Powers (and Power Mods) Example: Scott wants to build a 100 pt. misty villainess
4.) Determine Affiliation (Team Name or Free Agent) called the Wisp. Because of her mist-like powers, she will
be tough to hit. To represent this, Scott only buys the
Guidelines Wisp Agility 3, but then purchases 7 dice in the Force-Field
The amount of points players may spend on a model’s Attributes and power for her, taking her right up to the 10 dice maximum
the maximum number of dice that may be purchased in certain powers Dice Pool Cap.
are governed by the total number of points to be spent on the model.
Example: Heavy-D is an 85 pt character who possesses a
Players may spend up to half of the model’s total BP cost or 45 pts. on combination of Strength, Melee Attack, and Density In-
a model’s Attributes, whichever is higher. Individual models should be crease that totals 10 dice. In play, Heavy-D may never have
built with a team goal in mind, as most all SuperSystem games will more than 9 dice in his base DR pool, so the 10th die is lost.
involve whole teams of opposing characters and henchmen. Game sizes
can vary depending upon the amount of time the players have in which Example: Super-Charger’s sidekick, Kid Dynamo, is built
to play a session, or because of the structure of a particular Series. with 60 pts. Kid Dynamo possesses Agility 6 and may only
buy one level of Combat Sense to take him right up to his
Individual models and henchmen groups are usually built at 85 pts. flat dice pool cap of seven dice. He may also buy up to a
seven dice ranged attack.
Guidelines for running Series and One-Shot games will be provided
in a later section, but the total number of Build Points available to Powers marked with an asterisk (*) count, or stack, toward the dice
players for team creation is of some importance and is addressed in the pool cap limit.
chart below:

* Small Battle: 3 models per side (265 pts. each)


* Medium Battle: 5 models per side (425 pts. each) ATTRIBUTES
* Large Battle: 8+ models per side (680+ pts. each)
Attributes are purchased by the die, with each die costing a number of
The game plays best when all members of the team begin at the same build points based on the Attribute’s game utility.
point level (the default is 85 pts). Players can agree to vary the costs
of individual models, i.e., having one 100 pt powerhouse on each Strength 3 pts. per die
five-model team, and splitting the remaining points among the group’s Agility: 3 pts. per die
other four members. Henchmen groups are especially appropriate for Mind: 2 pts. per die
villainous teams, and special rules for building henchmen are discussed Resolve: 2 pts. per die
in Chapter III: Henchmen. Official Four-Color Earth Super teams
can be found in Chapter VI. No matter the total points spent, a model must purchase at least 1 die
in each attribute.
Dice Pool Caps
A dice pool is a total number of dice in a power, or a number of total Attribute Scale
dice adding an attribute and a power. Dice Pool Caps limit the capa- It is helpful to compare attributes to the human norm when judging a
bilities of characters based on the total number of points spent on the character’s capabilities, and the following table provides an Attribute
character. Models may never have more base dice in a pool than their scale as a guide.
BP/10 or 7D which ever is higher. A model may possess combinations
of powers and attributes that add up to more dice than its cap allows, # DICE RATING
but only the maximum allowable dice are used in play. 1-3 Feeble/Normal/Elite Human
4-5 Heroic
Example: Manticore is an 85 pt. character. Manticore’s 6-7 Super Heroic
player, Lou, wishes to purchase a Ranged Attack power for 8+ Cosmic
him. By rule he may purchase no more than 9 dice in this

16 SuperSystem
SuperSystem 17
POWERS SuperSheet of the primary form. When the model suffers 2 or more
points of Vitality loss from a single source while in primary form it
Superpowers are the backbone of the SuperSystem. Superpowers, or must make a difficult (3) Resolve + Iron Will goal roll or change into
Powers, generally do one of three things: its Alternate Form at the beginning of its next turn (this costs 2 AP as
normal). Models that change due to this special effect may attempt to
* Grant Re-Rolls change back on the following turn by making a difficult (3) Resolve +
* Provide special attacks or defenses. Iron Will goal roll and spending 2 AP.
* Add extra dice to attack, defense, or resistance rolls.
Some Powers also provide some sort of special game effect like Den-
sity Decrease, Healing, or Enhanced Senses. Every power is written in ARMOR*
the following format: BP Cost: 2 pts. per die
AP Cost: none
Power Name (what the power is called) Effects: Adds extra dice to the model’s Strength attribute for Damage
BP Cost (cost in Build Points) Resistance goal rolls.
AP Cost (the cost to activate the power, if any)
Effects (what the power does in the game) Special Effects
Special Effects (extras that can be purchased for the power) Super (+3 pts. per level, max 3): Models possessing this extra
may re-roll a number of damage resistance dice equal to its level.
Powers Break the Rules This power stacks with Super-Strength for a possible maximum of
Some powers allow models to break the rules set out in the preceding six re-rolls.
sections. Whenever a power’s effect comes into conflict with a basic
game rule, it is the power’s effect that takes precedence.

Maximum Levels BERSERKER


A power listed with “max x” in parenthesis next to its cost may never BP Cost: 2 pts.
be raised beyond the indicated maximum level. Effects: Berserker models are crazed battlers resistant to the effects of
fear and pain. A Berserker model automatically passes its KO check
What’s in a Name? when it loses its last Vitality point, and adds +3 dice to its Mind
Powers in SuperSystem are generally effects-based. Players can think and Resolve when resisting the effects of Dominate, Mental Attack,
of powers like Force-Field and Armor as just what their names sug- Terrifying Aura, and Mind or Resolve-based Flares. Unless they pass
gest, or something else entirely, but no matter how they define them a Difficult (4) Resolve goal roll, Berserker models must charge the
thematically, the mechanics of the powers do not change. nearest, accessible enemy model, and must always enter combat via a
charge. Berserkers never have to attack KO’ed models.

If no active enemy models are within line of sight to a Berserker


ALTERNATE FORM model, it must make a difficult (3) Resolve goal roll, or charge the
BP Cost: 7 pts. nearest friendly model! Berserker models out of line of site other
AP Cost: 2 models may act normally.
Effects: Models possessing Alternate Form have two separate profiles
created prior to the start of play. The Attributes and Powers of each Special Effects
form may differ as much or as little as the creating player likes, but both Pain Threshold (+2 pts.): Some models are more resistant to their
of the model’s forms must account for the 7 pt. cost of the Alternate Berserker fury than others. Models possessing Pain Threshold do not
Form power. Vitality loss suffered in one form is also sustained in the benefit/suffer from the effects of Berserker until they have suffered at
other, and vice versa. Injured models that revert to a lesser form may least 3 points of Vitality loss.
need to make a KO check once they complete the change. As long as
it is the first action of its turn, shifting into Alternate Form does not
preclude a model from charging, and models may also change forms
while in close combat with no penalty. BODYGUARD
BP Cost: 6 pts.
When a model purchases a power which has a limited number of AP Cost: none
uses per scenario it is only usable by the form or forms that have it, Effects: Models possessing the Bodyguard power can absorb the
and when used all forms mark off a use for that scenario for the base effects of ranged attacks targeted at friendly models within 3” of their
power name. position. A bodyguard can only use this power if a friendly model is
successfully struck by a physical ranged attack. The ensuing damage
Special Effects roll is then made against the bodyguard model, and it resists using
Additional Form (+5 pts.): The model may assume one additional any means at its disposal (i.e., Strength, Armor, Kinetic Absorption,
form. A third SuperSheet should be created for the model prior to etc.). When a model activates the Bodyguard power, place it directly
the start of play, and each form should take into account the total in the path of the incoming attack (if it is not already in this position).
cost of Alternate form. This effect cannot be taken in concert with A model may only use Bodyguard on one friendly model against one
Involuntary Change. source of attacks per round. Models that use Bodyguard to absorb at-
tacks with Area of Effects suffer two hits from the attack.
Involuntary Change (-2 pts.): One of the model’s forms must
be designated as its primary form; do so with a check mark on the Example: Zoya is standing 2” away from her teammate, Red

18 SuperSystem
Bolt, when some unseen foe targets him with a Ranged At- The next time Mr. Mystic goes, the Captain’s drain ef-
tack. When Red Bolt is struck by the attack, Zoya decides to fects are reduced from 4D to 2D on both his Agility and
use her Bodyguard power to absorb it. The damage from the Strength drains (so he’s still at -2D) and Mr. Mystic’s drain
attack is now rolled versus Zoya’s Strength + Armor, not Red pool recharges by 2D. On Mr. Mystic’s next turn, the Cap-
Bolt’s, and any damage that gets through goes to Zoya. Had tain will be completely recovered and Mystic’s drain pool will
the successful attack also possessed the AoE special effect, be up to 4D.
Zoya would have had to absorb two hits, first the one on Red
Bolt, and then the one that would have struck her. If Mystic had only drained one stat, his recharge rate would
keep up with the recovery rate.

Example: Super Agent Leonard Jones possesses 4 dice of


BOOST/DRAIN the Boost power and wishes to use it to augment the abili-
BP Cost: 5 pts. per die ties of his lycanthropic teammate, Quickclaw. Moving into
AP Cost: 2 base contact with his feral teammate, he spends 2 AP and
Effects: Models possessing this power can enhance or diminish assigns +1 die to her Strength and +1 die to her Agility. Until
the attributes of a model in base contact. Dice from this pool may the beginning of Jones’ next turn, Quickclaw will enjoy the
be used to augment or diminish another model’s Attributes on a benefits of enhanced Strength and Agility, and Jones will
one-for-one basis. Models receiving a Boost or Drain must be in have a depleted Boost pool of 2 dice.
base contact, and it costs the Booster 2 AP for each model in base
contact it wishes to affect. Models being Drained must first be struck Example: The international super-criminal Serpent pos-
by a close combat attack, and once damage has been worked out, the sesses a venomous energy field that saps the vigor of foes in
Draining model may spend 2 AP to activate its power. A close com- base contact. Serpent’s player, Ralph, has decided to make
bat attack directly followed by a Drain does not cause knockback, but the reptilian villain a dedicated Drainer, with no access to
rather the attack sets up a quick clutch or grab that allows the Drain the Boost aspect of the power, and then further limit it to
to do its work. When the Boosting/Draining model spends its 2 affect only a target’s Strength or Agility attributes. The
AP, it may allocate its pool dice in any way it sees fit to the receiving total cost for the Drain power is thus 3 pts. per die.
model, except that no single attribute may be affected by more than 2
dice per turn. An attribute may be assigned any number of dice, with
dice exceeding the max of 2 taking effect on subsequent turns. Active
dice remain in effect until the beginning of the Boosting/Draining CLIMBING
model’s next set of actions. A model’s Boost/Drain pool replenishes BP Cost: 3 pts.
at a rate of 2 dice per turn. AP Cost: Standard Movement Costs
Effects: The model is capable of moving up or down vertical surfaces
Drain may never reduce Attribute levels below 1. AP and Vitality are as if they were normal ground. If a model climbs a vertical surface that
not recalculated due to Boost/Drain. Models possessing Extra Reach it cannot reach the top of in one round, mark its progress and place it
or Stretch Attack abilities may use Boost/Drain at their allowable at the base of the wall until its next turn. Models that possess Super
distances, but the power may never be used beyond 6”. Soulless models Leap and Climbing can leap to a point on any vertical surface and
are not immune to this power. begin Climbing from there on there next turn. Climbing models may
not Charge up vertical surfaces.
Special Effects
Boost/Drain Only (-1 pt. per die): Models possessing this special Special Effects
effect must choose either Boost or Drain. Vertical Charge (+2 pts.): The model possesses sufficient power to
charge full-tilt up or down vertical surfaces, and if needs be, can split
Limited Boost/Drain (-1 pt. per die): This effect may be applied its charge movement over multiple turns.
as a limit to what attributes a model’s Boost/Drain may effect. When
purchased, the player must choose either physical (Strength/Agility)
or Mental (Mind/Resolve) attribute. Boost/Drain dice may only be
applied to the specified set of attributes. COMBAT SENSE*
BP Cost: 2 pts. per die
Vitality Transfer (+1 pt. per die): This effect gives +1 Vitality for AP Cost: none
each drain dice assigned, restoring lost Vitality on a one for one basis. Effects: Adds +1 die to the attack attribute for attack goal rolls.
Any vitality over and above the model’s normal maximum vitality is Combat Sense dice apply to both close combat and ranged attacks, but
temporary and fades at the beginning of their next turn, but should must be bought separately for Agility-based or Mind/Resolve-based
the model take damage in the interim, it is first deducted from this attacks. If a model possesses multiple attack forms that are not all
excess Vitality. based on the Agility attribute, it should be noted which form Combat
Sense augments.
Example: Mr. Mystic has an 8D drain pool that he uses on
Captain Fantastic. After successfully striking him in close Special Effects
combat, he decides to apply a 4D drain to the Captain’s Specialized (+0 pts.): Models with this extra restrict their combat
Strength and another 4D drain to his Agility. sense to only working with a single attack type (the model must have
more than one attack type that the combat sense would normally
Until Mr. Mystic goes again, the Captain’s Strength and Agil- affect for this option to be chosen). With the chosen attack type, the
ity are at -2D each, but Mr. Mystic’s drain pool is entirely model’s combat sense is increased by one level (this can allow the
depleted to gain this powerful effect. model to exceed the normal Dice Pool Cap).

SuperSystem 19
Super (+3 pts. per level, max3): Models possessing this extra rounds the power is copied (minimum 1 round). This does not work
may re-roll a number of attack dice equal to its level. This power stacks with the Absorption special effect.
with Super-Agility or Super-Mind/Resolve for a possible maximum
of 6 re-rolls. Extra Powers (+5 pts.): The model can copy and retain an extra
power. This effect may be purchased multiple times.
Example 1: Tarantula possesses Combat Sense x 2. When
attacking, he would add his Combat Sense dice to normal Nullify (+0 pts.): The model does not Copy the power, but removes
close combat attacks, attempts to throw objects, super-club it, as in Absorption, above. Choosing this special effect removes the
attacks, etc. Any attack based on his Agility attribute would model’s ability to Copy powers, essentially making it a dedicated Nul-
benefit from Combat Sense dice. lifyer. This special effect may be purchased in conjunction with both
the Automatic and Extra Powers special effects.
Example 2: Mistress Nightmare, the psychic vampire has 4
pts. to spend on Combat Sense for her two primary pow- Tactile (+0 pts.): The model uses its Agility rather than its Mind/
ers, a Mind-based Flare and Boost/Drain. Since Boost/Drain Resolve to make the opposed Copy/Nullify check, but it must be in
requires an Agility goal roll to hit in close combat, Mistress base contact to do so. The check is still opposed by the enemy model’s
Nightmare must buy Combat Sense twice, once for her Flare Resolve attribute. Models that choose this effect may no longer Copy/
and once for her Agility-based drain attack (she could also Nullify at range.
use this die on any other Agility-based attack she made). In
order to avoid confusion, Mistress Nightmare’s player would Example: The Sponge possesses Copy Power based off of
note on her SuperSheet that she possesses Combat Sense his Mind. Moving to within 10” of Ladyblade, the Sponge at-
(Mind) x 1 and Combat Sense (Agility) x 1. tempts to Copy Ladyblade’s Melee Attack power. His player
makes a Mind check scoring 5 goals, while Ladyblade’s player
Example 3: Sniper (Agility 6, 85 total BP) takes Combat resists by rolling her Resolve, scoring only 2 goals. The
Sense x 3 for his Agility based powers, but Specializes in Sponge has successfully copied Ladyblade’s melee attack for
his Range Attack power. This means that his attack roll 2 rounds (3 net goals, divided by two, rounded up).
with that power would be Agility + 4D, for a total of 10 dice.
However, on all of his other agility based attacks (i.e., close
combat, throwing, etc.) he would roll to hit only using his
base Agility attribute. COWARDLY
BP Cost: -5 pts.
AP Cost: none
Effects: Models with this trait aren’t the bravest of souls. If a friendly
COPY POWER model is KO’ed or removed from play within 20” of a model possess-
BP Cost: 20 pts. ing this trait, the model must make a Difficult (4) Resolve goal roll
AP Cost: 4 or retreat back toward its starting area on its next turn. This retreat
Effects: The model can copy the powers of other models, using them must be a charge. At the end of its turn the Cowardly model may
as if they were its own. Only one power may be copied at a time, and make another Difficult (4) resolve goal roll to collect itself. If it fails it
before the attempt is made, the copying model’s player must state runs again on its next turn. The removal of single henchman models
which power she is attempting to copy. All of a power’s special effects does not provoke a Cowardly roll; an entire henchmen group must be
are also copied. If a model has copied one power, and wishes to copy a removed to provoke this roll.
second power, the first power copied is lost when the second is gained.
Copying a power is a 4 AP Mind or Resolve attack with 10” range. If a model should move off of the board as a result of this effect,
The copying model makes a Mind or Resolve (player’s choice) goal players should keep track of how many total inches it moved. Models
roll vs. the target model’s Resolve goal roll. If the defending model ties that have fled off of the board return the following turn at the point
or wins this opposed roll, no powers are copied. If the copying model where they left play, but they must cover the total distance necessary
wins, it copies the power or powers for a number of rounds equal to to make it back.
the net goals scored divided by two (counting the round in which the
power was first copied).

Models can copy powers from friendly models, but this requires only DAMAGING AURA*
an unopposed Mind or Resolve (player’s choice) goal roll to determine BP Cost: 4 pts. per die.
success and duration. AP Cost: none
Effects: The model is surrounded by a dangerous aura of energy that
Special Effects can damage foes that engage it in close combat. Any model striking a
Absorption (+15 pts.): The model doesn’t just copy another mod- character or henchmen group with Damaging Aura in close combat is
el’s power, it steals it! This is resolved just as outlined above, but the net automatically hit by it and must make an opposed Strength vs. Dam-
goals scored by the absorbing model are also equal to the number of aging Aura roll. The attacking model’s strike is considered to be simul-
rounds the target model is without its power. If a model purchases ab- taneous with the effects of Damaging Aura, so even if he is felled by it,
sorption, the effect is always working, meaning that whenever it copies his attack will still carry through, and should be resolved normally.
a power it absorbs it, no matter if the target model is friend or foe.
Models possessing the DA power that successfully hit in close combat
Automatic (+10 pts): If the model gets in base to base contact first roll its effects, followed by the normal damage from their close
with its target it can automatically copy any power that it wants. The combat attacks. Net goals from the attack goal roll are not added to
opposed goal roll is still made, and the net goals are the number of the DA damage goal roll.

20 SuperSystem
A model with active Density Decrease and Damaging Aura still Impenetrable (+2 pts.): The area also blocks the senses of those
inflicts DA damage when struck in close combat, and can make close with an equal level of Enhanced Senses or less. This effect may be
combat attacks as normal to inflict DA damage as well. No normal purchased multiple times.
Strength-based damage will be dealt by the Density Decreased model,
only DA damage, but this can be combined with Phase Attack to Range (+3 pts.): Instead of the area of effect staying with the
inflict separate Phase and DA damage. model, the character can also cause the center of the effect to appear
anywhere within 12”. This version of the effect is stationary.
Special Effects
Super-Aura (3 pts. per level): The model’s Damaging Aura is su- Second Sight Immunity (+5 pts.): The Darkness blocks the Sec-
per-charged! After rolling for their DA, models possessing the Super- ond Sight special effect from working in or through the area.
Aura special effect may re-roll a number of dice equal to its level.
X-Ray Sight Immunity (+5 pts.): The Darkness blocks the X-Ray
Example: Pyros, a villain composed of living flame, possesses Sight special effect from working in or through the area.
a Damaging Aura of 6[1], Strength 4[1], and Melee Attack x
2. When Pyros strikes a foe in close combat, he would first
resolve his Damaging Aura 6[1] damage, then, make a second
damage goal roll using his Strength and Melee Attack, plus DENSITY DECREASE
any dice netted from the attack goal roll. BP Cost: 15 pts.
AP Cost: 5
Effects: The model reduces its density and becomes intangible. In
this state it cannot be affected by most physical or energy attacks,
DARKNESS but is still subject to the effects of powers that do not test against the
BP Cost: 6 pts. Strength attribute when they do damage. A model using decreased
AP Cost: 2 density cannot affect other models in normal close combat, but can use
Effects: Models possessing this power can block normal Sight per- ranged powers to do damage at a distance or in close combat. A model
ception and line of sight in a 1” radius around themselves. This power using Density Decrease may move or charge through walls and other
does not normally inhibit the perception of models with Enhanced solid objects as if they were open ground. Density Decreased models
Senses or the Second Sight special effect. The nature of this effect may not pick up or carry models or objective counters, and drop any
varies (Darkness, Weather, Bright Light, etc.). A model may only ever objective counters or models they’re currently carrying when they
have one Darkness field in play at a time, and the effects of multiple activate the power.
Darkness fields do not stack.
It costs 5 AP for a model to activate Density Decrease, and it must do
Darkness moves with the model and the model may pay the AP cost so as the first action of its turn. The effects of this power last until the
to maintain the effect from previous rounds (as the first action of its beginning of the model’s next turn. Models using Density Decrease
turn); this does not preclude the model from charging. should be marked with an appropriate counter to avoid confusion.

Models within the area of effect (even partially) receive +2D to their Special Effects
Agility goal rolls when attacked by models affected by the Darkness Ghost Touch (+3 pts.): Density Decreased models purchasing this
(this effect is cumulative with bonuses from other powers, like Flight effect may interact with other models or objective counters while their
or Force-Field). This power affects both close and ranged combat. power is active. This effect does not allow the model to make physi-
cal attacks or be attacked, and it does not convey the benefits of the
Darkness blocks line of sight to all models affected by it. Models only
partially touched by the Darkness effect may be targeted normally. At-
tacking models can target the center of the darkness effect with ranged
attacks, but this will have no effect unless the attack is a radius attack
or unless it’s a mobile Darkness centered on its controller (in the latter
case, the controller receives the defense bonus detailed above). Dark-
ness provides no defensive bonuses to models from the physical dam-
age from radius ranged attacks. However, models even partially within
the Darkness area are immune to Agility-based Flare attacks and if
the Second Sight Immunity effect below is purchased, they are also
immune to Mind-based Flare Attacks (but only while they remain in
the Darkness area).

Models affected by Darkness move at half speed, 1” per 2 AP spent,


and cannot charge. Models possessing the Enhanced Senses power
may move normally and charge.

Special Effects
Extended Area (+2 pts.): The area of effect is increased by 1”
Radius. This effect may be purchased multiple times.

Immunity (+2 pts.): The model is immune to the effects of its own
Darkness (but not the Darkness of other models).

SuperSystem 21
Density Decrease power to models being carried.

Phase Attack (+6 pts.): The intangible model can make a 4 AP THE DIFFERENCE
close combat attack by thrusting its ghostly hand forward into its foe, BP Cost: 1 pt. per level (max 3)
and then slightly increasing its density, shocking its assailant’s system AP Cost: none
and causing tremendous pain. The attacking model makes a normal Effects: For each level purchased, a model may use the Difference to
opposed close combat goal roll, but the attack does 6 dice of damage win a tie on an opposed Attack or Initiative goal roll, or when deter-
(plus any net goals scored on the attack) opposed by the Resolve at- mining who goes first during opposed Held Actions. The Difference is
tribute. This attack may be used at the end of a charge. applied after goals are compared. When used on Initiative ties it allows
the model to go first even if it would have lost on other tie-breakers. If
opposing models both posses the Difference and wish to use it on the
same throw, its effects are cancelled, the rolled results stand, and both
DENSITY INCREASE* models count as having expended one level of the power for the game.
BP Cost: 10 pts. In these cases the acting model announces its intention to use the Dif-
AP Cost: none ference first, and the opposing model can respond. Models may never
Effects: Adds +3 Dice to damage resistance goal rolls and +1 Level possess more than 3 levels of this power.
of Super-Strength to the model. Density Increase costs no AP to
activate, but it must be activated at the beginning of the model’s turn
before any AP are spent. When using Density Increase, all of the
model’s attacks count as being slow, and cost +1 AP. The effects of DISPEL
Density Increase last until the beginning of the model’s next turn. BP Cost: 3 pts. per die.
AP Cost: 4
Example: Heavy-D (Strength 5[1], 7 AP) is a super-tough Effects: Models possessing this power have the ability to dispel active
protector of the streets possessing the Density Increase instances of power effects within a range of 15”, but cannot keep op-
power. While battling Stoneflower, a villainess from the posing models from using the power again. The effects of Dispel last
Crusaders of Crime, Heavy-D activates his Density Increase. until the beginning of the model’s next turn.
He now possesses Strength 5[2] and +3 dice to damage re-
sistance goal rolls, and all of his attacks will cost +1 AP more The Dispelling model makes a Mind + Dispel roll versus the target
than normal. model’s Mind + Power roll. The dice used for “Power” are calculated
by the higher of the number of dice in the power or the total points in
Special Effects the power divided by 3 (for Armor/FF, the number of dice will likely
Immovable (+2 pts.): The model can become so dense that it is im- be higher).
mune to Knockback. This special effect is activated automatically when
Density Increase is activated. Models with this power can Dispel effects that have a duration or a
game existence separate from their creator like Boost, Copy/Absorb
Power, Entangles, Darkness Fields, etc. When doing so the effect sim-
ply ends and goes away. For example, any bonus dice from the Boost
power that the target had are lost, stolen/copied powers return to their
source, entangled models are freed and the entangle disappears from
the board, previously darkened areas now have normal lighting, etc.

If a model using Dispel has a Hold Action, they can also attempt to
dispel instant effects (like that from a Ranged Attack) if either the
model using the power or target are within range (choose the closest
point when determining range). It is possible for a model with a Held
Action to even try to dispel a different model’s dispel attempt!

Special Effects
Extra Powers (+5 pts.): The model can Dispel and/or Suppress an
extra power on the target. When doing so, the target defends with the
power that has the most dice in defense, but only one defense roll is
made. This effect may be purchased multiple times.

Super Dispel (3 pts. per level, max 2): After a dispel dice throw,
models possessing this special effect may re-roll a number of dispel
dice equal to its level.

Suppress (+5 pts.): Models with this extra can also temporarily
Dispel effects that are normally constant, like Flight, Armor, Force-
Field, Damaging Aura, etc. If the Suppress attempt is successful, the
targeted power is briefly shut down. The dispeller (and any models
with held actions) can then immediately make 2 + Net Suppress Goal
AP worth of attacks on the defending model as if they didn’t possess
the suppressed power. The power is automatically fully reinstated after

22 SuperSystem
this opportunity.

If an action takes more AP than the suppress roll allows, then the ELASTICITY*
defending model’s power is reinstated prior to the resolution of the BP cost: 6 pts.
action. So if the defender’s Armor was suppressed with 3 AP of sup- AP Cost: none
press effect, then attackers with Held Actions wanting to perform a Effects: Models possessing Elasticity have a rubbery body that is
ranged attack on the defender could still do so, but the Armor would resistant to damage and grants them +2 dice to Strength for damage
come back into effect prior to opposed damage rolls (unless the ranged resistance goal rolls (this stacks with all Dice Pool Cap limits). Models
attacker had Rapid Fire and could perform a 3 AP ranged attack). possessing this power also add +2 dice to Agility goal rolls for grab
attempts and +2 dice to Strength for sustaining or escaping any grabs,
Extra suppress AP cannot be carried over to an attacking model’s next holds, or entangles.
turn. If the net suppress roll allowed 6 AP worth of attacks a model
with a Held Action and 4 AP remaining could only perform 4 AP Special Effects
worth of attacks on the defender and that attacker would loose the Parachute (+1 pt.): The Elastic model can land safely from great
opportunity presented by the extra 2 AP of the suppress effect. A dif- heights by re-shaping its body into a parachute and gliding to the
ferent attacker with a Held Action and 6 or more AP remaining could ground. This special effect works like a modified charge, allowing the
take full advantage of the situation. model to drop safely from any height, but consuming all of its AP for
that turn. The model is placed on the ground at the edge of the point
Note that simply the act of Suppressing a power could cause damage. it dropped from. A model may combine the Parachute ability with a
For instance, suppressing Flight on a flying model would cause them normal charge to, for instance, run the length of a rooftop and then
to take falling damage (unless they had some other means of a safe leap off, activating Parachute, and finishing the turn at the foot of the
landing, were caught by an ally with Elasticity, etc.). building. Models that land in base contact with an enemy model may
make a close combat attack as if they had charged, but do not receive
the +2 dice due to their slow descent.

DOMINATE Slingshot (+2 pts. per die): Models possessing this effect add its
BP Cost: 10 pts./lvl (max 3) dice to any Throw maneuver attempts, and count as having Super-
AP Cost: 4 Strength level 1 for determining the size of objects they are capable
Effects: Models possessing this power can use their minds to pos- of throwing (stronger models use their actual strength level for this
sess, control, or terrorize target models, effectively controlling their determination).
movement and behaviors. Dominate is a 10” ranged attack requiring
an opposed Mind (attacker) versus Resolve (defender) goal roll. Each Additionally, models possessing this special effect can aid falling or
level of Dominate purchased allows one turn of power use per game. knocked back models. Once per turn, models possessing this power
Dominate may not be used on more than one model at a time. Suc- can cancel the damage done to a falling model within 6” of them.
cessive attempts to Dominate the same model in one turn grant the Alternately, once per turn, models possessing this power can “catch”
target +2D to Resolve on attempts after the first for that turn. models knocked back within 6” of them, negating the effects of the
knockback.
If successful, the attacking model’s player takes control of the defend-
ing model on its next activation. This counts as that model’s activation Stretch Attack (+6 pts.): Model can make a Close Combat attack
for that round of play. from up to 20” away. Stretch Attacks beyond 6” made by Henchmen,
or directed against models already battling in close combat (or both),
The controlled model acts as if it is on the dominating model’s team do not receive the bonus dice for numbers. Stretch Attacks can be
for that turn, and completing whatever actions it would normally be combined with special close combat maneuvers and powers. Stretch
capable of under its own control. At the end of its turn, the model Attacks of 6” or less count as a close combat attack and cost +1 AP
reverts back to the control of its owning player. (unless in base contact with target) and Stretch Attacks beyond 6”
count as a ranged attack and cost +2 AP to perform.
Controlled models may not attack themselves or otherwise perform
actions that would directly harm themselves (like turning off Flight Super-Strong models possessing the Stretch Attack ability can reach
while in the air). Due to the confusion caused by being controlled, out and grab objects up to 20” away, hurling them a distance equal to
Dominated models may leave any close combat without provoking their Super-Strength level from the point at which they grabbed them.
free attacks. Models may not Dominate models on their own team,
except to cancel an unfriendly Dominate. This counts as one use of Example 1: Stretcharm wants to use his Stretch Attack
the power and requires the opposed roll, but at +2D for the attacker against a foe 5” away. The total cost of his attack is 4 AP.
to free his friend. Dominated models forced off the board via a Warp
may return when the Dominate ends without expending a further use Example 2: Polymer wants to combine Stretch Attack and
of Warp. the Haymaker maneuver against a foe 14” away. The total AP
cost of his attack is 8 AP (+2 for the Stretch Attack and 6
Special Effects for the Haymaker maneuver).
Fear Only (-50%): The Dominate effect instills terror into the target,
but allows no finer control. All the controlling player may do is move Stretch Climb (+2 pts.): The model can stretch its body to step
the controlled model directly away from the Dominating model using onto high surfaces, or pull itself up using its outstretching arms. This
its fastest movement method or power. special effect allows the model to move over or onto surfaces up to 20”
high as if they were normal ground.

SuperSystem 23
Invisible models, or models that are out of sight.

ELEMENTAL CONTROL POOL (Power Framework) Special Effects


BP Cost: Variable Shielded (2 pts.): Models purchasing this effect have senses that not
AP Cost: 2 only are acute, but that are also resistant to extreme stimuli. Shielded
Effects: Models possessing this power can define a pool of points for models are immune to the effects of Agility-based Flares.
a group of thematically linked powers, and can shift points among
those powers in a given turn.

The points in the base pool are paid for on a 1 for 1 basis, i.e., if a ENTANGLE*
model wants a 30-point pool to draw from, it costs 30 points. BP cost: 2 pts. per die.
AP cost: 4
Once a pool is purchased, models can add power slots to it, each of Effects: Entangle is a special kind of ranged attack that can freeze an
these slots costs 1 point per 5 pool points they could draw upon, so a enemy model or vehicle in place. The base range of an Entangle attack
slot that could use all 30 points would cost 6 points, but one that could is 15” and is opposed by the target model’s Agility. A model struck by
only use 10 would cost 2 points (round off normally). an Entangle attack is stuck fast to the spot where it was hit, but can
attempt to escape on its next turn. Attempting to escape entanglement
Slots don’t have to use the full amount of points they’re entitled too, so costs 4 AP, and can be attempted multiple times in one turn. Escaping
a Ranged Attack slot that could use all 30 points might only use 14 on the Entangling attack requires an opposed Strength (entangled model)
one turn, leaving 16 points for other powers. Power slots receive one vs. Entangle (entangling model) goal roll. If the entangled model wins,
Special Effect for the power for free. Purchasing additional Special it is free. If the entangled model ties or loses, it is still trapped, but
Effects costs one point extra per effect (up to a maximum of double every goal scored on the opposed escape roll reduces the strength of
the base slot cost). For example, buying all of the special effects of a the entangle by the same number of dice for the next escape attempt.
power costs double the base slot cost. This reduction is cumulative over multiple attempts. The entangling
model can attempt to entangle the target again to reinforce its bonds,
If the base pool has a power modifier all the slots do as well and all but the number of Entangle dice can never exceed the base number of
are reduced by the appropriate amount. However, if a slot has a power dice in Entangle.
modifier, only its points are reduced (a model could have a slot with
the One-Shot Power Mod that would cost less, only affecting that slot, Entangled models cannot make ranged or close combat attacks, but
but if the entire pool had the One-Shot Power Mod, it would only be they can make Mind or Resolve based attacks. Entangled models can
able to use it once). receive help to escape from friendly models. A friendly model must be
adjacent to the entangled model to aid its escape, and can spend 4 AP
Example: Solar wants to have many Sun/Light related pow- to try to free it in the same manner as above.
ers, but not necessarily be able to use them all at once, so
he decides to buy them using Elemental Control. Here’s what Models possessing Density Decrease can escape entanglement by sim-
he buys: ply spending 5 AP to activate the power (see Density Decrease listed
earlier). Models possessing the Hyper Movement power can escape
30 Solar Control Pool Points entanglement by spending 4 AP and making an unopposed, difficult
3 Flight+Swoop Attack (13) (3) Hyper Movement goal roll. Flying models that are entangled are
2 Darkness (8) [Bright Light that he wants Immunity to] assumed to be tethered to the ground, and are subject to the above
2 Ranged Attack (12) conditions for escape. Entangled flying models do not receive their
2 Flare Attack (12) normal +2 dice to Agility to avoid attacks. Entangle costs 4 AP, and
2 Damaging Aura (12) cannot be used in close combat. Entangled models possessing Super-
1 Force Field (6) Agility do not enjoy its benefits on dodge rolls.
--
42 Points Special Effects
Armored (+5 pts.): Entangles created by characters with this spe-
On turn 1 Solar spends 2 AP to assign his pool points and cial effect are more resistant to damage, and possess a number of armor
decides that this turn he wants Flight (10), Darkness with dice equal to 1/2 the Entangle power dice. This extends to any Walls
Personal Immunity (8), Force Field x 2 (4), and Damaging created by that character if they also have purchased the Walls extra.
Aura x 2 (8) up for a total of 30 points. He figures to fly in
closer this round being protected from most visual contact Immunity (+2 pts.): The model is immune to the effects of its own
and protected by FF against those who might spot him. He Entanglement. This immunity does not extend to the entangles of
doesn’t need to spend any AP next turn to keep this configu- other models, even models whose Entangle has a similar special effect
ration, but if he makes any changes to it (like swapping out (the exception to this is duplicates are immune to each other’s attacks
darkness for Ranged Attack) he has to pay 2 AP regardless too, see Extra Forms).
of how minor or major the changes/swapping is.
Slick (+1 pt.): Purchasing this special effect also requires Area of
Effect and Sticky (and the Wall extra doesn’t apply to Slicks). Models
with this extra can generate Slicks as well as normal Entangles.
ENHANCED SENSES*
BP Cost: 2 pts. per die Unlike Entangles, Slicks don’t grab models, but are slippery areas
AP Cost: none on the Battlefield that only inhibit movement (so they are resisted
Effects: Adds +1 die to Mind goal rolls when spotting Hidden or by Agility and not Strength). Models moving into a Slick or those

24 SuperSystem
initially in the area of effect, make an opposed Agility roll versus the Super Entangle (+3 pts. per level, max 3): Models possessing this
dice of the Slick. Unless they score a net of 1+ goals, they fall prone special effect may re-roll a number of Entangle dice equal to its level.
(Instant Stand doesn’t help versus this effect). In addition to falling
prone, models moving into the Slick that failed their roll also slide Wall (+5 pts.): This ability allows the character to create a wall with
1D6” into the slick in their last direction of travel (it is possible that a length, height, and vitality equal to the half the number of dice in
the model could slide all the way through it). the Entangle power. The wall acts as impassable terrain to anyone on
the ground. Walls created in this way remain in play for the duration
Models moving into the Slick that make their roll continue to move, of the battle unless they are destroyed, and can block line of site and
but can’t change direction until out of the slick, and they move twice as provide cover. Walls can be destroyed by physical attacks that reduce
far as normal while in the Slick (2”/AP normal, or 4”/AP if charging). their vitality to zero. A wall’s “defense” goal roll total in combat is
effectively 0. Creating a wall costs 5 AP. Multiple walls cannot be
Models beginning their turn in a Slick, must roll again to see if they stacked on top of each other.
fall, unless they are already prone. Prone models in a Slick may at-
tempt to move by making an opposed Agility roll versus the slick, this
attempt takes 4 AP and any extra goals allow them to move 1” in any
direction per goal (they could also spend 2 of those goals to stand up ESCAPE ARTIST*
and use the remaining for movement). BP Cost: 1 pt. per die
AP Cost: none
Alternately, prone models may elect to stay prone and move 2” in any Effects: A model possessing this power is tough to hang onto, and may
direction (this attempt takes their entire turn). add its dice to Strength checks when attempting to escape the effects of
Entangle, TK Grab, and other confining powers and maneuvers.
Slicks can also be placed on vertical surfaces like the side of a building,
but for ease of play, not both vertical and horizontal within the same
area of effect. Vertical Slicks cause climbing models failing their roll
to fall to the ground taking falling damage. EXTRA ATTACKS
BP Cost: 2 pts. per AP (max 6 AP)
Climbing models making their roll must roll again for each inch they AP Cost: none
climb within the Slick and each inch costs double AP (and they fall if Effects: Adds extra AP for attacks each turn. These APs don’t count
any of the rolls fail). Treat vertically charging models as if entering on for any other purpose (initiative tiebreakers, for example) and are lost
horizontal ground, if they fail though, they fall unless their 1D6” slide to AP-draining effects only after all basic APs are exhausted.
takes them through it.

Like Density Decreased and Hyper Move models, airborne models are
resistant to Slicks. They can automatically fly away during their turn EXTRA FORMS
even if prone (though they still pay the AP to leave the prone position). BP Cost: 15 pts.
AP Cost: 3
Unlike Entangles, Slicks don’t stop ranged or close combat attacks. Effects: Models possessing the Extra Forms power are able to cre-
Models within and affected by a Slick (prone or not) do not attack as ate/control 1 other character model or henchmen group built on the
well as they normally could. Defending models receive +2D to their same number of points as them, minus any points spent on Extra
defense rolls versus close combat or range attacks from affected models. Forms (including any Special Effects). Created models must enter
play within 5” of the original model (they may be summoned into
Like Entangles, Slicks can be Dispelled, but unlike Entangles, you base contact with an enemy model). Once created, these models may
can’t tear down Slicks. However, they can take damage from Area of act independently of their creators, but must remain within line of
Effect attacks that inflict Vitality loss. If any part of a slick is within site of them. If a created model finds itself outside of line of site of
the AoE of the attack, make an opposed roll, any goals the AoE attack its creator at the start of its turn, it may do nothing save move in the
exceeds the Slick roll by reduces the Slick by that many dice (though direction of its creator.
the Slick does get to add any Armor dice it may have to its Slick dice
during the defense roll). Once an extra form is created, it cannot be removed from play unless
it is KO’ed in combat. If a created model is removed from play, another
Models affected by a Slick add +2D to any Knockback result from at- may not be created to take its place. Extra Forms take their first turn
tacks they may receive (so even 0D knockback becomes 2D). on the round following their arrival. If the creator is removed from
play by being cuffed, coup de graced, or by another scenario rule, the
Like Darkness, a model may only have one Slick in effect at any one extra forms also leave play.
time. They are assumed to be keeping it in effect with their power. If
they create a new slick, the old one melts, dissolves, dissipates, etc. Models created using the Extra Forms power may not possess the
Extra Forms power themselves. Only one model per team may possess
Slick Only (-10 pts.): Requires Slick. Models with this disadvan- the Extra Forms power, and players using models with this power
tage can’t perform normal Entangles, they can only generate Slicks. must prepare their created models before the start of the game. It is a
good idea to have the created model built onto a separate SuperSheet
Sticky (+3 pts.): Any model coming in contact with a Wall or for ease of play.
Entanglement with this upgrade becomes entangled in it, just as if
they had been successfully targeted with a normal Entangle attack. All Special Effects
normal Entangle rules apply. Additional Form (+10 pts.): Allows the model to create/control 1
additional character model or henchmen group. If the creating model

SuperSystem 25
possesses sufficient AP, both forms may be created during the same If a model does not meet the required difficulty, but still gets a positive
round. goal total, it still creates an extra form, but suffers -10 points to the
extra form, and 0 Goals reflects a failed attempt entirely. For ease of
Banish (+2 pts.): This special effect trades stability for versatility, play, players should put together a “modified” package for models cre-
allowing Extra Forms to be removed from play before they are KO’ed. ated using the Variable special effect that reflects their capabilities at
This costs 2 AP and requires no roll if a model wishes to Banish both +10 and -10 points.
models that it has created. A model created by a character possessing Example: The Homunculoid possesses Extra Forms with the
the Banish special effect can be Banished by an opposing model also Variable and Extra Range special effects. The total cost of
possessing the Extra Forms power and the Banish special effect. In his Extra Forms power is 17 pts. Normally, he could create
order for a model to Banish a model created by another character, it an extra form built on 68 pts., but since he has chosen the
must win an opposed Resolve goal roll. Variable special effect, he will either summon a 78 pt. or 58
pt. extra form (depending on the results of his Resolve or
Extra Range (+1 pt.): When first created, the extra form may be Mind goal roll). The Homunculoid’s player therefore prepares
placed +1” further from the creating model. Additionally, the Range two SuperSheets prior to play detailing the model’s extra
special effect allows created models to operate out of line of site of forms in both 78 and 58 pt. versions.
their creators, provided they remain within their creator’s range num-
ber. This effect may be purchased multiple times.

Duplication (-25%): Cannot be selected with Variable. All ad- EXTRA MOVEMENT
ditional forms must be identical to the model’s base form. Duplicates BP Cost: 1 pt. per AP
are fully independent models, with no need to worry about line of site AP Cost: none
to their creator. Creating models may spend 2 AP and remove their Effects: The model is exceptionally fast, or just good at covering extra
duplicates from play as in the Banish special effect above. A duplicate ground, and gains +1 AP for movement. This extra AP may only be
may not be removed by other models possessing either Duplication or used for movement, and not attacks, or the activation of most powers.
the Banish special effect. Unless otherwise noted, this extra AP is added to the model’s AP total
before doubling or halving due to charges or the effects of powers.
Renewable (+10 pts.): Models possessing this special effect may Extra Movement AP may be used to pay for the Hyper Movement
create a new extra form if their first extra form was KO’ed, Banished, power. This effect may be purchased multiple times.
or otherwise taken out of action.
These APs don’t count for any other purpose (initiative tiebreakers, for
Variable (+0 pts.): If this option is selected, the created model or example) and are lost to AP-draining effects only after all basic APs
models are built using variable points. When paying the 3 AP cost to are exhausted.
create a model, the original model must make a Difficult (4) Mind or
Resolve roll (player’s choice). If the creating model scores 4+ goals on
the roll, the Extra form is created at +10 points to its Build Point total.
EXTRA/LESSER VITALITY
BP Cost: ±1 pts. per Level (max ±3)
Effects: Every positive level of this power adds 1 Vitality to the mod-
el’s starting Vitality rating and each negative level subtracts 1. Models
may never possess more than three positive levels of this power.

FLARE
BP Cost: 15 pts.
AP Cost: 4
Effects: Flare is a special kind of ranged attack that does not inflict
vitality loss, but rather impairs a model’s actions for a certain period of
time. Flare has a base range of 15”. Flare may be used in close combat.

When Flare is purchased, the player must decide if the attack will be
based off of the model’s Agility or Mind. Agility-based Flares add half
the target’s rating in Enhanced Senses to the attacker’s Flare dice total
before rolling. Agility-based Flares are opposed by the target’s Agility
+ Force-Field, while Mind-based Flares are opposed by the target’s
Mind + Iron Will.

If the attacker wins the opposed roll he blinds or stuns the target until
the end of its next turn. A blinded or stunned model suffers impair-
ment during this period. Blinded or stunned models may not charge,
pay twice the normal AP to move (including twice the normal cost to
activate the Hyper Move power), and have no line of sight to targets
at range. Models opposing blinded or stunned models receive +2D to
attack and defense goal rolls.

26 SuperSystem
Subsequent attempts to flare a model that has previously been affected radius for each level of the Force-Field power the model possesses, up
grant the defender +2D to their defense as their familiarity with the to a maximum of 6”. This is effective against ranged attacks only. If any
attack allows them a better chance to avert it. part of a friendly model’s base is touched by the field, it receives the
protection.
Special Effects
Super Flare (+3 pts. per level, max 3): Flare Attacks from When targeting a spot on the battlefield covered by a Dome, models
models possessing the Super Flare special effect may re-roll a number add +1 to the difficulty required to hit.
of attack dice equal to its level.
Using the Force Field in this way is a defensive action and costs no AP.
The +2 dice from this effect may allow a model to exceed its current
dice cap limit, but do not stack with other combat modifiers like the
FLIGHT +2 dice a model receives when flying.
BP Cost: 10 pts.
AP Cost: none Super (+3 pts. per level, max 3): Models possessing this extra
Effects: At the beginning of its turn, the model may declare that it may re-roll a number of combat defense dice equal to its level. This
is in flight. If the model does so while in base contact with an enemy power stacks with Super-Agility for a possible maximum of 6 re-rolls.
model, it suffers the normal penalty for leaving close combat. Flying
models are considered to be airborne, and cannot be targeted by con-
ventional close combat attacks. For purposes of playability, the model
is always assumed to be hovering above the battlefield at twice its base FORTUNE
AP in inches. Flying models receive +2D to Agility defense goal rolls BP Cost: 4 pts. per Level (max 3)
due their speed, maneuverability, and vertical distance. Flying models AP Cost: none
do not receive this bonus against other Flying models. Effects: Models possessing fortune can alter probabilities to aid them
in battle. Each round, before Initiative is rolled, models possesing
“Taking off ” costs no AP, but movement is measured normally. If a Fortune roll a number of dice equal to their level in the Fortune
flying model enters close combat with a grounded model, it is assumed power. These dice should be noted and kept aside. During the course
to have landed, and can be struck as normal by ranged or close attacks. of the Round, before any die rolls, models possessing Fortune may
Flying models should be marked with an appropriate counter to avoid swap these dice for dice that would have been rolled for or against
confusion. Models that are KO’ed in flight fall a distance equal to them. Once a die has been swapped, it is gone for that round. Fortune
twice their AP in inches. Models targeting flying models with attacks dice may not be altered by re-rolls generated from super-attributes or
should simply measure the linear distance between them. Flying mod- other powers.
els are automatically able to carry one object or passenger commensu-
rate with their Strength level. Opposing models that both possess Fortune dice may use them on
the same throw, but their dice cancel each other out on a one-for-one
Special Effects basis, with any left over dice applied as normal. Only one model per
Carry Object (+3 pts. per level): The flying model is capable of team may possess the Fortune power, and a model may never possess a
carrying additional passengers or objects for each level purchased. Fortune rating higher than 3.
When carrying friendly models, see the Held Action rules presented
in Chapter I for ideas about applying this Special Effect in game Special Effects
situations. Models possessing Super-Strength can pick up and fly with Against Any Roll (+6 pts.): This effect allows the model to spend
objects appropriate to their Strength level. Picking up and dropping its Fortune dice to modify rolls affecting other models in addition to
off objects costs 2 AP per object. rolls affecting itself.

Swoop Attack (+3 pts.): Allows the flying model to make Close Example: Crazy-8 (Agility 4) possesses Fortune level 3.
Combat attacks without landing. This maneuver costs 4 AP, and does Before initiative is rolled he rolls his Fortune dice and gets
not count as a charge. Models leaving combat as a result of a Swoop a 2, 4, and 6. He places these dice aside. Later on in the
Attack d not provoke a free attack. round, Crazy-8 is targeted by the flaming firepower of Em-
ber, who possesses Agility 5[1]. Crazy-8 decides he wants to
Powerdive (+2 pts.): An aerial slam which serves as an improved use his Fortune to make Ember miss him, so before any dice
charge adding +2 dice to the Agility attribute and +2 dice to Strength are rolled he “gives” Ember his 2, and assigns his 4 and 6 to
for the attack roll and damage rolls. his defense roll. Ember now attacks with 4 dice, and Crazy-8
defends with 2 dice and 3 automatic goals from his Fortune.

FORCE FIELD*
BP Cost: 2 pts. per die GROWTH*
AP Cost: none BP Cost: 8 pts. per level (max 3).
Effects: This power adds extra dice to the model’s Agility attribute for AP Cost: 2
opposed defense rolls. Effects: The model can increase its size, Strength, and Vitality. Using
Growth adds +1 die of Strength and +2 Vitality for each level of the
Special Effects power. When it activates the power, a model may choose how many
Dome (+6 pts.): Allows a model to expand the field’s protection levels it wants to grow, and on subsequent actions, can spend 2 AP
to models around it, providing +2 dice to any affected models’ Agility to add or subtract levels of Growth up to its maximum. A model us-
defense goal rolls against ranged attacks. The field extends out to a 2” ing Growth possesses 2” of extra “reach” for every level of the power

SuperSystem 27
it activates, and +2AP for movement (this works just like the Extra situations. No matter how many objects or friends come along for the
Movement power listed above). ride, using this power while encumbered is difficult, and models move
only 3” for every goal scored on the attribute check.
A model using Growth cannot hide, and cannot use terrain to gain a
cover bonus against ranged attacks. A model that reverts to its normal Forced Landing (+3 pts.): The hyper powered model can pluck
size loses any Vitality points gained from the Growth power, and if a flying model out of the air by using teleportation, an air vortex, or
its current vitality loss warrants it, the model must make a KO check other similar effect. This maneuver costs 6 AP, but the attacker must
upon reverting to its normal size. Models using growth should be move into position adjacent to the flier and win an opposed Agility
marked with an appropriate counter to avoid confusion, or better yet, goal roll for it to be successful.
replaced with an appropriate model.
Hyper Attack (+6 pts.): Models possessing Hyper Movement
Example: Dr. Atlas has activated two levels of Growth, in- can make a special, 4 AP close combat attack using this special ef-
creasing his Vitality total from its base of 9 to 13. Several fect. The nature of this attack could a series of high-speed, pinpoint
rounds later, Atlas is the victim of several vicious attacks punches, a number of highly uncomfortable teleports, a ram of debris
that cost him 12 of his 13 vitality points. If he reverts back carried along in the model’s Hyper-Movement “corona”, a “phase”
to normal size, Atlas loses the extra Vitality he gained from attack, or anything else the model’s player can think of. The attacking
Growth, but not the damage he took while in his giant form, model makes a normal opposed close combat goal roll, but the attack
so he must immediately pass a KO check or go down. does 6 dice of damage (plus any net goals scored on the attack) op-
posed by the target’s Resolve attribute, plus any Iron Will the model
may possess.

HEALING Speed Burst (+2 pts. per level, max 3): Each level of Speed
BP Cost: 10 pts. Burst adds +1 die to the Hyper Movement goal roll.
AP Cost: 4
Effects: The model can heal itself or other models, restoring lost No Penetration (-1 pts.): The hyper powered model can’t pass into
Vitality points. The model must make a Mind or Resolve goal roll closed terrain features or vehicles. They can still travel over or past any
(player’s choice), and for every 2 goals scored, 1 Vitality point is terrain in a direct line (without needing to go around it), but unless
restored. Vitality cannot be restored beyond its starting level. A KO’ed there is an open door, window, etc., they can’t use this power to get
model cannot heal itself. A model must be in base contact to Heal inside. Additionally, models with this disadvantage can’t purchase the
another model. Models locked in close combat may attempt to heal Hyper Attack extra and can’t use their Hyper Movement power to
themselves, but doing so provokes a free attack in the same manner escape Entangles.
as leaving a close combat does. If other friendly models are embroiled
in the same combat, the Healing model may use its power without Warp (5 pts/level, max 3): During the model’s turn it may instantly
suffering a free attack. move to anywhere on the battlefield it could reach, without spending
AP, regardless of distance. If there is another related battle going on at
the same time that the model is aware of, it could also use this ability
so show up anywhere on that board instead. The model may do this a
HYPER MOVEMENT number of times per battle equal to the level purchased. Models pos-
BP Cost: 15 pts. sessing this ability can also expend one of its uses to begin a scenario
AP Cost: 3 anywhere on the battlefield, regardless of the set-up parameters. This
Effects: The model can transport itself to another point on the does carry the risk of a free attack if the model is Warping out of a
board with incredible efficiency. This movement could be the result close combat. This is handled in the same fashion as a standard Hyper
of Teleportation, Super-Speed, Psionics, or the ability to simply will Move out of close combat.
oneself someplace else. Hyper Movement requires an unopposed
Mind, Agility, or Resolve (player’s choice) goal roll, and the model can Example: Super Agent Marylin Walters possesses Hyper
move 5” for every goal scored on the check. Players must choose which Movement and Hyper Attack, and after moving into base
attribute works with Hyper Movement when they purchase the power. contact with John Henry, attempts to attack him. Spend-
Hyper Movement ignores vertical distances, so a model may move ing 4 AP, Walters activates her Hyper Attack and scores 5
onto the roof of a building--just measure the straight-line distance goals on her attack goal roll, while John Henry scores only 2
between the model and the point it wishes to reach. goals on his defense goal roll. Walters then rolls 9 dice for
damage (6 for the Hyper Attack plus 3 for her net goals),
A model can attempt to Hyper Move out of close combat without suf- while John Henry resists only with his Resolve dice.
fering a free attack against it, but it must win or tie an opposed Mind,
Agility, or Resolve (moving model) vs. Agility (attacking model) goal
roll to do so. A model possessing Hyper Movement can attempt to
attack a flying model, but it must score enough goals on the movement INSTANT STAND
roll to move adjacent to it, and it must finish its turn with another suc- BP Cost: 1 pt.
cessful movement roll, or fall twice the flying model’s AP in inches. Effects: Active models possessing Instant Stand are never considered
prone or knocked down from any effect, unless they choose to be.
Special Effects Whenever they are knocked down, they may immediately stand back
Carry Objects (+3 pts. per level): The model is capable of carry- up for no AP cost if they choose (before any other effects are resolved).
ing along a single passenger or object (appropriate to its Strength) for
each level purchased. See the Held Action rules in the basic Super-
System rulebook for ideas about applying this Special Effect in game

28 SuperSystem
SuperSystem 29
dealt to it from physical attacks and shifting it into temporary At-
tribute increases. Whenever the model takes damage from a physi-
INVISIBILITY cal (non-mental) attack, make a Mind or Resolve goal roll (player’s
BP Cost: 20 pts. choice). For every two goals scored on the roll, subtract one point of
AP Cost: 5 vitality loss. On the model’s next turn, it can add dice equal to the
Effects: By whatever means, a model possessing this power is able to vitality points absorbed to its Strength or Agility attributes in any
make itself invisible, essentially hiding in plain sight. It costs 5 AP for combination. These added points fade at the end of the model’s turn. A
a model to turn Invisible, and it must do so as the first action of its model may not add more than 6 total points per round to its attributes
turn. Spending AP to activate Invisibility does not preclude a model in this way, and it cannot add more than 3 points per round to a single
from charging. The effects of Invisibility last until the beginning of the attribute. Vitality in excess of this may still be absorbed, but further
model’s next turn. attribute increases are not allowed. Attributes increased in this fashion
do not affect a model’s Vitality or Action Points.
Enemy models must win an opposed Mind (enemy model) vs. Agility,
Mind or Resolve (Invisible model’s choice) goal roll to charge or move Example: The Sponge is struck by a haymaker from Stone-
into contact with the invisible model. The same roll must also be flower, suffering 4 points of vitality loss. Luckily for him,
made to target the invisible model with ranged attacks. The invisible the Sponge possesses Kinetic Absorption and Super-Resolve
model receives +2 dice to this roll. An invisible model benefits from x 1. He rolls his Resolve and scores 4 goals, absorbing 2 of
a surprise advantage when it moves into close combat. While in close the 4 Vitality points he would have lost. His player marks
combat the invisible model gains +2 dice to Agility for its attack and down the two points of damage he did take, and notes that
defense goal rolls. If an Invisible model charges, it also receives the +2 on his next turn, he will have 2 dice to add to his Strength
dice Charge bonus. and/or Agility attributes.

Multiple models in close combat with invisible models do not receive Special Effects
the friends in close combat bonus. If an Invisible model is embroiled Charge (+3 pts.): The model may choose to use points of vitality
in close combat, it can be charged by other models with no detection loss absorbed to enhance the damage dice of its ranged attack. On the
goal roll required, but the invisible model still receives its +2 dice to model’s next turn, it can add any vitality points absorbed as damage
Agility for opposed attack and defense rolls. dice to its ranged attack value. A model may not add more than 4 dice
of damage per round to its attack. Dice added in this way fade at the
Models possessing the Enhanced Senses power have a chance to negate end of the model’s turn.
an Invisible model’s advantage in close combat. At the beginning of
its turn, a model with Enhanced Senses may spend 2 AP and make a Sponge (+2 pts. per die): The model is capable of soaking up
difficult (4) Mind + Enhanced Senses goal roll to pinpoint the invisible kinetic energy like a sponge! Models with the Sponge special effect
model’s location. If the roll succeeds the advantages of Invisibility in add their rating to their Resolve checks when attempting to absorb
close combat are negated for that model for the remainder of the round. damage. This effect is subject to dice pool stacking.

Invisible models suffer an increased chance of detection when making


Agility-based ranged attacks. Models trying to detect an Invisible mod-
el that has used a Ranged Attack during the current round of combat KNOCKBACK RESISTANCE
gain +2 dice to their detection goal rolls to spot the Invisible model. BP Cost: 1 pt. per level
AP Cost: none
Invisible models that make Mind or Resolve-based attacks may be Effects: Models possessing this power subtract 1” from any Knockback
detected more easily, but only by the specific models targeted by their they incur from attacks. This effect may be purchased multiple times.
attacks.

Models targeted by Mind or Resolve-based attacks gain +2 dice to


their detection rolls to spot the Invisible model. LINKED POWERS (Power Framework)
BP Cost: 0
Invisible models should be marked with an appropriate counter to AP Cost: none
avoid confusion. Effects: Models use this Power Framework to link 2+ powers together
so that they will count for all purposes as a single power. So the entire
Framework can be Copied, Absorbed, Nullified, Dispelled, etc. as if
it was all one power. Since this is a slight disadvantage, each power
IRON WILL inside the Framework receives a -10% reduction in cost (assuming it
BP Cost: 2 pts. per Level isn’t already at the -50% maximum from Power Mods).
AP Cost: none
Effects: The model adds its rating in Iron Will to any defensive Mind Players should use this Framework sensibly to efficiently build themat-
and Resolve based Goal rolls. ic characters by linking up multiple powers into a single power effect.
Players should not use this framework as a cost min/max device. Play-
ers are encouraged to put all powers that make sense for the Frame-
work into it (even ones for which you won’t receive cost reductions).
KINETIC ABSORPTION Leaving powers out that fit the theme just because they’re cheaper
BP Cost: 10 pts. than 5 points is bad form.
AP Cost: none
Effects: The model is capable of absorbing some or all of the damage Additionally, players can’t move existing powers into the framework

30 SuperSystem
later, but newly purchased powers can be bought inside it. So even Extra Reach (+1 pt. per inch, max 6”): The model can choose
though Armor x 2 won’t be any cheaper inside the Framework at the to extend the range of its close combat attacks with the Melee Attack
start, players should include it (if it makes sense) so when it reaches to power. Models striking targets at range with this ability are considered
x 3 they receive the savings. to be in close combat with their foes, and can enjoy the benefits of
multiple friends in close combat. However, missed strikes using Extra
Players cannot put a Power Framework inside another Power Frame- Reach have a chance of hitting other combatants in close combat with
work (i.e., no Linked Powers inside an Elemental Control Pool and the target in the same way as for standard ranged attacks.
vise versa).
Models not in base contact (but still within the reach) of opponents
possessing Extra Reach who leave combat still suffer a free attack
from them.
LIMITED MOBILITY
BP Cost: -10 pts. Soul Fire (+15 pts.): The model can switch the attack’s effects to
AP Cost: none non-physical, soul-singeing damage. Before the attack goal roll, the
Effects: Models possessing this trait can move only move half their model must announce it is switching to Soul Fire, and the damage
AP under their own power (and may never charge). Models possessing from the attack is opposed by the Resolve attribute (plus any levels of
this power may not purchase Extra Movement or Hyper Movement. Iron Will) instead of Strength. This attack ignores the protection pro-
vided by “physical” powers like Armor, Density Increase and Elasticity.

Super-Damage (3 pts. per level, max 3): Models making Melee


LUCKY Attacks that possess the Super-Damage special effect may re-roll a
BP Cost: 5 pts. number of dice equal to its level on damage goal roll. Super-Damage
AP Cost: none Level 1 provides one re-roll, Level 2 provides 2 re-rolls, and Level 3
Effects: Once per game, the model may re-roll any one dice pool provides 3 re-rolls. This power stacks with Super-Strength for a pos-
throw, or force a foe to re-roll one throw that would have affected it. sible maximum of 6 re-rolls.
The Lucky model may select the better of the two goal results (either
the first one or the re-rolled one). This power may be purchased with
Omni-Power or Elemental Control Pool once per game, and models
with Copy Power may copy it once per game. MENTAL ATTACK*
BP Cost: 3 pts. per damage die.
Lucky re-rolls may be altered by re-rolls from super-attributes and AP Cost: 4
other powers. Lucky re-rolls may not be altered by Fortune dice. Effects: The model possesses a ranged psychic attack based on the
Mind attribute. Defending models oppose it with their Mind attri-
bute. Although the damage is physical in nature, it is opposed with the
target model’s Resolve attribute. By its nature, Mental Attack affects
MASSIVE intangible targets as if they were solid. The base range is 30”. This at-
BP Cost: -2 pts. per Level (max 5) tack can be used in close combat, and ignores the effects of cover.
AP Cost: none
Effects: Massive can be “purchased” for larger profile models whose Special Effects
lack of nimbleness represents an easier-to-hit target. Each level of Super-Damage (3 pts. per level, max 3): Models making Mental
Massive grants opposing models +1 die to their Agility goal rolls to hit Attacks that possess the Super-Damage special effect may re-roll a
in close or ranged combat. number of dice equal to its level on damage goal roll. Super-Damage
Level 1 provides one re-roll, Level 2 provides 2 re-rolls, and Level 3
provides 3 re-rolls.

MELEE ATTACK*
BP Cost: 2 pts. per bonus damage die
AP Cost: none MONOLOGUER
Effects: The model possesses a melee weapon, or special hand-to- BP Cost: 1 pt.
hand attack, which it may use to augment its Strength attribute in AP Cost: none
close combat attacks. Examples might include a mystical hammer, Effects: Monologuer models are big talkers, and because of this they
enlarged fists, focused chi, claws, ball and chain, etc. may make 1 additional Soliloquy Attack (see Combat Maneuvers in
Chapter I) per game.
Special Effects
Affect Other (+2 pts. per level): For each level of Affect Other
the model possesses it can bestow one die of its damaging attack to
friendly models in base contact, effectively granting them the melee OMNI-POWER
attack power for one round. This action costs 2 AP, and its effect lasts BP Cost: 10 + Variable (see below).
until the beginning of the bestowing model’s next turn. Levels of Af- AP Cost: 2
fect Other are subject to the rules for Dice Pool Caps. Effects: Some models seem to possess just the right gadget or ability
for any situation they find themselves in. Omni-Power allows a model
Affects Ethereal (+5 pts.): The attack can affect density decreased, to purchase a pool of points that it can use to temporarily “purchase”
ethereal, or intangible models just as if they were solid. other powers on the spot. Powers bought in this way can only be used
one at a time, but remain in effect until the model chooses a different

SuperSystem 31
power. A model may purchase any Special Effects relating to a power
along with the power; this does not count against the one-power
limit. Using Omni-Power to choose a new power costs 2 AP, but does RANGED ATTACK*
include any special effects the model wants to purchase in addition to BP Cost: 2 pts. per damage die
the main power. However, if a model decides to add a special effect AP Cost: 4
of a power it is currently using later in the turn, or in another turn, it Effects: The model can attack at range using its Agility attribute. The
must pay 2 AP to do so. nature of the attack is up to the player. Examples include eye beams,
eldritch bolts, force blasts from the hands, fireballs, etc. The base range
After paying the initial 10 pt. Cost, models can purchase their for this attack is 30”. Ranged Attack may be used in close combat.
Omni-Power pool of build points. The pool is purchased in 5 pt.
increments. In a series, points can be added to this pool at double the Special Effects
starting cost (i.e., 10 pts. for an additional 5 pts. worth of the power). Affects Ethereal (+5 pts.): The attack can affect ethereal or intan-
Omni-Power may not be used to purchase the Extra Forms power. gible models just as if they were solid.
Only one hero or henchmen group per team may purchase
Omni-Power. Chain Attack (+5 pts.): Allows the model to make 5 AP ranged
attack that can also hit a second target up to 5” away. The second
Special Effects target must also be within the attacking model’s LOS. The attacking
Multi-Power (+5 pts. per additional power): This model can use model makes one goal roll versus separate defense goal rolls from both
more than one power at the same time, in addition to any or all of the targets. The attacker makes separate opposed damage rolls based on
special effects associated with those powers that it decides to purchase. the results of the defense rolls. This special effect may not be used in
Adding each power after the first costs 2 AP per power. conjunction with Area of Effect power mods.

Powers Stay Swapped Out (-25%): Once a model swaps a power Example: Super Agent James Wu is firing a Kinetic Blast at
out of its Omni-Power pool it may not be swapped back in for the Super-Charger as another foe, Kid Dynamo looks on nearby.
remainder of the scenario. Guessing that Kid Dynamo is close enough, Agent Wu elects
to use Chain Attack with his K-Blast, making a 5 AP ranged
Example: The villainous mimic Tabula Rasa possesses a attack goal roll. After checking the range, he finds that
25 pt. Omni-Power plus 10 pts. of the Multi-Power special Dynamo is standing 4” away from Super-Charger, so both
effect. When his turn comes up in the combat round, he models must make defense goal rolls against his attack.
decides to activate his Omni-Power and pick up Super-
Strength level 1 (2 AP). He then decides he wants to add Immunity (+2 pts.): The model is immune to the effects of its
some Armor (2 AP) and Melee Attack (2 AP). He has now own Ranged Attack (including Knockback). This immunity does not
spent a total of 6 AP, and is powered up and ready to extend to the Ranged Attacks of other models, even models who’s RA
battle. has a similar special effect (the exception to this is duplicates are im-
mune to each other’s attacks too, see Extra Forms).

Rapid Fire (+5 pts.): Reduces the cost of Ranged Attacks from 4
AP to 3 AP.
PERFECT TIMING
BP Cost: 1 pt. Soul Fire (+15 pts.): The model can switch the attack’s effects to
AP Cost: none non-physical, soul-singeing damage. Before the attack goal roll, the
Effects: Once per game, models possessing this power may use a Held model must announce it is switching to Soul Fire, and the damage
Action at no AP cost. from the attack is opposed by the Resolve attribute (plus any levels of
Iron Will) instead of Strength. This attack ignores the effects of Armor,
Example: Hawkwind possesses Perfect Timing and wishes Density Increase, or any other power that adds to a model’s Strength.
to hold his action on his next turn, waiting until Ironhide
emerges from a doorway in order to ambush him. When his Super-Damage (3 pts. per level, max 3): Models making Ranged
turn comes up, HW’s player announces he is using his Per- Attacks that possess the Super-Damage special effect may re-roll a
fect Timing and holding his action, thus avoiding the normal number of dice equal to its level on damage goal roll. Super-Damage
2 AP cost. Level 1 provides one re-roll, Level 2 provides 2 re-rolls, and Level 3
provides 3 re-rolls.

PUSHING REFLECTION
BP Cost: 1 pt. BP Cost: 10 pts.
AP Cost: none AP Cost: 3
Effects: Once per turn, a model with Vitality remaining may add Effects: This power allows the model to turn certain damaging attacks
+2 dice to any goal roll (except KO checks), but must decide to do back on its foes, whether through deflection, reflection, or some other
so before rolling any dice. Pushing costs the model -1 Vitality. This means. Models using Reflection can deflect errant attacks away from
Vitality may not be recovered by the use of any power. If Pushing costs them as they arrive. When Reflection is purchased, a model chooses
a model its last Vitality point, it may complete its action before rolling whether it will reflect one of three types of attacks: Close Combat,
for KO. Pushing models that have already reached KO automatically Ranged (Agility-based), or Ranged (Mind/Resolve- based). This
go down once they’ve completed their actions for the turn. should be noted on the model’s SuperSheet to avoid confusion.

32 SuperSystem
At the beginning of its turn, a model must decide whether it is spend- hiding. Shrinking models should be marked with an appropriate coun-
ing AP on Reflection or not. If the model spends the AP, it may use ter, or better yet, replaced with a smaller model to indicate their condi-
Reflection against any attacks of the appropriate type until the begin- tion. Shrinking costs 2 AP to activate, and a Shrinking model receives
ning of its next turn. Spending this AP does not preclude the model +1 die to its Agility for defense rolls per level of the power activated,
from charging. During the course of combat, if an attack of this type and +1 die to its Agility for close combat attack rolls per level of the
fails to strike the model by two or more goals, it may choose to Reflect power activated. Models using the Shrinking power at Level 3 cannot
the attack to another target up to 12” away (in the case of a Ranged be targeted beyond a half of a ranged attack’s stated range.
Attack), or turn it back on the model that launched it (in the case of
Close Combat attacks and Ranged Attacks made in base contact). Because of their small size, Shrinking models also receive +2 dice
per level to any Agility goal rolls for hiding, and require no terrain
Reflected Ranged Attacks require a second ranged attack roll made in which to mask themselves. Foes attacked by a Shrinking model in
by the Reflecting model, opposed as normal by the new target, and close combat receive +1 die to their Strength to resist damage per level
using the original base damage value for their ranged attack damage. of their opponent’s current Shrinking.
Reflected close combat attacks require a second attack roll made by the
Reflecting model, opposed as normal by the original attacker. If the Special Effects
Reflected attack hits, it deals a number of dice of damage equal to the Growth Attack (+2 pts.): The Shrinking model conducts a charge
original attacking model’s base attack damage. Reflected Mind/Re- at the end of which it grows back to its normal size. If it’s close com-
solve-based attacks also require an appropriate opposed roll to hit, and bat attack hits, it adds +1 die to its damage goal roll for every level of
use the attack’s base damage, resisted normally by the original attacker Shrinking it deactivated that turn. Models using this maneuver do not
or a new target up to 12” away. pay the normal 2 AP cost for deactivating the power. A model may
use this special effect on any charge, even if it does not result in a close
Special Effects combat attack.
Additional Reflection (+10 pts. per type): The model is capable
of Reflecting the effects of additional attack types. Each additional at- Mighty Mite (+5 pts.): The Shrinking model maintains its normal
tack type costs 10 pts. and should be noted on the model’s SuperSheet. weight and enjoys increased density in its shrunken state. Close com-
bat opponents of the Shrinking model do not get the normal bonuses
to their Strength for being attacked by a tiny foe, and the shrinking
model receives +1 die to its Strength attribute to resist damage.
REGENERATION
BP Cost: 5 pts.
AP Cost: none
Effects: At the beginning of each of its turns, the model regenerates SIDEKICK
1 lost Vitality point. This costs no AP. Henchmen groups may not pur- BP Cost: 1 pt. per level (max 12)
chase the Regeneration power.

Special Effects
Accelerated Recovery (+2 pts.): The model can actively push its
regeneration to work faster, but must forego the automatic Vitality
point recovery in lieu of a Resolve check. Every 2 goals rolled on the
Resolve check equal 1 Vitality point recovered. This costs 2 AP, and
may only be attempted once per turn.

RICOCHET ATTACK
BP Cost: 5 pts.
AP Cost: none
Effects: The model is capable of attacking multiple opponents without
incurring the penalty for breaking from close combat. These attacks
cost only 2 AP, but the model must be able to attack at least two
combatants to use the power, and must alternate its attacks between
multiple foes. Targets cannot be more than 5” apart, and the model
must still pay the AP cost for moving between targets. A model may
Ricochet attack even if it begins its turn in close combat with an
enemy model or models. This power may not be used in concert with
the Ranged Attack power.

SHRINKING*
BP Cost: 5 pts. per Level (max 3).
AP Cost: 2
Effects: The model can decrease its size, making it more difficult to
attack in close and ranged combat, and more difficult to spot when

SuperSystem 33
Effects: Models with this power have a sidekick! This sidekick could powers like Mental Attack, Dominate, and Mind-based Flares.
be a young protégé, animal companion, robotic familiar, or anything
the player can think of! Every level of the Sidekick power purchased
grants the model 5 build points with which to create its sidekick.
During the game, a Sidekick acts as an independent character in every SUPER-RESOLVE
respect. A sidekick earns and spends experience like normal character BP Cost: 6 pts. per level (max 3)
models. Sidekicks may not have the Sidekick power. Effects: Models with this power may re-roll a number of dice equal to
its level on each throw involving its governing attribute. Super-Resolve
If a Sidekick perishes during the post-battle sequence of the game a Level 1 provides one re-roll, Level 2 provides 2 re-rolls, and Level 3
new Sidekick based on the same starting points level can be built, but provides 3 re-rolls. Additionally, each level of Super-Resolve pur-
this new Sidekick is not added to the game until the second scenario chased adds +2 Vitality to the model’s starting Vitality total. Re-rolls
following the previous Sidekick’s demise. from super-attributes should be noted on the SuperSheet in brackets
after the attribute’s standard dice number, i.e. 6[2].

SOULLESS
BP Cost: 10 pts. SUPER-STRENGTH
AP Cost: none BP Cost: 6 pts. per level (max 3)
Effects: The model is immune to the effects of all Mind or Resolve- Effects: Models with this power may re-roll a number of dice equal
based attack powers; attacks on the mind and the spirit simply do not to its level on each throw involving its governing attribute. Super-
work against it. Soulless models are not affected by the Healing power. Strength Level 1 provides one re-roll, Level 2 provides 2 re-rolls, and
Soulless models do not possess the same fighting spirit as normal Level 3 provides 3 re-rolls. Re-rolls from super-attributes should be
creatures, and thus automatically fail all KO checks. noted on the SuperSheet in brackets after the attribute’s standard dice
number, i.e. 6[2].
Soulless must be purchased at character creation, and cannot be taken
during the course of a battle with Omni-Power, or copied with Copy Special Effects
Power. Models possessing Alternate Forms may not take the Soulless Rage (+3 pts.): Models possessing this special effect receive +1
power for their other profiles unless the base form also possesses it. level of Super-Strength while their current Vitality level is less than
The cost of Soulless may not be reduced by Power Modifications (see or equal to 1/2 their maximum Vitality Level (round down) of their
the section on Power Mods below). current form.

Shockwave (+2 pts.): The model can pound its fists on the ground
with earthquake-like force, creating a large seismic shockwave and
SUPER-AGILITY forcing anyone in its path to win an opposed Agility vs. Strength roll
BP Cost: 6 pts. per level (max 3) or instantly be knocked down. Shockwave costs 3 AP and requires
Effects: Models with this power may re-roll a number of dice equal a Strength goal roll, and is opposed by any models in its path. The
to its level on each throw involving its governing attribute. Super- model has two effect options when using Shockwave, Line or Radius.
Agility Level 1 provides one re-roll, Level 2 provides 2 re-rolls, and Line shockwaves travel in a straight-line 15” for every level of Super-
Level 3 provides 3 re-rolls. Re-rolls from super-attributes should be Strength the model possesses, and have a 4” wide path of effect.
noted on the SuperSheet in brackets after the attribute’s standard dice
number, i.e. 6[2]. Radius shockwaves emanate 5” out from the model in all directions,
and affect all models within this radius except for their creator.
Special Effects
Lightning Reflexes (+2 pts.): The model gains +1 die on Initiative Shockwaves ignore terrain, and do not affect airborne or Density
goal rolls. This effect may be purchased multiple times. Decreased models.

Super-Knockback (+5 pts.): This effect works just like the stan-
dard Knockback rules (see the appropriate rules section in Chapter
SUPER-MIND I), except that opposing models struck by a model possessing Super-
BP Cost: 6 pts. per level (max 3) Knockback are knocked back 5” for every goal scored on the KB check.
Effects: Models with this power may re-roll a number of dice equal to
its level on each throw involving its governing attribute. Super-Mind
Level 1 provides one re-roll, Level 2 provides 2 re-rolls, and Level 3
provides 3 re-rolls. Additionally, each level of Super-Mind purchased SUPER-ENERGY
adds +1 AP to the model’s starting AP total. Re-rolls from super- BP Cost: 10 pts. per level (max 3)
attributes should be noted on the SuperSheet in brackets after the Effects: Models with this power may re-roll a number of dice equal
attribute’s standard dice number, i.e. 6[2]. to its level on each throw involving any of their Energy Based powers
(Ranged Attack, Damaging Aura, Flare, etc.). Super-Energy Level 1
Special Effects provides one re-roll, Level 2 provides 2 re-rolls, and Level 3 provides
Lightning Strategist (+2 pts.): The model gains +1 die on Initia- 3 re-rolls. Note that this does not stack with any Super levels they may
tive goal rolls. This effect may be purchased multiple times. have bought as a power specific extra.

Second Sight (+5 pts.): Models possessing Second Sight may


target models that they cannot see with Mind and Resolved-based

34 SuperSystem
charge while levitating friends. The models all move in the same
direction as the TK model.
SUPER LEAP
BP Cost: 6 pts. If the TK model is KO’ed while levitating friends, they are all dropped,
AP Cost: Charge falling a number of inches equal to twice the levitating model’s AP.
Effects: Models with this power can leap, swing, or bound high up
into the air while also covering some horizontal distance! For every Manipulate Object (+2 pts.): For 3 AP, the model can grab and
goal rolled on a Strength or Agility (player’s choice) check the model move objects or friendly models up to 12” away. Objects and friendly
may leap 5” vertically and 3” horizontally, or 3” vertically and 5” hori- models can be moved 2” for every goal scored on the TK model’s Mind
zontally (the model must decide which before it leaps). or Resolve check. Objects of medium size or larger, or models that are
Massive x 2 or greater, are moved 1” for every goal scored on the Mind
Super Leap is a special kind of charge maneuver where the leaper can check. Players need only consider horizontal distance when deciding
either use the ‘Targeting a Spot on the Battlefield’ rules to make it to a where to place objects or models moved with this effect. Once the
specific spot on the terrain or attack a flying or ground-bound model model or object has been moved, it is back on the ground. This effect
using a normal opposed attack roll. cannot be used to set up midair attacks on Flying models.

If the attack hits, the leaper lands successfully at his target location. If TK Grab (+5 pts.): The model can grab a foe at range with its TK
it fails, the leaper uses the normal S2 scatter rules to determine where field. TK Grab is a 3 AP, Mind or Resolve (TK model) vs. Agility
he ends up. The scatter occurs from the desired end point, which if (target model) attack with a range of 15”. Instead of making a damage
attacking a flier may be different than the attack point, because the goal roll after hitting, the attacking model simply grabs his foe in
attack occurs somewhere along the leaper’s arcing path. The range is a paralyzing field of TK energy. On each of their subsequent turns,
determined from the target model, but the scatter from the desired the models must make an opposed Strength (defender) vs. Mind or
end point (which is the same when attacking a ground model). This Resolve (attacker) goal roll to see if the TK Grab continues (any ties
represents that the target dodged, or tossed them off course slightly. go to the defending model). This opposed goal roll costs 5 AP for the
acting model AP for that turn. At the beginning of its turn, the grab-
Special Effects bing model can choose to release its foe at no AP cost, however, it may
Extra Bounce (2 pts. per die, max 3): Models may add their dice not attempt to TK Grab the same model again that turn.
in Extra Bounce to their Super Leap dice pool totals before rolling for
Super Leap. Grabbed models may not make any physical attacks on their turn; they
can make Mental Attacks, activate non-attack powers like Density
Example: Hardcore attempts a Super Leap attack against Decrease, or try to free themselves via the aforementioned opposed
a flying foe 14” in the air. She rolls sufficient distance (5 Strength roll. Grabbed models attacked by third parties resist using
goals for 25” horizontal and 15” vertical) on her leap check their Agility as normal, but do not get the benefits of Super-Agility
and then makes her attack goal roll, beating her foe and re- or Flight. Models attacking a grabbed model receive +2 dice to their
solving the damage. Had her attack missed, she would have Agility goal roll to hit.
continued on with her leap, scattering in random direction
measured from the end point of her leaping arc.

TERRIFYING AURA
BP Cost: 8 pts.
TELEKINESIS AP Cost: none
BP Cost: 7 pts. Effects: Some models are so alien horrifying that effectively attack-
AP Cost: 2 ing them proves difficult. At the beginning of its turn, and when it
Effects: At the beginning of its turn the model can declare that it is first enters the area of effect, any enemy model within 10” of a model
levitating off the ground, and can remain in the air until the begin- possessing this power must make a Difficult(4) Resolve goal roll or be
ning of its next turn. For purposes of playability, the model is always Terrified. Models possessing Terrifying Aura receive +2 dice on attack
assumed to be hovering at twice its base AP in inches above the and defense goal rolls versus models they have Terrified. Once a model
battlefield. has passed its Terrifying Aura check against a model it does not need
to make another one against that particular model for the remainder
A Levitating model may choose to move or charge normally. On suc- of the game. Models possessing this trait ignore the effects of other
cessive turns, the model can remain aloft by spending 2 AP to keep Terrifying Auras.
the power active; this does not preclude the model from charging.
Levitating models are considered to be airborne, and cannot be tar-
geted by conventional close combat attacks, but unlike Flying models,
do not receive any bonus dice to defense. UNLUCKY
BP Cost: -5 pts.
Special Effects AP Cost: none
Levitate Friends (+3 pts.): The TK model makes an unopposed Effects: Once per game, an opposing player can force a model with
mind goal roll, and in addition to itself, can levitate a number of Unlucky to re-roll one dice pool throw, or re-roll a throw of their own
friendly models equal to the number of goals scored on this check. that would have affected the Unlucky model. When models with Un-
The model can levitate friends up to 12” away. This check costs 2 AP. lucky re-roll their dice, they must accept the lesser of the two results as
On successive turns, levitated models can remain aloft with the TK the official one. If the second throw is made by the Unlucky model, it
model spending an additional 2 AP as above. The levitated models may not be altered by re-rolls from super-attributes or other powers.
move at a rate equal to the TK model, and the TK model may not When the model opposing the Unlucky model re-rolls its throw, it

SuperSystem 35
may take the better of the two throws. which must be noted at the time of purchase (Forward, Left, Right,
or Rear). Passengers with ranged attacks can fire in any direction.
Example: The Glock-Roach is an Unlucky hero. He’s bat- Vehicle close combat attacks are Rams and must come at the end of a
tling Thunderfist and gets a great shot on him scoring 8 charge. This precludes the vehicle from performing most other close
goals! But Thunderfist’s player remembers that the Glock- combat maneuvers. When a vehicle rams it adds its level as extra dice
Roach is Unlucky, and decides to force the roach’s player to to its damage goal roll.
re-roll his excellent attack throw. He does and scores only
3 goals—the Glock-Roach curses his lot in life as his shot Attacking the vehicle with a ranged or melee attack happens normally,
careens off a passing bus, just missing Thunderfist. Had but if an occupant is attacked directly or via an AoE attack, they
Glock-Roach’s player rolled an even more miraculous 9 goals receive +2D to their damage resistance roll. AoE attacks work a little
on his second throw, he would have been required to accept differently against the actual Vehicle. Being larger than most normal
the first, lesser throw. models, vehicles take more of the damage from AoE attacks, but not
as much knockback. The attacker gets +2D to the damage against
the vehicle, but doesn’t get the +2D for knockback (this bonus dam-
age should be rolled separately or with different colored dice since it
VEHICLE doesn’t apply to the vehicle’s passengers).
BP Cost: variable
AP Cost: none If a vehicle is knocked back, its passengers go with it. If it is knocked
Effects: Models purchasing this power count as a vehicle (henchmen down, it can’t be moved until righted, but can still fire any ranged at-
groups may not purchase this power). The size and carrying capacity tacks it has. Players should determine the orientation of the knocked
of the Vehicle varies based on the level of the power purchased. All down vehicle using the random direction chart from the appendix. If a
Vehicles share the same basic traits: Soulless (as the power of the same model possesses enough strength to lift the vehicle, it can right it.
name), Massive (based on Level taken in the power), requires operator.
When building some vehicle-like models, this power may not be ap- If a vehicle is used as a Super-Club, the vehicle and all its occupants all
propriate. In these cases levels of Massive and other powers will serve take the same damage as the target (but the occupants receive +2D to
to create the desired effects. resist the damage).

Models purchasing the Vehicle power may not also purchase the fol- Vehicles are purchased in three levels:
lowing powers: Berserker, Elasticity, Escape Artist, and Instant Stand.
Mounting/Entering a vehicle takes 2 AP for adjacent models and at Lvl 1 (10 pts.) This is a small vehicle with a maximum of two oc-
the end of that time the driver is ready to operate the vehicle. Models cupants (Size Class Large). This vehicle counts as Massive 1.
may not charge into a vehicle. A vehicle will not move or fire without
an operator. Operating a vehicle costs the driver 3 AP, allowing the Lvl 2 (14 pts.) This is a medium vehicle with a maximum of 6 oc-
vehicle its full AP worth of movement and attacks for that turn. How- cupants (Size Class A). This vehicle counts as Massive 2, receives +1
ever, enemy models trying to do the same must spend 4 AP and make re-roll for Strength on damage resistance goal rolls, and has a base
a difficult (3) Mind goal roll to successfully bring it into an operational handling of 10”.
state. Enemy models may only enter empty vehicles, and may not
operate enemy vehicles with the Independent special effect. Leaving a Lvl 3 (25 pts.) This is a large vehicle with a maximum of 11 oc-
vehicle also requires 2 AP. cupants (Size Class B). This vehicle counts as Massive 3, receives +1
re-roll for Strength on damage resistance goal rolls and has a base
Models wishing to operate a vehicle during their turn become Dedi- handling of 10”.
cated Drivers. If a model begins its round within the vehicle and spends
only the 3 AP necessary to make it operational its turn ends and the Re-rolls from vehicle levels do not count against the maximum al-
vehicle model may be activated immediately, essentially melding the lowed for characters.
operator and vehicle actions into a single activation in the initiative
sequence. Models wishing to operate the vehicle for their turn may do Models with active levels of Shrinking take up no transport slots.
nothing else except for spending the 3AP necessary to make the vehicle Each level of Massive a model possesses consumes an additional slot
operational. Models may begin the game already within a vehicle. of space, so a Massive level 2 model would take up three spaces, and a
massive level 5 model would take up six! Each active level of Growth a
If the vehicle’s Agility is better than the Driver’s, it is assumed to model possesses also adds extra slots in the same manner. For example,
possess a battle computer which allows it to attack more deftly than a model with 2 active levels of Growth would take up three spaces. A
the driver normally could. If the driver’s Agility is better than the Massive 2, Growth 2 model would take up 5 spaces.
vehicle’s, its Super-Agility is raised to that of the driver’s and an addi-
tional +1 Super-Agility is granted for every extra 2D Agility the driver Special Effects
has more than the vehicle’s (representing the driver getting the most Enclosed (+5 pts.): In comic book battles, the occupants of vehicles
out of his vehicle). However, this cannot grant more Super Agility to are never completely safe from attacks of any kind, but vehicles
the vehicle than it has dice in Agility (i.e., a 3D Agility vehicle can’t possessing this effect grant their passengers +2D to Agility to avoid
become more than 3D [3]). attacks directed against them. This is in addition to the normal +2D to
damage resistance goal rolls.
Vehicles can only make a 45 degree turn at the start of their turn and
again after traveling at least 5”. Add +5” to this distance if Flying. This Extra Fire Arc (+2 pts.): Vehicles possessing this trait gain one
5” move requirement represents the vehicle’s base Handling rating. extra fire 90 degree arc that must be defined at vehicle creation.

If the vehicle has any ranged attacks, they receive a 180 degree arc Giant Robot (+5 pts.): The vehicle is some sort of Giant Robot

36 SuperSystem
SuperSystem 37
complete with a set of manipulators that allow it to perform normal ity, super-technology, or some combination of these factors, they are
close combat attacks and combat maneuvers. Provided they have the much tougher to bring down in a fight. Henchmen Groups possessing
strength to do so, Giant Robot vehicles may pick themselves up from the Veterans power can withstand 2 points of damage per man rather
a knocked down state. than the normal 1 point per man, effectively making them twice as
hard to take out. Any odd points of damage dealt to a Veteran Hench-
Independent (+5 pts.): The vehicle’s battle-computer or integral men Group are lost, and do not carry over to later attacks. Because
pilot allows it to function without an operator. It may still be operated Veterans are rare and expensive fighters, a player may only have one
by another model in lieu of its own capabilities. Henchmen Group on his team with this power. The cost of Veterans
may not be reduced by Power Modifications.
Nimble (+5 pts.): Subtract 5” from the vehicle’s Handling distance.
If this takes the Handling to 0 (it would for a ground based Level 1 Example: A ten-man Henchmen Group of Veteran Lemurian
vehicle), the vehicle can move like normal models. Vehicles possessing Shark Troopers is struck by an attack from the super-
this effect still need to define their facing after movement to account strong Ox dealing 13 points of damage. Because they pos-
for arc of fire on any weapons they may have. sess the Veterans power, the Henchmen Group would lose
only 6 members instead of being wiped out.
No Carrier (-1 pts./-1 occupant): Vehicles may select this effect to
reduce their cost by eliminating the vehicle’s ability to transport other
models. Models selecting this effect may reduce their passenger capac-
ity to 0, but must also purchase the Independent effect. X-RAY SIGHT
BP Cost: 5 pts.
Turret (+5 pts.): Must be Level 2 or larger to buy this extra. A Effects: The model can ignore the effects of terrain when determining
Turret increases the arc of fire for all Ranged attacks the vehicle may line of sight for charges. Models in cover targeted by a model using X-
have to 360 degrees. Ray Sight do not receive the normal protection bonuses from cover. A
model using X-Ray Sight cannot fire at targets through solid objects
Vehicles in Comics like buildings, vehicles, or thick copses of trees.
Past treatments of vehicles in SuperSystem attempted to simulate the
action of vehicles in combat with a level of detail unwarranted by their
true role in the superhero comics. In comic books, vehicles blow up,
get smashed, used as clubs, and generally abused. In SuperSystem 2nd
Powers as Gear
ed. we take a more abstract view of the role of vehicles in the game.
SuperSystem uses the Powers rules to model gear or equipment car-
ried by models. If a group of henchmen is armed with rifles, they have
the Ranged Attack power. If the same group is also wearing flak vests,
give them one level of the Armor power. The same goes for characters.
VETERANS
If the super assassin Adder carries two pistols, she’s got the Ranged
BP Cost: 10 pts.
Attack power, and perhaps even the Rapid Fire special effect. For ease
Effects: Some Henchmen Groups represent the finest talent money
of play, no distinction is made between the gear a model carries and
can buy, and whether by virtue of excellent training, genetic superior-
the powers it possesses.

POWER MODS
Not every hero or villain is the same, and even characters and hench-
men groups possessing the same powers might wield them differently.
Power Modifications, or Mods for short, allow players to tinker with
their models’ powers when they build them, or even later on as they
grow in experience during a Series. Power Mods allow players to
maximize their points and create powers that are distinct from each
other. Power Mods can either reduce or increase the cost of a power by
reducing or increasing its effectiveness in some manner. The descrip-
tion for each Power Mod will explain exactly what sort of power it can
be applied to.

Power Mods are most often employed at Character Creation, but can
also be added to a character as a result of a Weird Radiation Special
Event during a scenario. A Power Mod’s point reduction is always ap-
plied after the power or special effect’s total cost has been calculated.

Beyond any specific limitations it might call for, a Power Mod may
never reduce a power’s point cost to lower than half its original total.
If a situation arises where a Power Mod would reduce a power’s total
by more than half, it reduces it to half-cost, and no further. Models
can realize no further point savings from mods that reduce a power’s
cost by more than half. Power Mods should be noted on the model’s

38 SuperSystem
SuperSheet under the power that they affect (in the same manner as successful hit). But when spread out to an area, the attacker uses the
Special Effects). ‘Targeting a Spot on the Battlefield’ rules presented in chapter I. After
the hit or scatter, all models even partially within the area are affected.
Example: The Link possesses a Melee Attack power that However, area attacks never receive dice carried over from the attack
her player, Jo Ann defines as an energy sword that she must roll (the damage is spread all over the targeted models and not focused
concentrate to summon. She decides to apply the Activation on a vulnerable spot).
Goal Roll power mod to save some points on this power and
make it a bit more in step with her character. The total cost Models may adjust the size of the area each time they use this modi-
of the Melee Attack power is 6 pts. (+3 Dice of damage at 6 fier. For each 2D of damage they choose to remove from their normal
pts.) Jo Ann may purchase up to -3 BP worth of the Activa- attack, they may spread the new reduced affect over an increment of
tion Goal Roll Power Mod, which makes the total cost of the area of the appropriate type.
Melee Attack power for The Link only 3 pts., but she’ll have
to score two goals on a Resolve check each time she wants Removing 4D would give them two increments, etc., they can pick
to use it (see the text below)! how far they spread it each time, but the attack can’t be reduced below
1D in effect. The types of areas and respective increments are defined
below:

Activation Cost All (+6 pts.): Models with this modifier have access to all three area
BP Cost/Reduction: -2 pts. per AP of effect types (Bolt, Cone, and Radius).
Effects: This mod may only be taken for powers which have no AP
cost to activate. Reactive powers like Reflection and Force-Field, and Blast (+4 pts.): Adds a Spherical area of effect to the attack. From
some active powers like Flight normally cost no AP to use, but this the initial target, each increment grants a 1” Radius to the effect. So a
power mod assigns such powers an Activation Cost that is paid either 3 increment Radius would create a 3” Radius sphere.
during the model’s current turn (in the case of an active power like
Flight), or at the beginning of its next turn (for reactive powers like Bolt (+4 pts.): Adds a 1” wide Linear area of effect to the attack.
Force-Field and Reflection). In the latter case, players should place a From the initial target, the Bolt travels in a path that’s directly away
die on the model’s SuperSheet indicating how many AP were spent from the attacker. Each increment grants +4”L to the Bolt. So a 3
“out-of-turn.” Spending AP in this fashion does not preclude a model increment Bolt is 1”W x 12”L. Note: Players may want to also select
from charging. In the case of reactive powers, a model may always the No Range mod when trying to create a traditional superhero
choose not to pay the Activation Cost, and thus not receive the ben- “bolt-thrower.”
efits of the power.
Cone (+4 pts.): Adds a Conic area of effect to the attack. From the
initial target, the Cone travels in a path that’s directly away from the
attacker. Each increment grants 2” in length and width to the Cone.
Activation Goal Roll So for a 3 increment Cone, from the target spot, you’d measure 6” di-
BP Cost/Reduction: -2 pts. per goal required (max 3) rectly away from the attacker and 3” to the left and right of that spot.
Effects: This power mod may not be used on powers that already The resulting Cone is the triangle defined by the target spot and the
require a goal roll to activate them. Using a power with the Activation left/right points. Note: Players may want to also select the No Range
Goal Roll mod requires concentration (in addition to any AP cost that mod when trying to create a flamethrower style power.
also has to be paid). To use the power, a model must make a Resolve
goal roll and score the necessary number of goals to activate it; this Even models who are fully or partially in the area of effect are auto-
goal roll costs no AP, but if it is failed, another activation roll may not matically hit and must make a resistance goal roll against the attackers
be attempted until the model’s next turn. Iron Will may not be added damage roll. However before the damage roll, any defending model
to this roll. can take a free and immediate ‘Dive for Cover’ action to drop prone.

Models that are prone (for any reason) and models only partially
within the area of effect add +2D to their defense roll (so +4D to
Always On models that meet both these conditions).
BP Cost/Reduction: -25%
Effects: This modifier is for models which have some debilitating Area of effect attacks are inherently more concussive than normal
or altered physical state on at all times. The following powers may be attacks. Some of the energy damage loss is due to the widening of the
purchased with this modification: Damaging Aura, Density Decrease, attack energy, but some of it is converted to concussive force. If the
Density Increase, Growth, and Shrinking. Area of Effect is an attack that could cause Knockback, it receives +2D
to its Knockback dice total per increment in area. So even if a model
suffers a 3 increment area of effect attack and takes no damage from
the initial blast (and thus normally no KB), it could still be knocked
Area of Effect back by the concussive force (0+6D=6D). However, any KB resistance
BP Cost/Reduction: 4 or 6 pts they may have will still subtract from the distance rolled and thus may
Powers with this modifier can be fired at full normal effect against prevent them from moving. Any Knockback is in the direction di-
a single target or spread out to a lesser effect against a spot on the rectly away from the initial target spot for the area of effect, regardless
battlefield, possibly affecting multiple targets. of the firing model’s location.

When fired as normal, the model’s attack roll must defeat the defend- The following powers are eligible for this modifier: Dispel, Entangle,
er’s Agility goal roll as normal (getting all bonus dice in damage on a Flare, and Ranged Attack.

SuperSystem 39
Example: Ms. Megapulse wishes to use her wide-band radian
blast (30”, AoE 5”) against a trio of villains 24” away. Ms.
M’s player picks a spot on the battlefield roughly equidistant No Range
to the villains and figures her difficulty for the shot. The BP Cost/Reduction:-50%
range of 24” means the base difficulty will be 4 (because it’s Effects: Any ranged attack power may apply this modifier to elimi-
more than half her attack’s stated range). If Ms. M. rolls nate its range entirely, thus making it a Close Combat attack. This
4+ goals on her attack goal roll, all models within 5” of that attack still costs 4 AP as a normal ranged attack does.
spot will be hit by her radian blast.

Note: AoE Ranged Attacks with the No Range mod emanate from
the model possessing the attack, and also automatically hit the origi- One-Shot
nating model. BP Cost/Reduction: -50%
Effects: The power or special effect can only be used once per battle.
Characters with Omni-Power may not purchase powers with this
Power Mod.
Charge Only
BP Cost/Reduction: -50%
Effects: This modifier may be applied to any power that the model
would normally be capable of using more than once each turn (i.e., in Only Versus
order to buy this for Melee Attack, the model must normally have at BP Cost/Reduction: -50%
least 6 AP). Powers with this modifier are restricted to only being used Effects: This modifier may be applied to any defensive power that
as a charge maneuver instead of a normal AP maneuver, but qualify for works versus a broad range of attacks (i.e., Armor, FF, Reflection, etc.).
the free attack at the end of their charge move should their move end A descriptor is also required for what it works against. Possible values
in base contact with an enemy model. are Ranged Attacks, Close Combat Attacks, or a significantly restricted
special effect (i.e., Fire Attacks, Cold Attacks, Sonic Attacks, etc.).

Obviously if the power only works against the above descriptor, then
Costs Vitality it’s not valid. So no buying Deflection versus ranged attacks and then
BP Cost/Reduction: -3 pts. per Vitality point (max 3) trying to say ‘Only Versus Ranged Attacks’ :), however ‘Only Versus
Effects: Using a power with this mod carries with it a heavy price. Fire Attacks’ would still be permissible.
Every time the power is used, the model must mark off a number
of Vitality points equal to the rating of the power mod. Damage
from this power mod cannot be Healed or Regenerated, or regained
through the use of Boost/Drain. Vitality loss from this mod returns Only While
between battles. BP Cost/Reduction: -25%
Effects: This modifier may be applied to any power that only works
under certain conditions. A descriptor is also required for the condi-
tion. Possible values are Flying, Shrunk, Intangible, etc. For example,
Does Knockback Flight with the Only While Intangible modifier is an appropriate use
BP Cost/Reduction: +5 of this modifier.
Effects: This modifier may be purchased for any Vitality damaging
power that normally doesn’t qualify for knockback on its own. Obviously if the condition is always present or almost always present,
then this modifier wouldn’t be valid. So for example players may not
purcahse Shrinking with the Always On modifier and then try to buy
Flight with the Only While Shrunk modifier as the model is never
Extended Range not Shrunk.
BP Cost/Reduction: 1 pt
Effects: Any ranged attack power (except Dominate and Copy
Power) may apply this modifier to increase its range.
Reduced Range
If the range of the attack is normally 15” or less, then this extra in- BP Cost/Reduction: -1 pt
creases the range by 1” for each level purchased, otherwise it increases Effects: Any ranged attack power may apply this modifier to decrease
it by 2” for each level purchased. its range. However the normal limit of a power not being reduced
below 50% of its cost still applies.

If the range of the attack is normally 15” or less, then this extra de-
No Knockback creases the range by 2” for each level purchased, otherwise it decreases
BP Cost/Reduction: -2 it by 4” for each level purchased.
Effects: This modifier may be purchased for any power that normally
qualifies for Knockback and if purchased, that power no longer qualifies.

Slow Power
BP Cost/Reduction: -2 pts. per +1 AP
Effects: This Power Mod affects any kind of power that requires
40 SuperSystem
AP to activate or use, including, but not limited to Entangle, Hyper at the normal rate. For example, if a character has -4 pts. worth of the
Movement, Melee Attack, Mental Attack, and Ranged Attack. Slow Activation Goal Roll power mod, it would cost 4 BP to buy off.
Attacks cost +1 AP per -2 BP of the power’s total cost. Slow Attack
Powers cannot be used to Quick Attack, but can used as Haymak-
ers and in other special combat maneuvers. Slow Powers can be
purchased for and applied specifically to a power’s special affect. For
AFFILIATION
example, a player could purchase the Super-Damage special effect for
The last thing determined when building a character is his or her
her character’s Ranged Attack, but assign it the Slow Power special
Affiliation. A model’s Affiliation really encompasses two things: belief
effect, making the ranged attack cost more AP when Super-Damage
and team membership. A player must decide where his model’s beliefs
is employed.
lay--Hero, Villain, or Mercenary. This choice can become important
in certain scenarios. The other aspect of Affiliation involves what team
a character belongs to when the series begins. Chapter VI details well
over a dozen official teams and a number of Free Agent characters.
Unreliable
These write-ups can be used directly from the book or used as inspira-
BP Cost/Reduction: 1/2 Base Points
tion for original creations.
Effects: Unreliable powers work only about half the time! At the
beginning of every round, all models possessing Unreliable powers roll
a D6; if the result is an even number, the powers work as normal, but if
the result is an odd number, they do not function for the entire round.
A model may only possess one power that is Unreliable.

Unstable
BP Cost/Reduction: -3 pts. per level (max 3)
Effects: Unstable models suffer from personal demons or distractions
(drug abuse, alcoholism, ailing family member, etc.) which can inhibit
their performance during a battle. Before the battle begins, roll a D6
for each level of Unstable a model has purchased. Any even results on
these die rolls prompt a roll on the table below:

Unstable Effects Roll Effect


1 -1 Strength
2 -1 Agility
3 -1 Mind
4 -1 Resolve
5 -2 AP
6 -2 Vitality

Reductions in a model’s attributes do not reduce figured characteristics


like AP and Vitality. Unstable may be bought off with experience.

Special Effects
Models may purchase Power Mods for special effects of a given power,
but the point reduction gained from the mod cannot equal more than
one-half the total cost of the Special Effect. Power Mods that only
affect a specific special effect of a power should be noted by placing
the special effect’s name in parenthesis next to their listing on the
SuperSheet.

Example: Tryckster possesses the Hyper Move power and


wants to add 5 levels (15 pts.) of the Carry Objects special
effect. Her player decides to purchase Carry Objects with
3 levels (-6 pts.) of the Activation Goal Roll power mod. The
total cost of the Carry Objects special effect is now 9 pts.,
and Tryckster must score three goals on a Resolve Check
every time she tries to teleport with passengers.

Buying Off Negative Power Mods


Characters and Henchmen Groups can buy off negative power mods
with accumulated experience points. Once a player converts his
model’s experience to Build Points, he may buy off any negative mods

SuperSystem 41
Henchmen are built in groups, and act as one model for purposes players should arrive at a consensus on henchmen power limitations,
of movement, combat, and most other factors. A Henchmen group and then stick to it. It is not recommended that henchmen groups ever
makes one goal roll on attack and defense goal rolls. Henchmen possess more than 4 levels of re-rolls.
Group attributes and powers are purchased just as heroes and villains
are. Henchmen Groups purchase attributes and powers the same way Example: Jo Ann wants to purchase Super-Strength level
as characters do, and face the same Dice Pool Cap restrictions. Hench- one and one level of Super-Armor for the Plasti-Men. She
men Groups begin with 5 free members, and for every 2 pts. spent, could not also purchase Super-Agility for them, as they may
another henchman can be added to the group. not have more than two total levels of re-rolls.

Example: Jo Ann wants to build a Henchmen Group serv-


ing the sinister mastermind Dr. Simian. Her Series is using
an 85 pt. Power Cap. She first buys the group’s attributes,
Henchmen Affiliation
deciding that the Plasti-Men will have Strength 4 (12 pts.),
Henchmen Groups must be assigned an Affiliation in the same man-
Agility 4 (12 pts.), Mind 2 (4 pts.), and Resolve 4 (8 pts.)
ner as characters.
for a total of 36 pts. She then decides to spend 10 pts. to
purchase 5 additional Plasti-Men for the group for a total of
10. Now she can move on to buying her group’s powers.
Henchmen Grouping
Power Limitations Henchmen must remain close to each other during the course of a
battle. Each model in the group must be within 2” of another member
Henchmen groups may be built with any of the powers presented ear- of the group. They may move in a line, or as a looser formation, but
lier, but may only purchase two total levels of re-rolls between super- this 2” limit must be maintained. Since Vitality loss against henchmen
attributes and other powers. In higher level games, or to model elite groups results in the removal of members of the group, casual-
henchmen, players may wish to allow henchmen ties should be removed in such a way as to preserve group
groups more levels of re-rolls. Before a integrity.
one-shot or series, all

Henchmen in Close Combat


Henchmen Groups attack in close combat
as one model, but as long as they outnum-
ber their foe, they gain a bonus to attack
in close combat similar to the multiple
friends rule.

Unlike character models, all henchmen in a group


do not have to be in base contact for the group to enjoy the
friends in close combat bonus. If a character or henchmen
group charges and makes contact with at least one model in
a henchmen group, the entire group is considered to be in
the combat. For purposes of clarity, once a charge is com-
pleted against a henchmen group, move all of the henchmen
into base contact (or as close as possible) with the charging
model or models. Henchmen groups receive +1 die to Agility
for close combat attacks for every two models they outnumber
their foe by beyond the first. No matter the henchmen group’s size, it
can never gain a bonus higher than +5 dice from multiple friends in
close combat.

Note that unlike character models, henchmen groups only receive


the bonus to agility from greater numbers on attack rolls, not de-
fense rolls. Since they are treated as one model in most respects,
Henchmen groups convey only a +1 bonus to friendly character

42 SuperSystem
models in close combat with them, and no bonus to other, friendly
henchmen groups. Henchmen groups are trained to fight together, but
Hurling Henchmen
often get in the way of other, friendly henchmen groups. Entire henchmen groups may be thrown in one attempt by a suffi-
ciently strong character. A five or ten-model henchmen group counts
Example: Five Plasti-Men have charged Ox. The Hench- as a Large object on the Size Benchmark Table, while a fifteen or
men make one attack goal roll at +4 dice (+2 because they twenty-model group counts as a Class A object. Groups larger than
outnumber him, and +2 for the charge). twenty models count as Class B objects. Hurling henchmen repre-
sents a bit of an abstraction, as the character model is thought to be
Example: Ten Shark Troopers and the Lemurian enforcer wrapping the whole group up in some appropriate piece of terrain and
Megladon are in close combat against Brute. The Shark chucking them across the board. Henchmen groups may not throw
Troopers would receive +5 dice to their Agility goal rolls in other henchmen groups.
the close combat. If Spine-Strike, another Lemurian ally,
joined the battle next round, their bonus would remain +5.

Henchmen and Vehicles


Multiple Foes Against Henchmen For purposes of determining the number of passengers a model with
the Vehicle power can carry, each Henchman in the group counts as
When a friend rushes in to help in close combat against a Hench- one model.
men Group, simply split the henchmen group’s members as evenly as
possible across the enemy models, keeping in mind that as long as they
enjoy a numerical advantage, each sub-group still gets its bonus from
superior numbers as described above. Henchmen groups split in this
way make multiple attack goal rolls as if they were separate groups, but
they still take damage as one group. Cowardly henchmen groups that
are split in these instances still make Resolve checks as one group.

Example: The Blur rushes in to close combat to aid


his comrade, the Ox, who has been besieged by
five Plasti-Men. Both the Ox and the Blur get two
Plasti-Men apiece, and the Henchmen Group’s player
assigns the third one to the Blur, reasoning that it
will be easier to hurt the fleet-footed mutate
than his massive comrade.

Later in the battle, the Ox takes out his


two henchmen with another 2 points of
damage left over. These extra points carry
back over to the three henchmen still battling
the Blur, taking two of them out as well.

Henchmen in Ranged Combat


Henchmen in ranged combat make only one attack goal roll per 4 AP
spent. Henchmen groups purchase ranged attacks just as character
models, but players should keep in mind the Concentrated Fire
maneuver when making attacks.

Henchmen and Damage


A Henchmen Group’s Vitality rating is based on their numbers.
If a group of seven of Dr. Simian’s Plasti-Men is hit by a ranged
attack and takes two Vitality points worth of damage, two
members of the group are removed. Henchmen groups
are tracked on SuperSheets just like character models,
but the Vitality track can be ignored, as each
member of the group is essentially equal to one
Vitality point.

SuperSystem 43
chap was like a lion among a pack of hyenas.” The name stuck, and
FOUR-COLOR EARTH thus was born The Lion of England.

Maybe there have always been heroes. The many tales of valor and And he was but the first. Some weeks later, in Africa, a man calling
superhuman feats that exist in every culture’s lore bespeak of people himself Shango began a war on poachers using powers of weather
with great powers. Tales tell of Heracles besting the Nemean Bull, control. He was joined in his struggle by several other heroes, and
Samson raising the temple of God’s enemies with his bare hands, and their deeds became legends. As more heroes began to emerge, so to
John Henry besting a machine of iron and steam. And what of the did their opposite numbers. In New York during the summer of 1923
many tales of the supernatural-vampires, werewolves, ghosts? Legends. a string of bank robberies was committed by a woman who simply
Flights of fancy. Or at least that’s what the world believed until that kicked-in the back of the banks’ walls and ripped open their vaults
faithful day in 1919 when all the rules began to change. with her bare hands in the dead of night.

On April 8th, 1919, two tremors rocked the planet Earth. The first It took the efforts of a collection of good Supers (as anyone exhibit-
occurred near the Bermuda Triangle off the coast of the Caribbean, ing strange powers of any origin had come to be called) to bring her
and the second struck twenty miles off of the coast of Sri Lanka down. The battle leveled two city blocks. After this series of startling
(then called Ceylon under the control of Great Britain). Following events classifications of the various types of Supers began to emerge.
the tremors was the emergence from the waves of two great, mythical Mutants, mutates, experiments, elites, cyborgs, robots, androids, aliens-
cities, Atlantis in the Caribbean, and Lemuria in the Indian Ocean. the scientists and the media could barely keep up with who was calling
Long thought by Greek scholars and armchair historians to be entire himself what and why.
continents, in truth these two marvels were great floating cities built
with a technology undreamed of by mankind. Why they chose to re- The Scientific community did not sit idly by while the Supers took
veal themselves on that fateful day is still unknown, but their resulting center stage. Amazing and sometimes bizarre advances in energy
effects on the course of human events have transcended the pages of research and weapons development were made during the 1920’s and
anyone’s mythologies, and become a matter of historical fact. 1930’s. Walking tanks, ray guns, solar power, weather control, and
much more were posited by a few gifted minds of the times. Many of
Just beginning the long road back from the devastation of World War the devices tested ended in horrible disasters, but a few succeeded, and
I, the world community did not know how to approach the inhabit- some were even adapted to the assembly line, and became commonly
ants of either Atlantis or Lemuria. Cryptic cables were received in the accepted as “modern” technology.
houses of the world’s governments from both cities, messages that
spoke of peace but hinted also at the overwhelming power looming While science asserted itself, the powers of Magic were also taking hold,
within their domed edifices. They identified themselves as Atlantis and as more and more people who believed in its power began to realize it.
Lemurian Progenitors. Some theorized that the coming of the cities from beneath the waves
had sundered some barrier between the “real” world and the place where
And, at over fifty miles in diameter, neither city seemed to stay put, magical power had fled to when the industrial revolution hit. Supers
with each one moving at will hundreds of miles in a single night’s with purely magical powers were becoming more common, and items of
travel. Each one moved in haphazard fashion around the globe, always magical power were being discovered with increasing frequency.
careful to keep well out the reach of the other. No one ever observed
anyone (or anything) entering or leaving the eerie marvels, but little Many world and local governments, not wanting to squander the
did the world’s populace know that the two implacable hemispheres precious and strategically vital resource that Supers of any origin
were acting like great gardeners, seeding the Earth to later reap a represented, created whole programs to test, monitor, and control
harvest of a marvelous new age. An Age of Heroes. their activity. Some Supers welcomed government’s role in their lives,
others recoiled at the idea, and resisted any attempts at recruitment.
After two years of mysterious movements around the globe, confound- Suddenly, some Supers who had been seen as heroes became villains in
ing all efforts to make real contact, Lemuria and Atlantis vanished the eyes of a fickle public. Some independent Supers managed to turn
again. Things really started to get interesting after that. The first widely public opinion back in their favor through good deeds, but others gave
recognized sign of the supernatural manifested in post-war England. in, and became villains in fact as well as name.

On December 25, 1922, a group of Irish dissidents attacked a mansion Many villains formed secret societies built around them as sole leader
where a Christmas party was being held for prominent members of and driving force. Some of these societies worked with corrupt world
the local English aristocracy. Heavily armed and filled with a terrible governments to commit acts of unspeakable evil. The Asgardian
purpose, the dozen terrorists descended upon the mansion in the cold Brotherhood worked with the German government to capture and
winter darkness. Just as they burst into the mansion’s main ballroom, incapacitate Jewish Supers during WWII. Lead by the giant enforcer
a brightly clad figure leapt on them from the rafters. In an instant he Jotunheim, the Asgardians became a group feared and hated around
was among them, moving with blinding speed and striking with im- the world. It was only through the efforts of Allied Supers that the
mense strength, he dispatched the terrorists in short order. Someone in Axis powers and their Super minions were brought to heel.
the crowd who had just returned from an African safari uttered, “That Others also gained infamy for their deeds, and a pair of societies

44 SuperSystem
SuperSystem 45
in particular enjoyed a series of brutal victories over government With limitless drug money to finance his mad inventions, and access
authorities that catapulted them to prominence during the 1950’s. to the technological legacy of the Progenitors, Simian attracted Super
The Atlantis Front and the New Lemurians claimed to be heirs of followers by the dozen. Only the power of the Indian Super-Agent
the mysterious beings they called the Progenitors, the forces behind Shakti put an end to Simian’s bid for power, and sent the Super-Ape
the return of Atlantis and Lemuria in 1919! Both groups possessed and his chief minions into hiding. A triumphant Shakti was intro-
technology beyond even what the most gifted gadgeteers of the time duced to the Indian and world media as the country’s premier weapon
could produce, and members of both groups talked in veiled terms of against terrorism in all forms. Supers like Shakti, a member of a lesser
the Progenitors’ “great plan” for the Earth. caste before her powers emerged, changed Indian Culture more in one
decade than in half a century of government reform.
Seemingly unstoppable, both the Atlantis Front and the New Lemu-
rians undid themselves with internal strife. Leaders and lieutenants Meanwhile, Pakistan’s Muslim regime was having trouble coming to
clashed, and splinter groups were formed from both main bodies. grips with the role of Supers in its affairs, and lagged behind India in
Without a unified power base, Atlantis Front and Lemurian factions Super development. This tipped the balance of power in the 1980’s in
picked each other off cell by cell, and many of the splinter groups India’s favor, and allowed them to win a crushing and decisive victory
went into deep cover. The self-proclaimed voices of the Progenitors in the Kashmir Border War of 1991. With Pakistan subjugated, and
grew silent, or were drowned out by the turmoil of the 1960s and the Indian Supers dismantling the Caste system barrier merely by crossing
Cold War. it, India was finally able to concentrate on the development of her
infrastructure. Working closely with the Norway, a European model
Both sides used Supers extensively during the Cold War. One of the social safety net was created that managed to reach out to at least
Soviet Unions greatest symbols of power and unity during the 1960s some of India’s many disenfranchised people. In five short years, India
was The Siberian, a massive Super Russian who looked like Josef Sta- became a superpower among nations, taking her place with the United
lin reborn. The product of a Soviet Super Soldier program that dated States as a world leader.
back to the last days of WWII, the Siberian was all about Commu-
nism in action. His epic slugfest with the American agent Capitol was The decade of the 1990s was a tumultuous period for the rest of the
broadcast on Soviet and American television. The pair of iconoclastic world as well. Increasingly more Atlantean and Lemurian technology
titans battled it out on the streets of Helsinki for nearly an hour with was making its way into the hands of Super Villains and fringe groups.
neither man asking for quarter. The world’s weather satellites began detecting climatic changes around
the globe. Sea levels began to rise alarmingly in areas where land was
Before the battle could be decided, a rogue Lemurian cell made its most precious. Super violence rose dramatically in overcrowded cities
move, and attacked both Supers with powerful operatives of their where the poor and disenfranchised dwelled in misery.
own. Both Capitol and the Siberian were taken down, but only the
Siberian survived the treachery. Most of Helsinki was wiped out that Heroic Supers did their best to keep a handle on things, and more and
day, and to this day the Siberian is still believed to be hunting the more of them organized into teams, micro-militias capable of dealing
Lemurians responsible. with the groups of villainous Supers and fringe operators threatening
world peace. Events seemed to be building toward some unknown
Secret societies not withstanding, the 1970s and early 80s brought climax, and on January 1st, 2000, Atlantis and Lemuria returned.
with them a Super and conventional arms race that made the whole
world hold its breath. But capitalism, and détente, eventually won the The floating cities were spotted around the same time, Atlantis off the
day, and the Soviet Union collapsed under its own weight. Amidst its coast of Australia, and Lemuria somewhere near Iceland. This became
ruins the Russian Federation emerged, and the entire planet breathed known around the world in hundreds of different languages simply as
more easily. That is, until dozens of forcibly retired Soviet Supers tried The Return. Their only message, broadcast over radio, television, and
to lead a coup on Moscow. The Red Patriot Movement, as the group the Internet, “We have returned. The time of testing is near at hand.”
came to be called, was eventually repulsed by Russian opposition and Like before, they rebuffed any further attempts at communication, and
multiple defections, but enough of them survived to seize and control when the world’s Supers tried to intervene, they were either repelled or
the Russian state of Georgia. With the backing of the RPM, the captured by beings possessing superior powers and technology.
birthplace of Joseph Stalin himself, Georgia has remained a Soviet
stronghold in a sea of capitalistic reform. The mysterious cities had returned, and it seemed that for the entire
world some dark fate was drawing nearer, as signals from several deep
With the collapse of the Soviet Union, the United States remained space probes suddenly went silent.
the world’s lone super power. But in the early 1990s, India and China
began to take their places as power brokers on the world stage. China
became especially adept at using Super operative to further its foreign
and domestic ends.
THE INVASION ARRIVES
Shortly after the probes went silent, the first Host attack craft de-
In India, New Delhi became a hotbed of Atlantis Front activity, as a
scended on the Earth. The first supers to engage the aliens had been
powerful new threat seized control of one of the most storied of the
the Scions of Atlantis, and they had not fared well. Around the world
old Atlantis secret societies. Dr. Simian, once known to the world Dr.
the Host began to ravage the Earth’s nations. Where would the heroes
Reddy Singh, a respected biologist and engineer, managed to trans-
and their governments find the strength to defeat this implacable foe
plant his brain into the body of a bio-engineered super-ape! With his
from beyond the stars?
amazing intellect and powerful new form, Singh, now calling himself
Dr. Simian, staged a brutal coup of the local Atlantis cult. From there
The heroes and governments reached out to Dr. Simian, one of the
he branched out and wrested control of the New Delhi drug cartels
world’s deadliest villains, for aid. And the often malevolent super-ape
from the local gang bosses.
answered. He brought his high-tech minions and bio-engineered cre-

46 SuperSystem
ations to battle against the Alien threat. When other villains saw him and cosmic threats put aside, heroes and villains have returned to their
battling the alien Host (as they came to be known), they also took part. accustomed roles of ages-old foes. But there are many villain groups
now, and internecine conflict often ensues. Sometimes even heroes
It was then that the mysterious floating cities reached out with aid, battle each other when they are at cross-purposes. Shifter, the heroic
revealing to a stunned world that they indeed were fugitives from the leader of the Scions of Atlantis often quotes this dark aphorism from
Alien Host, and that the aliens had come chiefly to collect their errant his forebears, “When mere humans wield the power of immortals, it is
“children.” The two feuding cities threw their technological might into their battles that are never-ending.”
the fray and added their own unique supers as well.

Slowly the tide turned and the Host’s Invasion was thrown back.
THE FACTIONS TODAY
In the wake of the Invasion a number of factions and teams have
THE GALACTIC GAMESMAN survived and prospered. The brief but effective alliance between villains
and heroes ended once it became clear aliens and cosmic threats were
A short time after the invasion, a cosmic being known as the Galactic
beaten. Atlantis and Lemuria have now settled beneath the waves and
Gamesman sent pawns to earth to test some of its supers for possible
have sought recognition as sovereign states with the United Nations.
inclusion in his intergalactic blood-sport. One of his regular servants,
Dark Templar, formed a new team of villains in order to draw these
Listed in Chapter VI are all of the official super teams and free agent
heroes out for testing. But Templar grew envious of the freedom he
heroes and villains populating the Four-Color world. West Wind
saw other supers enjoying on Earth, and eventually betrayed his cos-
will periodically release more character models and henchmen groups
mic master in order to remain and reap his own criminal profits.
to help players further explore the amazing world of SuperFigs and
SuperSystem.
With the help of several other teams of heroes and villains, Templar
imprisoned the Gamesman in the X-Dimension. Now with invasions

SuperSystem 47
COMIC BOOK BATTLES In a One-Shot game the players simply choose a scenario (see below)
and play the game, whereas in a Series each scenario played can add
The essence of SuperSystem is telling stories with miniatures. Repli- to the mythos of the Four-Color World. Series games make decisions
cating the pace and action of comic book battles, and the characters during individual scenarios all the more important. Should you con-
that take part in them, is best accomplished in the context of a Series. tinue to battle with two of your teammates already down early in the
Before discussing the nature of a Series, it is also important to discuss fight, or pull back and lick your wounds, living to fight another day?
the One-Shot style of game. In comic book publishing One-Shots are Both One-Shot and Series games share a common need, a reason for
single-release comics that are not intended as ongoing series. In S2 a conflict, a story. That’s where the Scenarios come in.
One-Shot is a one-off battle exclusive of any larger story or continuity.

THE NATURE OF EXPERIENCE


MATCH-UPS IN S2 Characters in a SuperSystem Series are not static beings; they change
Opposing teams in a SuperSystem games are usually balanced in the and grow based on the trials they face on the battlefields of Four-
number of total build points on either side. Before any battle players Color Earth. Playing Series games in S2 yields specific experience re-
must decide on what size game they will play. Players can choose an wards for participating models. Every Scenario has a Rewards section
arbitrary number of build points, or use the following guidelines: that lists the amount of experience earned by surviving models. This
value is usually expressed as a split total like “2/1.”
• Small Battle: 3 models per side (265 pts. per player) The number before the slash is earned if
• Medium Battle: 5 models per side (425 pts. per player) a model survives the scenario standing,
• Large Battle: 8 models per side (680 pts. per player) while the number after the slash is the
amount earned by KO’ed or removed
models who manage to survive the
post-battle repercussions.

BOUNTY/HEAD-HUNTING
Additional experience rewards can be earned
when models KO foes during the course
of a scenario. Each enemy a model KO’s
earns it +1 experience for the scenario.

SPENDING IT
Experience is saved until a model wishes to spend it
on improving an attribute or power. After each session,
the note the experience earned on the back of the SuperSheet.
Saved experience can be spent to improve powers and attributes, or
to add new Special Effects to existing powers. Every four experi-
ence points earned counts as one build point (4 EXP= 1 BP).

Adding new powers can only be done in conjunction with a


Series Special Event or special circumstance scripted by an arbi-
trator (see Scenario Scripts below for more details).

EXPERIENCE AND DICE POOL CAPS


When a player upgrades a model’s powers and attributes, or purchases
new powers, the model’s overall BP total will change. After upgrad-
ing or adding powers, adjust the model’s total BP rating accordingly.

48 SuperSystem
SuperSystem 49
Models that grow in power through experience over the course of a
Series will see their Dice Pool Cap number increase.
TEAM EXPERIENCE
Teams in S2 earn Fame points (or Infamy in the case of villains) for
every battle they fight. If a team wins a battle, it earns 20 pts. Losers
HENCHMEN AND EXPERIENCE earn 10 pts. Note these Fame points on the back of the team leader’s
SuperSheet. These points can be spent to add new characters or
Henchmen groups earn experience just as characters do, but they henchmen groups to the team. Fame Points translate into Build Points
spend it in slightly different ways. A henchmen group may spend 4 on a 2 for 1 basis, with every two Fame Points equaling one Build
experience points to add a new member to the group. Henchmen Point. These new members can be built using the character creation
groups may not improve their attributes, but they can improve existing system, or duplicated from an official list, but all Series Power Caps
powers and add new special effects, using the same 4/1 exchange that and other guidelines must be followed in their creation.
characters do. Their total BP cost increases just as normal character
models do. Henchmen groups may not increase a super-attribute
beyond level one. Adding new powers can only be done in conjunc-
tion with a Series Special Event or special circumstance scripted by an
SCENARIOS
arbitrator (see Scenario Scripts below for more details). Scenarios provide the story framework for SuperSystem battles.
Whether playing a One-Shot or a Series, players choose a Scenario to
play before beginning their game. If a specific Scenario Script has not
been defined for the Series, or if players are just doing a One-Shot,
they can roll on the table below to randomly generate a Scenario to be
played. Once the Scenario to be played is known, players should each
roll 1D6, with the lower roll acting as the defender and the higher the
attacker. Some Scenarios will not require such distinctions; see the
individual descriptions for details.

Randomly Choosing Team Members


Some scenarios and special events will require players to roll ran-
domly to determine if team members show up, benefit or suffer
from some game effect, etc. Whenever a player is required to
choose team members at random, each character or hench-
men group on the team is assigned a number between 1
and 6, and a D6 is rolled to determine which model is
chosen, affected, etc. If a team has fewer than six models,
simply ignore higher die results and roll again. If a team
has more than six models, assign two models to a single
number, and if their number is rolled, roll a second time, a
result of 1-3 indicates model A is the chosen one, and 4 -6 indicates
that model B is the chosen one.

Random Scenario Generator

DIE ROLL SCENARIO


1 Ambush
2 Assassination Agenda
3 Getaway
4 The Rescue
5 Rooftop Rumble
6 Slugfest

The Scenarios below represent some of the most common themes of


the comic genre. All Scenarios have the following characteristics:

Name
DESCRIPTION (the nature of the scenario)
SETUP (where the models begin the scenario on the board)
SPECIAL RULES (any special circumstances in the scenario)
OBJECTIVE (what each player must do to win the scenario)

50 SuperSystem
END GAME (the number of rounds the game lasts and any special vic- of his five-model team (choose randomly which models show up, but
tory conditions which might exist in the scenario) they cannot add up to more than half his team’s total points) in the
REWARDS (the experience earned by each model in a Series game) exact center of the board. The attacking player may distribute her team
SPECIAL EVENTS BOX (contains a matrix of 1 - 6 complications members wherever she chooses, but each model must begin play at
players may choose at random to add extra interest to the battle. The least 15” away from enemy models.
specific details of each Special Event are detailed in a later section.
Unless noted, Special events are always rolled for prior to the setup of Ambushed players with larger teams should setup 50% of their total
teams on the table.) models, while players with smaller teams should always deploy at least
two models in the center of the board.

SPECIAL RULES: NONE


POST-BATTLE
OBJECTIVE:
Models KO’ed or Removed from the board might suffer minor or
Defender: Get all of their team off of the board via any edge.
serious consequences based on the post-battle sequence. No matter
the scenario fallen models roll on a set of Post-Battle tables presented
Attacker: Prevent the defending team from moving all of their
after the scenario descriptions. KO’ed models make unopposed
models off the board.
Resolve goal rolls on the KO Table, and models removed from play
make unopposed Resolve goal rolls on the Coup de Grace Table.
END GAME: The battle can last up to 5 rounds, but ends immedi-
Players running One-Shot scenarios can simply ignore the Post-
ately after the last defending model exits the table.
Battle tables, or work through them for the fun of it, not bothering to
note the results.
REWARDS: Attackers 2/1 Defenders 3/1
As noted earlier, models removed with the ‘Cuff ‘Em option ignore
SPECIAL EVENTS BOX
killed results on the Coup de Grace tables.
1 Cover of Darkness
Certain scenarios might warrant special circumstances for models,
2 Civilians
whether they roll on the tables or not. These are noted in the Post
Battle Specials line of the scenario description. 3-4 Teammates Arrive!
5 Sixth Sense
6 Weird Radiation
BENEFITS OF EXPERIENCE
POST-BATTLE SPECIALS:
Heroes and villains who’ve been through a few battles know how to Attacker
stage amazing escapes, coming back whole after suffering seemingly Confidence Shaken! If the attackers allow all of the outmanned
grievous injuries. Before making a Resolve goal roll on either table, a defenders to get away their confidence becomes shaken. This lack of
model can decide to spend some of its saved experience to add extra confidence becomes apparent before the next battle, and any opposing
dice to the roll. For every experience point a model spends in this way, team receives +1 die to attack and damage goal rolls for the first two
it gains +1 die on the Resolve goal roll on either the KO or Coup de rounds of combat.
Grace table.
Defender
Team Acrimony! If the balance of the defending models’ team never
HENCHMEN POST-BATTLE shows up, the survivors may bare a grudge against their absent fellows.
All surviving models that participated in the battle should make a
Not as critical to the story as characters, Henchmen Groups roll post- difficult (4) Resolve Goal roll or suffer team disunity during the next
battle results on a separate table presented after the ones for characters, battle. This disruption in teamwork means that the opposing team
regardless of the circumstances. A henchmen group need only roll if it automatically wins the Initiative on the first round of action. In multi-
was completely wiped out. player games the disrupted team automatically activates last.

SCENARIO INDEX ASSASSINATION AGENDA


DESCRIPTION: A VIP has made some powerful enemies, and an
AMBUSH order has been given to silence him! One team is sworn to protect him
at all costs, and the other has been contracted to eliminate him with
DESCRIPTION: Enemy Supers catch their foes at half-strength! extreme prejudice. The ensuing battle will determine the VIP’s fate.
The attackers can’t resist the chance to pound on their foes when
they’re outnumbered, and all the ambushed Supers want to do is get SETUP: The defending player must place all of his models and the
out of the area before they’re completely overwhelmed. VIP in the middle of the board, a maximum of 5” from the center.
The attacking player may distribute her team members wherever
SETUP: Ambush works best with a square playing surface so that she chooses, but each model must begin play at least 15” away from
the defending player has an equal distance to get to any of the four enemy models.
table edges. The defending (ambushed) player places three members SPECIAL RULES: The well-being of the VIP is the central theme

SuperSystem 51
of this scenario. The attacking team must try to take him out, and the Counters
defending team must try to protect him. He or she is a fully function- Six counters numbered 1 - 6 should be assigned to an escaping
ing character in terms of this scenario, with statistics given below. To character or henchmen group. At the end of the game, one of the
receive full scenario awards the attacking team must KO then Coup players rolls a D6 and the result indicates which of the six counters is
De Grace the VIP, while the defending team must keep the VIP on the critical one. The model that escapes with the critical counter will
his or her feet. It is assumed that the attacking team has cut all receive an added experience reward for doing so.
avenues of escape off, and thus forced a pitched battle--the VIP may
not be whisked off of the board to safety! No model may carry more than two counters. KO’ed models automati-
VIP cally drop counters where they fall down.
AP: 5 Vit: 4
Attributes: Str 2 Agl 2 Mnd 3 Res 2 OBJECTIVE:
Powers: None Defender: Keep the opposing team from getting any models off their
own board edge. A defending model that recovers the critical counter
Protector: During the scenario one friendly model in base contact from the attacking team receives an added experience reward.
with the VIP may declare itself the VIP’s Protector. This declara-
tion may only happen once, and occurs just before the damage from Attacker: Get away as quickly as possible by leaving via the defend-
a successful attack on the VIP is resolved. The damage goal roll is er’s board edge. Each escaping model should carry a numbered counter
resolved against the Protector. In any game, the VIP may only have that represents the loot or other items they’re absconding with.
one Protector.
END GAME: There is no limit on the length of this scenario, but it
OBJECTIVE: will end immediately after the last attacking model exits the board.
Defender: Keep the VIP alive and well for the duration of the battle.
Even if the VIP is KO’ed, Defenders can still claim victory as long as REWARDS: 2/1, +2 Experience to character that escapes with/re-
he is on the table after the last round of combat. covers critical counter.

Attacker: Take out the VIP by any means necessary. If the VIP is not SPECIAL EVENTS BOX
removed from play after the last round of combat has been fought, the
1 -2 Weird Radiation
Attackers lose the scenario.
3-4 Tachyon Field
END GAME: The scenario lasts 5 rounds, or until the defenders 5 Unexpected Ally
have beaten back the attackers, or the attackers have succeeded in 6 Civilians
taking out the VIP.

REWARDS: 2/1, +1 Experience to each model on the winning side, POST-BATTLE SPECIALS:
+1 to the model that takes out the VIP. Back-Tracked!
On a difficult (5) Mind + Enhanced Senses roll (the defending player
SPECIAL EVENTS BOX chooses his best model for this roll) the defenders trail the attackers
back to their hideout/base. The defending player has the option of
1 Old Friend/Old Flame running an Ambush scenario (as the attacker) within the next two
2 Civilians battles. The battle occurs in the base/hideout of the attacking team
3 Weird Radiation from this scenario, and they are the defenders. If this battle is not
4 Unexpected Ally fought within the next two battles of this scenario’s attacking team, the
5 Cosmic Powers opportunity is lost.
6 Grudge Match

POST-BATTLE SPECIALS: ROOFTOP RUMBLE!


Negative Media Coverage!
If the defenders allowed the VIP to be KO’ed or taken out of action DESCRIPTION: Opposing teams battle atop one of Steel City’s larg-
they suffer under a blitz of negative media coverage. All members of est skyscrapers, or perhaps amidst ruined rooftops of the Warehouse
the defending team must make difficult (4) Resolve goal rolls or be District. No matter what, it’s a long way down for unfortunate supers
distracted at the start of their next battle. Any model failing this goal who find themselves flung from the roof.
roll is at -4 AP on his or her first activation of the next battle.
SETUP: The opposing forces begin on opposite table edges; roll a die,
with the high roller deciding which board edge to place his team on,
and his opponent choosing the opposite edge.
THE GETAWAY
SPECIAL RULES: The following special rules are to be used for
DESCRIPTION: One team has stolen or recovered a valuable arti- the scenario:
fact, hi-tech device, or large sum of money, and now they’re trying to
make good their escape. The opposition shows up to stop them. High Anxiety: Any models knocked off a board edge must make a
Difficult (3) Agility goal roll to grab the edge and hang on. Models
SETUP: Each team begins the game on opposite board edges. failing this roll lose their next turn and take a further 10 dice of dam-
SPECIAL RULES: age from the fall. They can return to play from the edge they were

52 SuperSystem
SuperSystem 53
knocked off of after 2 rounds. Models possessing Flight, Hyper Move- SPECIAL EVENTS BOX
ment, or Telekinesis ignore this special rule.
1 Cover of Darkness
OBJECTIVE: The opposing teams pound away at each other, trying 2 Weird Radiation
to KO or take out as many enemies as possible. 3 Unexpected Ally
4 Doppelganger
END GAME: The battle lasts 5 rounds.
5 Late Arrival
REWARDS: 2/1 6 Cosmic Powers
Intervene
SPECIAL EVENTS BOX
1 Old Friend/Old Flame
POST-BATTLE SPECIALS: none
2 Alien Artifact
3-4 Unnatural Darkness
5-6 Weird Radiation
SLUGFEST
DESCRIPTION: The opposing teams meet to settle an old score, or
just happen to get in each other’s way. No matter the reason, a slugfest
POST-BATTLE SPECIALS: none ensues, and the results are quite explosive.

SETUP: The opposing forces begin on opposite table edges; roll a die,
with the high roller deciding which board edge to place his team on,
THE RESCUE and his opponent choosing the opposite edge.

DESCRIPTION: A VIP has fallen into the hands of an enemy Su- SPECIAL RULES: None. Just slug away!
per team, and the kidnappers have been tracked and cornered, setting
up a dangerous confrontation. The VIP is too important to kill or just OBJECTIVE: The opposing teams pound away at each other, trying
abandon, so the only recourse for the kidnappers is conflict. to KO or take out as many enemies as possible.

SETUP: The defending player must place all of his models save one END GAME: The battle lasts 5 rounds.
(chosen randomly), and the VIP in the middle of the board, a maxi-
mum of 5” from the center. The leftover defender will not participate REWARDS: 2/1
in the battle, as he or she is piloting the escape craft! The attacking
player may distribute their team members wherever they choose, but SPECIAL EVENTS BOX
each model must begin play at least 15” away from enemy models.
1 Old Friend/Flame
SPECIAL RULES: 2 Civilians
Use an appropriate model or counter to mark the location of the VIP; 3 Weird Radiation
he or she must remain within 2” of a kidnapping model at all times.
4 Alien Artifact
Should the VIP become separated from his kidnappers, at least one of
them must spend its next turn moving toward him. The VIP cannot 5 Cosmic Powers
be attacked or harmed in combat, and in order to be carried off, must 6 Grudge Match
be in base contact with a model. Grabbing and carrying the VIP costs
no extra AP, but if he is already in base contact with an enemy model, POST-BATTLE SPECIALS:
opposed Agility vs. Agility goal rolls must be made (this also costs no Collateral Damage!
AP), with the winner gaining possession of the VIP. Ties go to the The savage battle caused untold millions of dollars of collateral dam-
model that started the turn in possession of the VIP. age to the surrounding area. Each player chooses a representative from
his team to make a difficult (4) Resolve goal roll. If the team represen-
OBJECTIVE: tative fails the roll the team loses ten Fame Points.
Attacker: The rescuing team must battle through, free the VIP, and
carry him or her off of the nearest board edge to win the scenario.

Defender: The kidnappers must prevent this by any means necessary, SCENARIO POST-BATTLE TABLES
and hold out long enough for an evacuation craft to arrive and whisk
them away. Models that finished the battle KO’ed or Coup de Graced must make
a Resolve + Iron Will Goal roll on the appropriate chart below, taking
END GAME: The battle can last up to 4 rounds, but ends the into account any special circumstances relating to the scenario that
moment the VIP is carried off of the board. If after 4 rounds, the VIP was just played.
is still in the custody of the defending team, the evacuation craft picks
up the team and they have won the scenario.
POST-BATTLE TABLE ABBREVIATION LEGEND
REWARDS: Attacker 3/1 Defender 2/1 AG-Agility ATT-Attacks
AP-Action Points CC-Close Combat

54 SuperSystem
CCD-Close Combat Damage RS-Resolve tive is rolled, they move in a random direction based on the random
INT-Initiative ST-Strength direction chart in the appendix. Civilians have no combat values, and
MD-Mind VT-Vitality can be taken hostage and used as shields (soft cover) for 2 AP. They
RA-Ranged Attacks can also be protected and moved from harm’s way for 2 AP. Interact-
ing with Civilians requires no die roll, only base contact. Captured or
Protected Civilians do not move randomly at the beginning of a new
KO TABLE round. A character or henchmen group holding a Civilian cannot
charge. Releasing a Civilian costs no AP.
# GOALS RESULTS
0 Hospital/Prison Stay-miss next battle! Cosmic Powers: Cosmic powers intervene on the behalf of two
1 Bum Leg: -2 AP next battle of the models in the battle. Before placement of the figures roll ran-
2 Bum Arm: -1D ST next battle domly to determine which model on each team receives a cosmic favor
during the battle. Cosmically favored models that survive the battle
3 Vow of Vengeance: +1D ATT against the enemy
standing receive +1 experience reward, and KO’ed or removed models
team the next time you face them get +2 dice to their Resolve checks on the post-battle tables. Cosmi-
4 Vow of Vengeance: +2D ATT against enemy model cally favored models that are killed in post-battle results might not
that hurt you the next time you face-off be as dead as they seem. After every subsequent battle the deceased
5+ Toughened: +2 Experience model’s team fights, make a Difficult (4) Resolve check for the de-
ceased model. On a successful result the model returns from apparent
death, the beneficiary of Cosmic Powers.

COUP DE GRACE TABLE Cover of Darkness: The leader of the attacking team receives
+2 dice to his Initiative goal roll for the first round of combat. All
# GOALS RESULTS models on the Attacking team receive +2 dice to Hide checks for the
0 Apparent death! Model gone from series (but first Round of combat due to darkness.
save that SuperSheet)!
1 Crushed leg: -2 AP (permanent) Grudge Match: These two teams really hate each other, and their
character models receive +1 die for close combat attack goal rolls.
2 Hospital/Prison Stay-miss next battle!
3 Slow Recovery: -3 VT next battle. Doppelganger: Unbeknownst to both teams, the VIP that is the
4 Inspired Recovery: +2D RS next battle center of the conflict is actually a demonic Doppelganger who could
5+ Miraculous Recovery: +4 Experience transform at any moment. At the beginning of each Round, before
initiative is rolled, roll 1D6. On a result of 6 the VIP transforms into a
hideous demon. Replace the VIP model with an appropriate mon-
ster model. The demon is now a full-fledged combatant working for
HENCHMEN POST-BATTLE TABLE neither side! Players should take turns rolling initiative for the demon,
and also roll for it when it is in combat against each other’s models. It
# GOALS RESULTS will attack the nearest model and continue to do so until that model
0 The recruit pool is dry-henchmen group is is KO’ed. If two or more models are equidistant from the demon, roll
completely lost. a die for each one-the lowest rolling model gets attacked. The demon
1 Only the bravest come forward: -2 Members has the following abilities:
AP: 10
next battle.
Attributes
2 Good help is hard to find: -1 Agility for next battle. Strength 5[1] Agility 6 Mind 4 Resolve 5
3 Alert: +1D on first round Initiative next battle. Powers
4 Membership drive: +1 free member. Combat Sense x 1
5+ Tougher training - Roll a D6: (1-3) +1 Agility, Super-Strength x 1
(4-6) +1 Strength (next battle only). Melee Attack x 3
Armor x 1
Vitality: 10

Late Arrival: The evacuation craft is late! The game lasts an ad-
SPECIAL EVENT INDEX ditional 2 Rounds.
Alien Artifact: An Alien Artifact whispered of by Atlantis and Old Friend/Flame: Two of the models on opposing sides are old
Lemurian scholars is found on the battlefield. Place an Alien Artifact
friends, or perhaps even old flames. Before the first Round of combat
counter in the center of the board. A model carrying it at the end of
begins, but after models have been placed on the table, each player
the battle gains an additional +2 experience reward bonus, and may
should roll randomly to see who has an Old Friend/Flame among
elect to purchase a new power during the post-battle following its next
the opposition. The two models share some tie that keeps them from
two scenarios.
harming each other. They both must make difficult (3) Resolve checks
to enter close combat with each other, or make ranged attacks against
Civilians: 1D6 pesky non-combatants have wandered onto the each other. They must continue to make difficult resolve checks each
Super battlefield. Use appropriate models or counters to keep track of
turn in order to carry out any hostile action against each other.
where the Civilians are. At the beginning of each round, before initia-

SuperSystem 55
Sixth Sense: The ambushed team’s leader gets a premonition of shop. He decides he wants to run a series set in the aftermath of the
the coming attack, and gains +2 dice each on the Initiative roll for the Host’s failed invasion of Four-Color Earth. He has four interested
first Round of the battle. players: Lou, Bill, Brian, and Dan. Lou wants to play a team of Host
aliens seeking a way back to their home galaxy (and willing to do any-
Tachyon Field: A powerful alien energy field permeates the thing to find it), while Bill wants to run a team of femme fatale villains,
battleground, limiting the effectiveness of certain powers. Models pos- and Brian and Dan each want to play heroic teams (the Defenders-5
sessing Hyper Move and Super Leap halve the distances rolled when and the S-Men respectively). With two hero and two villain teams,
they use these powers, and extras like Warp may not be used at all. Scott is set to run his series. Now he just needs a story to build around.

Teammates Arrive: At the beginning of Round 3, before Initia- Scott decides that one of the reasons the Aliens lost the invasion war
tive is rolled, the ambushed team gets reinforcements in the form of was that they failed to deploy a secret weapon that had been hidden
the other half of their team! Place the new arrivals together on any on earth many centuries ago, before even Atlantis and Lemuria had
board edge, but they must be at least 10” away from all enemy models. arrived to begin changing the world. Many centuries ago an alien
exploration team detected a nascent space-god, a cosmically powered
Unexpected Ally: An Unexpected Ally arrives to aid one of being slumbering within the bowels of the Earth.
the teams in the battle. At the beginning of Round 3, before initia-
tive is rolled for, each player rolls a D6 and adds the number of KO’ed Unwilling to waken him lest they suffer his wrath, they let him sleep
or removed models on his side to the total. The higher roll gains an and slowly grow in power. Flash-forward some few thousand years to
Unexpected Ally. Place an appropriate model on a random board edge. the current time and the alien host battles for its life against the heroes
The ally is controlled by the player who won the roll, and his abilities and villains of the Earth. Guildspeaker Nalan learns of the slumber-
are listed below: ing space-god through his archival studies, but the team he sends to
AP: 9 awaken him is taken out by a group of free-agent heroes. Soon after
Attributes the invasion ends and most of the alien fleet leaves.
Strength 4 Agility 5[1] Mind 4 Resolve 4
Powers Now a band of remaining Host aliens (possibly led by Nalan) wishes
Super-Agility x 1 to try again to awaken the god, but a number of heroes and villains
Ranged Attack (7D, 30”) are on to them! A different Host alien has become something of a
--Super-Damage x 2 religious guru to impressionable Earth youth, and has established a
Force-Field x 2 Church of the Space-Gods, making him an overnight millionaire.
Vitality: 8
Unfortunately, he’s been speaking openly about Earth’s slumbering
Unnatural Darkness: An inky-black, Unnatural Darkness space-god, and Nalan’s Host group wants to shut him up. An assassi-
descends over the battlefield. Ranged Attacks may not be conducted nation seems in order. Meanwhile, the egghead member of the Femme
beyond half their stated range, and all models receive +1 die to avoid Fatales has discovered an artifact that could lead to the location of the
all ranged attacks. Models possessing two or more dice in Enhanced slumbering god’s subterranean temple. The first battles are now set:
Senses ignore this effect.
The Host vs. Defenders-5 (Assassination Agenda)
Weird Radiation: A strange glow manifests on parts of the Femme Fatales vs. S-Men (The Getaway)
battlefield, possibly affecting some of the combatants. Before the first
Round, but after models have been setup, roll to randomly choose Now that he has set the stage for the series first battles, Scott can
which model is affected by the Weird Radiation. If the chosen model branch out from there, taking the results of the first battles and spin-
survives the battle and has the necessary experience built up, it may ning them into a narrative that takes the teams toward a dramatic
elect to purchase a new power during the post-battle following its next climax somewhere in the bowels of Four-Color Earth. If the alien
two scenarios. Additionally, radiated models that are killed in post- guru survives the assassination attempt, does he tell the Defenders-5
battle results might not be as dead as they seem. After every subsequent where the slumbering god’s temple really is? Do the Femme Fatales
battle the deceased model’s team fights, make a Difficult (4) Resolve escape with the key artifact that shows them the same information as
check for the deceased model. On a successful result the model returns the guru possesses? Will the two hero teams have to battle until they
from apparent death, the beneficiary of Weird Radiation. suddenly realize they’re both working on the side of good?

With these basic scenarios and a little imagination, there is no limit


to what an inspired arbitrator can do when crafting a Series in Super-
SCENARIO SCRIPT System.

A Scenario Script provides a special way of running a Series in Super-


System. As the name implies, a Scenario Script is a group of scenarios THE SERIES TRACKER
played in a certain order that tells a very specific story. A Scenario Players should use the SuperSystem Series Tracker in the back of this
Script works best when it is designed and run by a neutral third party, book (permission granted to photocopy for personal use) to help keep
or Arbitrator, who first analyzes the Series participants, builds a plot, track of the battles, events, and injuries of their series.
and then matches it to a number of scenarios set in a certain order. The
Arbitrator overseas the battles and makes adjustments on the fly to
tailor their outcomes to the evolving story.
NEW SCENARIOS
Creating new scenarios can be very rewarding, and many new scenar-
ios are born of modifications to existing ones. Check the SuperFigs
Sample Scenario Script: The Slumbering Space-God! web site at http://www.superfigs.net for more scenarios and ideas.
Scott, a SuperSystem arbitrator wants to run a Series at his local game

56 SuperSystem
SuperSystem 57
The following groups are examples of character and team creation --Slingshot x 2
in the SuperSystem. Most of the characters were built with the 85 --Stretch Attack
point Power Cap in mind. Players should choose teams they like and Enhanced Senses x 2
transfer their statistics to copies of the blank SuperSheets that follow. Instant Stand
Included in brackets next to each character or henchmen group’s name Melee Attack x 2
is an appropriate stock code and description for the character in the Super-Agility x 2
SuperFigs line of Superhero miniatures. These suggestions will guide Vitality: 9
you in quickly acquiring the figures necessary to build your team. Su- The chimpanzee who became Elasti-Ape was born the runt of his
perSheets are also handy for building original characters and hench- family. Always picked on by the larger members of his social group, he
men groups, and may be photocopied for personal use only. learned to adapt, to evade pursuit, but his elusiveness proved lacking
against Dr. Simian’s Elasti-Men. They captured the little chimp, and
he became one of Simian’s greatest laboratory successes. Once injected
with Simian’s mutagen serum, the little chimp began to transform into
The Super Simians the creature now known as Elasti-Ape. Elasti-Ape, or Roy Band, as he
calls himself when not on duty, always acts as the Simians’ scout and
Created by the mad super-ape genius Dr. Simian, the quintet of su-
forward observer. He’s good in battle, but it’s his driving curiosity that
per-apes known as the Super Simians refused to serve and struck out
makes him excel at wet-work.
on their own after their first mission, a battle-royal versus the world
famous Shock Force. Since then the errant super apes have been both
The Hyboriape [ZB3]
heroes and villains, robbing banks and large multi-national corpora-
Affiliation: Super Simians
tions to fund their operations, and showing up when least expected
BP: 85
to lend a hand against super menaces and natural disasters. No one is
AP: 6[11]
really sure where they stand, but most heroes would rather have them
Attributes
as allies than foes.
Strength 6[2] Agility 4 Mind 2 Resolve 5
Powers
Harangutan [ZB1] Armor x 2
Affiliation: Super Simians
Combat Sense x 3
BP: 85
Enhanced Senses x 2
AP: 10
Extra Move x 5
Attributes
Iron Will x 2
Strength 4 Agility 4 Mind 5[1] Resolve 5
Melee Attack x 3
Powers
--Extra Reach 2”
Combat Sense x 2 (Mind)
--No Knockback
The Difference x 1
Super-Strength x 2
Flare (Mind-based, 15”)
Vitality: 11
--Super x 1
After he was uplifted the mighty man-ape known as Koroc learned
Healing
the mysteries of steel and metal-work. Utilizing the super-science de-
Super-Mind x 1
vices of Dr. Simian he forged himself an unbeatable blade and began
--Lightning Strategist x 1
calling himself the Hyboriape. He realized that one day a kingdom
Vitality: 9
might be his, someplace deep in the remote jungles, but first he must
Genetically uplifted from a basic orangutan, the Harangutan devel-
tread the world of men upon sandaled feet, for evil runs amok, and evil
oped a brilliant mind and a love for the finer aspects of human culture.
must be slain.
Art, sculpture, and classical music are favorites, but his training also
forced him to study great military thinkers as well. His even temper
The Gibbon Glider [ZB4]
and knowledge of the works and lives of Sun Tzu, Hannibal, and
Affiliation: Super Simians
Rommel make him the ideal choice to lead the Simians.
BP: 85
AP: 10[12]
Elasti-Ape [ZB2] Attributes
Affiliation: Super Simians
Strength 3 Agility 7[1] Mind 3 Resolve 4
BP: 85
Powers
AP: 8
Armor x 1
Attributes
Combat Sense x 2
Strength 5 Agility 5[2] Mind 3 Resolve 4
Enhanced Senses x 1
Powers
Extra Move x 2
Combat Sense x 2
Flight
Elasticity

58 SuperSystem
SuperSystem 59
Iron Will x 1 Iron Will x 1
Perfect Timing Limited Mobility
Ranged Attack (8D, 30”) Knockback Resistance x 2
--Only While Flying Perfect Timing
Super-Agility x 1 Super-Mind x 1
Vitality: 7 -Lightning Strategist x 1
The Gibbon Glider first showed his mettle as one of the first subjects Vitality: 7
to test Dr. Simian’s new anti-gravity harness. The suit’s mechanisms Developed by a secret government project incorporating the brain of a
meshed perfectly with the Gibbon’s unique mutagenic structure, allow- captured Alien telepath with highly experimental Lemurian technol-
ing him to produce powerful bursts of kinetic force while in flight. The ogy, the Zero Device has become a quasi-sentient machine bent on its
sheer joy of flight awakened in the Glider a desire for freedom, not own self-preservation.
just for him, but for all creatures. These thoughts made him an ideal
partner for the Harangotan’s escape plan, and the rest is history. An Jumpmonkey [ZA3]
avid activist for many causes, the Glider is always pushing the rest of Affiliation: Zero Foundation
the team to be more socially active. BP: 85
AP: 7[13]
Goradiator [ZB5] Attributes
Affiliation: Super Simians Str 2 Agl 5[1] Mnd 2 Res 4
BP: 85 Powers
AP: 6[9] Combat Sense x 1
Attributes Extra Movement x 6
Strength 7[3] Agility 4 Mind 2 Resolve 4 Flare (Agility-based, 15”)
Powers Hyper Movement
Armor x 2 --Carry Objects x 2
Combat Sense x 1 --Speed Burst x 1
Extra Move x 3 Super-Agility x 1
Iron Will x 2 Vitality: 6
Melee Attack x 3 The Zero Device met his companion, Jumpmonkey, in the X-Dimen-
Super-Strength x 3 sion, and the two became fast friends. Now Jumpmonkey never strays
--Rage very far from his master’s side, using his Teleportation powers to
Vitality: 11 facilitate the super-brain’s movements.
“Goradiator crush weak humans!” Not all of Dr. Simian’s uplifts were
grand successes. Unlike his teammates, the Goradiator has never Mr. Cranium [ZA1]
learned to let go of his more primal emotions. The Hyboriape may be Affiliation: Zero Foundation
savage at times, but he also possesses a curiosity and cunning that gives BP: 85
him and edge. Not so for the Goradiator. His fury knows no boundar- AP: 10
ies, and the only things that seem to calm him are flowers and small Attributes
children, and he will protect both from harm with his life. It is these Str 3 Agl 3 Mnd 6[1] Res 5
qualities alone that caused Harangotan to take pity on him, and made Powers
him a member of the team. Force-Field x 2
Omni-Power (18 pt. Pool)
--Multi-Power x 1
Super-Mind x 1
The Zero Foundation --Lightning Strategist x 1
Vitality: 8
This seemingly innocuous charitable foundation champions the goal
A highly sought after weapon smith for the criminal underworld, Mr.
of eliminating all poverty in the world, yet beneath its shining veneer
Cranium has recently begun an active criminal career of his own. In
of good deeds lies a sinister purpose. The product of a melding of
time he grew bolder and sought alliance with his one-time rival the
alien and terrestrial technologies, the Zero Device is a vile alien brain
Zero Device. He created robotic servants to aid him in his endeavors,
encased in a mobile machine. The Device runs the foundation and one
and his favorite of these became the diminutive Microbot.
of its missions is to gather an army of super-humans under its banner.
What is the Device’s ultimate goal? World domination.
Microbot [ZA1]
Affiliation: Zero Foundation
Zero Device [ZA3] BP: 85
Affiliation: Zero Foundation
AP: 9
BP: 85
Attributes
AP: 8
Str 5[1] Agl 6[1] Mnd 3 Res 2
Attributes
Powers
Str 2 Agl 1 Mnd 6[1] Res 5
Armor x 1
Powers
Combat Prowess x 3
Armor x 3
Melee Attack x 2
Copy Power
Knockback Resistance x 1
-Nullify
Shrinking x 1
-Extra Powers x 5
--Always On

60 SuperSystem
--Mighty Mite Serpent, Smetana went to work for the Foundation.
Soulless
Super-Agility x 1 Kid Boomerang [ZA5]
Super-Strength x 1 Affiliation: Zero Foundation
Vitality: 7 BP: 85
The pint-sized powerhouse packs an unexpected punch, and has AP: 8[10]
proven invaluable as a bodyguard for Cranium. Built from a metal al- Attributes
loy formed using elements from a rare meteorite, Microbot is as tough Strength 3 Agility 5 Mind 3 Resolve 4
as he is reliable. Powers
Combat Sense x 3
Ape-Austen [ZA2] Extra Movement x 2
Affiliation: Zero Foundation Instant Stand
BP: 85 Omni-Power (23 pt. pool)
AP: 6 [11] --Multi-Power x 1
Attributes Vitality: 7
Strength 6[1] Agility 3 Mind 3 Resolve 6 Orphaned at a young age and raised by the dreaded gang of criminal
Powers performers known only as Circus Doom, Kid Boomerang is a villain
Armor x 2 with plenty to be angry about. After leaving Circus Doom at age
Combat Sense x 4 fifteen, he went solo for two years until he was recruited into the Zero
Enhanced Senses x 2 Foundation. Now he works for the Zero Device while pursuing his ul-
Extra Movement x 5 timate goal of vengeance against a world that he believes has wronged
Iron Will x 2 him. Kid Boomerang combines unerring accuracy with a bevy gadget
Knockback Resistance x 5 boomerangs, allowing him to achieve numerous and powerful effects.
Melee Attack x 2
Super-Strength x 1 Steel Razor [ZA7]
Vitality: 12 Affiliation: Zero Foundation
One-time subject of Dr. Simian’s uplift project, Ape-Austen was hor- BP: 85
ribly injured by the hero Ember during a botched bank job. Recovered AP: 7[11]
by Mr. Cranium, Austen was subjected to a series of newly developed Attributes
bionic implants crafted by the super-armorer. Chief among them was Strength 6 Agility 5[2] Mind 2 Resolve 4
a Cognitive Controller allowing Mr. Cranium complete control over Powers
his recalcitrant simian. When he fully recovered, Ape-Austen became Combat Sense x 4
another cog in the wheel of the Foundation’s growing criminal orga- The Difference x 2
nization. Yet still locked deep within him lies a yearning for freedom, Extra Movement x 4
and a hatred for the man who made him a monster! Instant Stand
Melee Attack x 3
Serpent [ZA4] --Extra Reach x 1
Affiliation: Zero Foundation Super-Agility x 2
BP: 85 Super Leap
AP: 8[13] Vitality: 10
Attributes
Strength 5[1] Agility 5[1] Mind 3 Resolve 4 Battering Ram [ZA8]
Powers Affiliation: Zero Foundation
Boost/Drain (4D) BP: 85
--Drain Only AP: 7[15*]
--Agility/Strength Only Attributes
Combat Sense x 2 Strength 5[2] Agility 4 Mind 3 Resolve 6
Extra Movement x 5 Powers
Instant Stand Armor x 4
Melee Attack x 2 Combat Sense x 3
--Extra reach x 3 Extra Movement x 8
Super-Agility x 1 --Charge Only
Super-Strength x 1 Massive x 2
Vitality: 9 Melee Attack x 4
Crippled smuggler Tony Smetana didn’t think twice when offered the Super-Strength x 2
chance to walk again. His body adapted well to the super-chemicals Super Leap
the Zero Foundation scientists pumped into him, and his damaged Vitality: 11
spinal column was outfitted with neural inputs for a special, bionic Created from the ruined remnants of a pair of failed supers, the Zero
snake rig. Once the connections were completed, Smetana could move Device designed Steel Razor and Battering Ram to be his most loyal
again, his crushed legs amputated, and his torso tucked into the trunk and dangerous servants. Organic matter encased in steely shells, the
of a super-tough snake-like lower body. In this form he was extremely pair are quite lethal in close combat, their exo-skeletons capable of
fast, and the chemical treatments had increased his physical prow- generating attacks of tremendous power. Filled with murderous rages,
ess, and granted him the ability to envelop his fists in a bio-electric the woman now known only as Steel Razor channels her rage into
energy field that he dubbed his “venom-punch.” Now calling himself every battle she fights. Her partner, the barreling Battering Ram is

SuperSystem 61
deceptively fast for his bulk, capable of tremendous speed bursts while Elasticity
on the charge. Both Razor and Ram possess jet thrusters allowing --Slingshot x 2
them to attack flying foes. --Stretch Attack
Melee Attack x 3
Super-Agility x 1
Super-Strength x 1
The Knights of Dis Vitality: 10
Super-Ball fancies himself the second-in-command of the Knights
The Knights of Dis serve the forces of disorder and chaos. They do this
of Dis, but he is actually loathed by his teammates. An inveterate
by committing acts of robbery and violence, and occasionally by partici-
gambler and womanizer, Super-Ball often makes untoward advances
pating in world-changing plots. The Knights’ leader Thunderfist claims
to Scorpia, which enrages Squat. However, the elastic villain’s unique
he communes with a mysterious cosmic force he calls the Lord of
combination of strength, speed and versatility make him a deadly foe.
Chaos. Whether this supernatural connection is true remains to be seen.
Scorpia [ZB14]
Thunderfist [ZB11] Affiliation: Knights of Dis
Affiliation: Knights of Dis
BP: 85
BP: 85
AP: 11
AP: 9[11]
Attributes
Attributes
Strength 3 Agility 6[1] Mind 5 Resolve 4
Strength 4 Agility 6[1] Mind 3 Resolve 4
Powers
Powers
Armor x 2
Combat Sense x 3
Boost/Drain x 3
Extra Movement x 2
--Drain Only
Iron Will x 2
--Physical Only
Melee Attack x 5
Combat Sense x 3
--Super-Damage x 2
The Difference x 1
Regeneration
Ranged Attack (7D, 30”)
Super-Agility x 1
Super-Agility x 1
--Lightning Reflexes x 1
Vitality: 7
Vitality: 8
A one-time super-assassin and current international criminal, Scorpia
Thunderfist is a master martial artist who claims to draw his power
is the team’s ranged specialist. Her mysterious energy powers manifest
from a cosmic being he calls the Lord of Chaos. His hands shatter
through her sleek armor, and also include a withering “scorpion’s
armor plate as easily as they do bone, and he leads the Knights with a
touch” that can leave foes slowed or weak. She speaks very little, and
reckless bravado that earns him their admiration and total loyalty.
has shown no inclination to accept any of Super-Ball’s advances.
Squat [ZB12] Pawns of Dis [ZB15]
Affiliation: Knights of Dis
Affiliation: Knights of Dis
BP: 85
BP: 38
AP: 7
AP: 6[9]
Attributes
Attributes
Strength 6[2] Agility 3 Mind 4 Resolve 4
Strength 4 Agility 4[1] Mind 2 Resolve 5
Powers
Powers
Armor x 3
Combat Sense x 3
Combat Sense x 5
Extra Movement x 3
Knockback Resistance x 3
Iron Will x 2
Melee Attack x 3
Melee Attack x 4
Super-Strength x 2
Super Leap
--Super-Knockback
--Extra Bounce x 2
Vitality: 10
Super-Agility x 1
Squat is just that, a massive, brute of a man who is the Knights’
Veterans
enforcer. He’s also the team’s airplane pilot and mechanic. He secretly
Vitality: Henchmen—5 members
loves Scorpia, but has resolved to never tell her. Still, he goes to great
The Pawns of Dis represent the pinnacle of human perfection. They
lengths to “protect” her in battle, but if she has noticed that he harbors
are superbly trained and supernaturally enhanced warriors driven to
any feelings for her, she’s not showing her hand.
do the bidding of the Lord of Chaos. Drawn from various criminal
organizations from around the world, the Pawns often accompany the
Super-Ball [ZB13] Knights on operation against superhuman foes. Their marital training
Affiliation: Knights of Dis
allows them to take on some of the mightiest heroes and survive.
BP: 85
AP: 8
Attributes
Strength 4[1] Agility 5[1] Mind 3 Resolve 6 Freedom’s Five
Powers
Armor x 1 Freedom’s Five became one of the Allied Powers greatest assets when
Combat Sense x 2 facing the threat of the Axis Powers and their own super-human

62 SuperSystem
agents. Formed of heroes from England, Denmark, and the United Combat Sense x 2
States, Freedom’s Five often took the fight to Hitler and his super- Force-Field x 3
fascist goon squads. In his mad pursuit for artifacts of power, they even Iron Will x 1
chased him through time itself, turning the modern-day streets of Melee Attack x 4
Steel City into a WWII battleground. Although casualties sometimes --Soul Fire
changed their lineup, the group’s most consistent and stalwart mem- --Super-Damage x 1
bers are listed below. Perfect Timing
Vitality: 8
Shield Maiden [ZB6] When the war came to London, Neal Howard was deemed too frail
Affiliation: Freedom’s Five to fight, but when he discovered the mystical sword, armor, and shield
BP: 85 of his forefathers in his family’s ancestral home, all that changed. Neal
AP: 7 became Silver Knight, defender of the Crown! He soon joined up with
Attributes the other members of the FF and helped take the battle to the Axis.
Strength 5[2] Agility 5 Mind 2 Resolve 5 After the war Howard and his amazing weapons disappeared. Some
Powers say his amazing armaments, and the man himself, were needed in
Combat Sense x 3 another war somewhere else in time.
The Difference x 1
Iron Will x 1 Druid [ZB9]
Melee Attack x 2 Affiliation: Freedom’s Five
--Extra Reach x 6 BP: 85
Super Leap AP: 11
--Extra Bounce x 2 Attributes
Super-Strength x 2 Strength 3 Agility 5 Mind 5[1] Resolve 5
Vitality: 10 Powers
One of Denmark’s only super-humans of the war-time era, Shield- Armor x 1
maiden claimed she was touched by the old Norse Gods, her mission to Fortune x 2
stamp out the foul fascists who would misuse the old tales in their pro- --Against Any Roll
paganda of hate. Although Shieldmaiden’s connection to the gods could Hyper Move
never be proven, her tremendous strength, fighting prowess, and beauty --Carry Object
showed no signs of lessening even up to her disappearance in 1958. Perfect Timing
Super-Mind x 1
The Golem [ZB7] Vitality: 8
Affiliation: Freedom’s Five The mystery man who became known as the Druid first appeared in
BP: 85 1939 near Glastonbury. He possessed amazing powers that included
AP: 9 altering probabilities and teleportation. He used these powers to fight
Attributes the Nazis, and that was enough for Winston Churchill to induct him
Strength 4 Agility 5 Mind 4 Resolve 5[1] into Freedom’s Five. Although his true name or origin was never re-
Powers vealed, the Druid remained a favorite son of Britain long after the war,
Armor x 3 continuing his crime-fighting career into the 1970’s.
Combat Sense x 4
Iron Will x 3
Ranged Attack (7D, 30”)
Super-Resolve x 1
Vitality: 11
While helping fellow Jews escape from Nazi Germany, American ex-
patriate Richard Berman was pursued into a remote mountain cave in
the Bavarian hinterland. There he came across a mysterious humanoid
creature of earth and stone chained to a strange obelisk. On the stone
was an inscription in Hebrew: “Only he who is of noble spirit and
pure of heart may possess the Golem.” With a Nazi patrol hot on his
tail, Berman, a student of archaeology, followed the rituals set out on
the obelisk and transported his spirit into the body of the Golem. Just
as he completed the ritual, the Nazis riddled his human form with
bullets. As the Golem he crushed them, and continued battling their
ilk for the remainder of the war.

Silver Knight [ZB8]


Affiliation: Freedom’s Five
BP: 85
AP: 8
Attributes
Strength 3 Agility 5 Mind 3 Resolve 5
Powers
Armor x 3

SuperSystem 63
Hawkwind [ZB10] --Chain Attack
Affiliation: Freedom’s Five --Rapid Fire
BP: 85 --Super-Damage x 1
AP: 9 Super-Strength x 2
Attributes Vehicle
Strength 4 Agility 6[2] Mind 3 Resolve 4 --Level 3
Powers --Giant Robot
Armor x 1 --Independent
Combat Sense x 3 --No Carrier (-8)
Flight --Turret
--Swoop Attack Vitality: 13
Melee Attack x 4
Super-Agility x 2
Vitality: 8
Wil Featherstone joined the U.S. Army to fight the Axis, but he got
The Sub-Atomics
more than he bargained for when he was selected to participate in The denizens of a sub-atomic world imperiled by the scientific testing
an experimental super-soldier program that involved some recently of a top military research lab, the Sub-Atomics were sent to make
recovered Atlantean technology. Several months later Featherstone the presence of their home known to the people of “Macro-Earth.”
found himself with amazing powers, a mutate master of flight. With After convincing the U.S. Military to halt their tests, the members
enhanced fighting prowess and a good head for battle, the newly of the team decided to remain in the larger world and act as ambas-
named Hawkwind became the leader of Freedom’s Five. sadors and protectors of their people against further reckless scientific
testing. Along the way they have become heroes, participating in the
R.A.T. Mecha Invasion war going up against Dr. Simian and his Atlantis Front on
Affiliation: Freedom’s Five several occasions.
BP: 85
AP: 6 Max Megaton [ZB16]
Attributes Affiliation: The Sub-Atomics
Strength 5[1] Agility 4[1] Mind 2 Resolve 5 BP: 85
Powers AP: 8[10]
Armor x 2 Attributes
Combat Sense x 3 Strength 5[1] Agility 5[1] Mind 3 Resolve 4
Enhanced Senses x 2 Powers
Iron Will x 1 Armor x 1
Massive x 2 Combat Sense x 2
Melee Attack x 3 Extra Move x 2
Ranged Attack (7D, 30”) Flight
Super-Agility x 1 Melee Attack x 2
Super-Strength x 1 Shrinking x 1
Vitality: 10 Super-Agility x 1
The RAT (Recon Airborne Transport) was developed by the United Super-Strength x 1
Kingdom’s RAF as a heavy lifter, and adapted by the elite paratrooper --Lightning Reflexes x 1
units as a light mech that would allow a normal infantryman to ef- Vitality: 9
fectively engage Axis super-agents toe-to-toe. It was designed to Max Megaton leads the Sub-Atomics and has provided them a moral
have light armor and utilized an ultra light aluminum frame making compass in a strange new world. His speed and power make him a
it very useful as an air-landing asset. The standard version mounted frontline leader, and his courage has never failed him. He misses the
twin Vickers HMGs and various other payloads could be carried on sub-atomic realm, but realizes the value of his team’s continued pres-
its back. Whenever the Freedom’s Five worked closely with the RAF, ence in the macro-world.
R.A.T.’s were never far from the scene.
Dr. Halflife [ZB17]
M203 Mech Walker Affiliation: The Sub-Atomics
Affiliation: Freedom’s Five BP: 85
BP: 170 AP: 11
AP: 8[18] Attributes
Attributes Strength 3 Agility 6 Mind 5 Resolve 4
Strength 7[2] Agility 5 Mind 3 Resolve 6 Powers
Powers Armor x 2
Armor x 4 Damaging Aura (6D)
Combat Sense x 4 --Super-Aura x 2
Extra Attacks (+1 AP) Knockback Resistance x 1
Extra Move x 10 Shrinking x 1
Knockback Resistance x 3 Vitality: 7
Melee Attack x 3 Dr. Halflife is the team’s science expert, but in battle his touch can
Ranged Attack (9D, 30”) mean death! A seething cauldron of atomic energy, Halflife possesses
--AoE (Blast)

64 SuperSystem
an energy aura that exudes extreme heat and dangerous radiation. Al- More adept than his teammates at size manipulation, Damian Mas-
though he does not take to battle as readily as others on his team, he is ters, the Particle, uses his abilities to literally crawl into the minds of
always willing to put his deadly body in harm’s way to aid a comrade. his foes, blocking their neural pathways and synapses, causing intense
pain and unconsciousness.
Megapulse [ZB18]
Affiliation: The Sub-Atomics
BP: 85
AP: 9
The Freebooters
Attributes
In the wake of the Invasion, nations not lucky enough to have large
Strength 3 Agility 5[1] Mind 4 Resolve 5
populations of super-humans sought to import them to ensure their
Powers
security. This gave rise to a trend of super-mercenaries working for na-
Combat Sense x 2
tions large and small. The Freebooters were formed to take advantage
Force-Field x 2
of this trend.
Ranged Attack (8D, 30”)
--Rapid Fire
--Super-Damage x 1
Fastlane [ZB21]
Affiliation: The Freebooters
Shrinking x 1
BP: 85
Super-Agility x 1
AP: 8 [13]
Vitality: 8
Attributes
Megapulse provides the Sub-Atomics’ ranged support, blasting foes
Strength 4 Agility 5[1] Mind 3 Resolve 5
with pulsed beams of coherent light that hit like battering rams. In her
Powers
old world she was Dr. Halflife’s assistant, but she was transformed in
Armor x 1
the same accident that gave the doctor his deadly touch.
Extra Move x 5
Combat Sense x 2
The Fission [ZB19]
Force-Field x 2
Affiliation: The Sub-Atomics
Hyper Movement
BP: 85
--Hyper Attack
AP: 6
Vitality: 9
Attributes
The female half of the cyber-speed duo of Fastlane and High Gear,
Strength 5[1] Agility 4 Mind 2 Resolve 2
Fastlane does not know the true origin of her powers. In truth, like her
Powers
loyal partner, she does not even know her real name. Her only memory
Armor x 1
is of a race and a terrible accident. When she next awoke she was in
Combat Sense x 2
the halls of the Zero Foundation, lying on a table next to a man in
Extra Forms
much the same condition as her. Not interested in the Zero Device’s
--Duplication
plans for world domination, the super-fast couple made good their es-
--Only While Shrinking
cape and struck out on their own to find their origin and their destiny.
Extra Vitality x 1
Instant Stand
Melee Attack x 4
High Gear [ZB22]
Affiliation: The Freebooters
Shrinking x 1
BP: 85
--Mighty Might
AP: 8[11]
Soulless
Attributes
Super-Strength x 1
Strength 5[1] Agility 5 Mind 3 Resolve 4
Vitality: 8
Powers
Built by Dr. Halflife to handle hazardous materials, the Fission is a
Armor x 2
robotic duplicator who is handy in a brawl. Although his duplication
Combat Sense x 2
only works in his shrunken state, he and his double pack a micro-wal-
Extra Movement x 3
lop that foes find hard to withstand.
Hyper Movement
Instant Stand
Particle [ZB20]
Iron Will x 1
Affiliation: The Sub-Atomics
Melee Attack x 3
BP: 85
Super-Strength x 1
AP: 11
Vitality: 9
Attributes
High Gear wants to know who he is and where he came from. He
Strength 3 Agility 4 Mind 6[1] Resolve 5
also wants payback against those who transformed him into gleaming
Powers
engine of destruction. He’s grown to care about Fastlane; the bond
Armor x 1
they share is one of pain and loneliness. It was his idea to accept Coil’s
Combat Sense x 2 (Mind)
offer and join the Freebooters, hoping that it would lesson the pain of
Instant Stand
the mysteries that plague their lives.
Mental Attack (8D, 0”)
--No Range
--Super-Damage x 1
Coil [ZB23]
Affiliation: The Freebooters
Shrinking x 3
BP: 85
Vitality: 8

SuperSystem 65
AP: 10 The Ego-Bot was created by Mr. Brain from a mix of alien technology
Attributes and the remains of several aliens and mutates. Like the Zero Device,
Strength 3 Agility 6[1] Mind 4 Resolve 5 he is a unique blend of man and machine, but unlike the Device, he
Powers is almost child-like and docile unless ordered to act by his master, Mr.
Combat Sense x 3 Brain. When he does act he makes an implacable foe. Resistant to both
Instant Stand physical and mental assaults, his only weaknesses are his slow foot-
Iron Will x 2 speed and his undying loyalty and concern for his master and creator.
Melee Attack x 5
--Extra Reach x 3
--Super-Damage x 1
Regeneration
The Shock Force
Super-Agility x 1
This team of Free Agent Supers used to have ties to the Canadian
--Lightning Reflexes x 1
government, but went rogue four years ago and have since lead a shad-
Vitality: 8
owy existence on the fringes of society in North America. Although
The woman the world knows only as Coil founded the Freebooters
they bill themselves as high-priced mercenaries for hire, they have
after the Invasion of Earth by the Host. Unlike other teams, her mo-
been known to take charity cases, and they have refused jobs offered
tives were not altruistic. Seeking profit, her team hires itself out to
to them by representatives of both the Lemuria and Atlantis. During
the highest bidder. There are some jobs they won’t take, assassination
the Invasion they acquitted themselves well, single-handedly saving
being chief among them. Coil’s mutate powers allow her to generate a
Toronto from a massive Host strike force.
bioelectric field that she projects along her super-strong whip. She also
possesses uncanny reflexes and the ability to heal at a rapid rate.
Doc Shock [BL1]
Affiliation: Shock Force
BP: 85
Mr. Brain [ZB24]
AP: 10
Affiliation: The Freebooters
Attributes
BP: 85
Strength 3 Agility 6[1] Mind 4 Resolve 4
AP: 13
Powers
Attributes
Armor x 2
Strength 2 Agility 4 Mind 7[2] Resolve 4
Force Field x 2
Powers
Iron Will x 1
Armor x 1
Combat Sense x 3
Combat Sense x 2 (Mind)
Knockback Resistance x 1
Mental Attack (8D, 30”)
Pushing
--Super-Damage x 1
Ranged Attack (9D, 30”)
Super-Mind x 2
Super-Agility x 1
Vitality: 6
Vitality: 7
Mr. Brain is not human. An alien telepath abandoned on Earth after
Doc Shock is a brilliant tactician and field leader, and the unchal-
the Invasion, Mr. Brain realized the only way he could survive was to
lenged master of electrical forces. His mastery of his powers makes
join a super-team. That’s when Coil found him. Now the diminutive
him a deadly ranged fighter, but also grants him enhanced toughness
brain-blaster works happily for his newfound team, and has devel-
and a potent force field.
oped a giant, cybernetic bodyguard to aid them against tougher foes.
Although still homesick for his native world, Mr. Brain has developed
a taste for Italian cuisine, and loves old Noir films.
Tenpin [BR5]
Affiliation: Shock Force
BP: 85
AP: 7[13]
The Ego-Bot [ZB24]
Attributes
Affiliation: The Freebooters
Strength 5[1] Agility 4 Mind 3 Resolve 5
BP: 85
Powers
AP: 6
Armor x 2
Attributes
Combat Sense x 2
Strength 7[2] Agility 3 Mind 3 Resolve 4[1]
Extra Movement x 6
Powers
Knockback Resistance x 3
Armor x 2
Melee Attack x 2
Bodyguard
Ricochet Attack
--Only For Mr. Brain
Super Leap
Combat Sense x 4
--Extra Bounce x 2
Enhanced Senses x 1
Super-Strength x 1
Knockback Resistance x 2
Vitality: 10
Massive x 1
Nearly as wide as he is tall, Tenpin is the SF’s muscle-man, regularly
Melee Attack x 2
tangling with some of the strongest members of the team’s opposi-
Super-Resolve x 1
tion. His compact bulk belies his acrobatic mobility and amazing
Super-Strength x 2
leaping proficiency, sometimes allowing him to get the drop on
--Shockwave
unsuspecting foes!
Vitality: 13

66 SuperSystem
Split-Second [SP2] Combat Sense x 2
Affiliation: Shock Force Kinetic Absorption
BP: 85 --Sponge x 2
AP: 10 Elasticity
Attributes --Stretch Climb
Strength 4 Agility 6[1] Mind 4 Resolve 3 --Stretch Attack
Powers Melee Attack x 2
Combat Sense x 2 Super-Resolve x 1
Force-Field x 1 Vitality: 11
Extra Attacks (+1 AP) Roland Dobbs life-long passion for Chemistry resulted in a host
Hyper Movement of valuable patents, and the development of a formula that would
--Phase Attack transform him into a human rubber band! Ingesting the only workable
--Warp x 1 sample of the formula before it could fall into the wrong hands, Dobbs
Instant Stand became Stretcharm, and joined the SF to battle the forces of evil.
Super-Agility x 1
Vitality: 7 Kondor [FL2]
The daughter of a pair of scientists from the mysterious Nth Dimen- Affiliation: Shock Force
sion, Split-Second lives her life in constant motion. Her tremendous BP: 85
speed and close-in hitting power make her a dangerous foe, and valu- AP: 10
able advance scout for the team. Attributes
Strength 3 Agility 4 Mind 5[1] Resolve 4
Stretcharm [ST1] Powers
Affiliation: Shock Force Combat Sense x 2 (Mind)
BP: 85 Force-Field x 1
AP: 8 Flight
Attributes Mental Attack (8D, 30”)
Strength 4 Agility 5 Mind 3 Resolve 5[1] Super-Mind x 1
Powers

SuperSystem 67
Vitality: 7 Devil’s Knight [BA3]
The high-flying Kondor was once only helicopter pilot Dan Ace, but Affiliation: Atlantis Front
a near-death, mid-air collision awakened his mutate-powers. Kondor’s BP: 85
flight and mental attack powers make him a formidable foe. AP: 11
Attributes
Yin-Yang [BA4] Strength 3 Agility 5[1] Mind 5[1] Resolve 4
Affiliation: Shock Force Powers
BP: 85 Armor x 1
AP: 8 Combat Sense x 3
Attributes Terrifying Aura
Strength 3 Agility 5[2] Mind 3 Resolve 4 Melee Attack x 5
Powers Regeneration
Combat Sense x 2 Super-Agility x 1
Enhanced Senses x 2 Super-Mind x 1
Instant Stand Vitality: 7
Iron Will x 2 Not above using Free Agent talent, Simian and the Front often
Super-Agility x 2 employ the services of the pumpkin-headed fiend, Devil’s Knight. Just
Super-Leap one glance from his glowing yellow eyes can send even the bravest
--Extra Bounce x 2 hero running in fear.
Melee Attack x 6
Vitality: 7 Devils Knight Henchmen [HE15]
Orphaned at an early age during the Viet Nam War, the Cambodian Affiliation: Atlantis Front
girl Tri Ning was rescued by traveling Laotian monks and taken to BP: 85
their monastery to be raised in an atmosphere of mystical asceticism. AP: 7[10]
Under their tutelage, Tri grew into a woman of consummate power Attributes
and discipline, eventually becoming the hero known as Yin-Yang, for Strength 5 Agility 5[1] Mind 2 Resolve 2
her noble and gentle spirit hides the power of a warrior-born. Powers
Armor x 2
The Difference x 1
The Atlantis Front Extra Attacks x 2
Extra Movement x 3
The Atlantis Front is Four-Color Earth’s most prominent Atlantis cell. Melee Attack x 4
Claiming to possess a direct connection to the alien technology of the --Extra reach x 1
Progenitors themselves, its leader Dr. Simian wages a campaign of ter- Soulless
ror and intimidation in his home country of India. The Front (as they Super-Agility x 1
have come to be called by many in the media) makes frequent forays Veterans
into other countries, including the United States. Vitality: Henchmen Group-5 Members
If Devil’s Knight’s powers emanate from the supernatural source he
Dr. Simian [GA1] claims, then his inhuman Henchmen lend credence to these boasts.
Affiliation: Atlantis Front These pumpkin-headed fiends are little more than shambling husks of
BP: 85 animated plant matter, but their uncanny speed, reflexes, and hitting
AP: 10 power make them a force to be reckoned with.
Attributes
Strength 4[1] Agility 5 Mind 5 Resolve 4 Bot [BR4]
Powers Affiliation: Atlantis Front
Climbing BP: 85
Combat Sense x 3 AP: 6
Iron Will x 1 Attributes
Force Field x 2 Strength 6[2] Agility 4 Mind 2 Resolve 4
Instant Stand Powers
Melee Attack x 4 Armor x 3
Super-Strength x 1 Combat Sense x 2
Super-Leap Enhanced Senses x 2
--Extra Bounce x 2 Extra Attacks (+3 AP)
Vitality: 8 Knockback Resistance x 4
Reddy Singh was once India’s most brilliant geneticist, but it was Massive x 1
that very genius that drove him mad, and prompted him to transform Melee Attack x 2
himself into the super-ape Dr. Simian! His gadgets and tremendous Super-Strength x 2
physical powers make him a dangerous foe, and his genius has al- --Super-Knockback
lowed him to assemble a legion of artificial minions to do his bidding. Vitality: 10
His genius and powers were sorely tested during the Invasion, but he Simian rarely undertakes any operation without his faithful creation
rose to the occasion and defended the planet he so desperately wishes and bodyguard, Bot, a massive robot capable of razing whole city
to conquer. blocks on its own. Bot has worked in Simian’s service for so long that
he has recently begun to take on sentience and develop independent

68 SuperSystem
thoughts and actions. To this point he remains loyal to his creator. The S-Men
The Plasti-Men [HE1 x 2] The S-Men are the United States’ most popular and enduring Super
Affiliation: Atlantis Front team. A group of Free Agents with strong ties to the Federal Bureau
BP: 85 of Investigations, the S-Men are comprised of mutates who were
AP: 6[11] products of various super soldier programs throughout the late 1970s
Attributes and early 1980s. The “S” in S-Men is short for “Super”, which was how
Strength 4 Agility 4 Mind 2 Resolve 3 the team was often called by the media in their early years of existence.
Powers
Combat Sense x 2 Ember [BL2]
Elasticity Affiliation: S-Men
--Stretch Attack BP: 85
--Stretch Climb AP: 8[11]
Enhanced Senses x 1 Attributes
Extra Movement x 5 Strength 2 Agility 5[1] Mind 3 Resolve 5
Melee Attack x 3 Powers
Soulless Armor x 2
Vitality: Henchmen Group-10 members Combat Sense x 2
Synonymous with Simian and the Front are the Plasti-Men, more Extra Movement x 3
products of the super-ape’s twisted genius. He is usually never without Instant Stand
two cadres of them on any given operation. Their super-pliable bodies Monologuer
make them tough and unpredictable foes in close combat. Pushing
Ranged Attack (9D, 30”)
Mecha-Gor [VH1] --AoE (Blast)
Affiliation: Atlantis Front --Super-Damage x 2
BP: 170 Super-Agility x 1
AP: 6[16] Vitality: 7
Attributes The flaming heroine Ember is the unchallenged leader of the S-Men.
Strength 7[2] Agility 4 Mind 2 Resolve 4 Her affinity for flame includes energy projection, enhanced agility, and
Powers “thermal” armor that helps protect her when things get rough.
Armor x 5
Combat Sense x 5 Giantess [BR3]
Enhanced Senses x 3 Affiliation: S-Men
Extra Movement x 10 BP: 85
Melee Attack x 5 AP: 8
Ranged Attack (10D, 30”) Attributes
Sidekick x 12 (Ape-Ace) Strength 5[2] Agility 5 Mind 3 Resolve 4
Super Leap Powers
--Extra Bounce x 2 Armor x 3
Super-Strength x 2 Combat Sense x 3
Vehicle (Level 3) Iron Will x 2
--Giant Robot Knockback Resistance x 5
--Independent Melee Attack x 3
--No Carrier (-10) Super-Strength x 2
Vitality: 11 --Shockwave
Vitality: 9
Ape-Ace One of the team’s mainstays, Giantess is the group’s muscle, deputy
Affiliation: Atlantis Front leader, and senior member. Her tremendous strength and ability to
BP: 60 knock foes off balance with tremendous stomps of her booted feet
AP: 6 make her an asset in any fight.
Attributes
Strength 4 Agility 4[1] Mind 2 Resolve 4 Grav-Girl [FL1]
Powers Affiliation: S-Men
Combat Sense x 3 BP: 85
Super-Agility x 1 AP: 11[15]
Enhanced Senses x 3 Attributes
Iron Will x 3 Strength 2 Agility 4 Mind 6[1] Resolve 5
Vitality: 8 Powers
Armor x 2
Combat Sense x 2 (Mind)
Enhanced Senses x 1
Extra Movement x 4
Flare (Mind-based, 15”)

SuperSystem 69
Flight before in the history of Super activity. It remains to be seen who, if
Super-Mind x 1 anyone, can end the SoP’s murderous rampage.
Vitality: 7
A flyer with psionic abilities, little is known about the mysterious Lord Tridan [BR6]
Grav-Girl. She is the S-Men’s newest member, and some speculate the Affiliation: SoP
origin of her powers may be alien in nature. BP: 85
AP: 8
Brute [BA1] Attributes
Affiliation: S-Men Strength 5[1] Agility 5 Mind 3 Resolve 4
BP: 85 Powers
AP: 7[11] Armor x 2
Attributes Combat Sense x 2
Strength 4 Agility 5[2] Mind 2 Resolve 4 Iron Will x 1
Powers Melee Attack x 2
Armor x 1 --Extra Reach x 2
Combat Sense x 2 Ranged Attack (8D, 30”)
Enhanced Senses x 3 --Super-Damage x 1
Extra Move x 4 Super-Strength x 1
Instant Stand Vitality: 9
Iron Will x 2 This imposing, green-skinned Lemurian has lead his elite Shark
Regeneration Troopers in battle against the earth’s heroes and villains, testing their
Melee Attack x 4 might so that his masters know the state of the planet’s defenses. But
Super-Agility x 2 he also follows his own criminal agenda, using his formidable physical
Vitality: 8 powers and Lemurian technology to build tremendous, ill-gotten
Brute is a brawler who can recover from nearly any wound, a savage, wealth. When the Invasion hit, Tridan realized he didn’t want to give
haunted man with a shady past and a heart of gold. His super-tough up the rich life of plunder, and like many others, he committed his
body and incredible reflexes make him a deadly adversary at close team to battling the alien menace, but unlike others, the SoP carefully
quarters. picked these battles to ensure maximum survivability and potential for
salvage of alien technology.
T-Bolt [SU1]
Affiliation: S-Men Megladon [BR7]
BP: 85 Affiliation: SoP
AP: 7[13] BP: 85
Attributes AP: 6[12]
Strength 5[1] Agility 4[1] Mind 3 Resolve 5 Attributes
Powers Strength 6[2] Agility 4 Mind 2 Resolve 4
Armor x 2 Powers
Combat Sense x 1 Armor x 3
Extra Movement x 6 Combat Sense x 2
Flight Extra Attacks (+3 AP)
--Powerdive Extra Move x 6
Iron Will x 1 Iron Will x 2
Melee Attack x 2 Massive x 2
Super-Agility x 1 Melee Attack x 3
Super-Strength x 1 Super-Strength x 2
Vitality: 10 --Rage
Often called the most versatile member, T-Bolt is a hero who can do it Vitality: 10
all. His combination of flight, strength, and agility make him tough for The massive Lemurian mutate known only as Megladon is Tridan’s
foes to handle. His alter-ego, Louis Smith, is one of the East-Coast’s chief enforcer. Half-shark, half-man, Megladon is all rage and power,
foremost businessmen and financiers. and wields a great scythe with devastating effect in combat.

The Shark Troopers (Power Tridents) [HE2 x 2]


Affiliation: SoP
Sons of Poseidon BP: 85
AP: 6[7]
When Atlantis and Lemuria re-emerged from beneath the ocean
Attributes
waves in the year 2000, both floating cities remained strangely aloof
Strength 5 Agility 4 Mind 2 Resolve 4
for a time. However, the more aggressive Lemurians decided that after
Powers
several months of waiting, it was time to test the planet’s inhabitants
Armor x 2
to see if they had the mettle to survive the Return of the Progenitors.
Combat Sense x 3
Several small groups of operatives were chosen for this task, and lead-
Enhanced Senses x 2
ing one of them was the Lemurian noble Lord Tridan. However, in
Extra Movement x 1
recent months Lord Tridan has begun to follow his own agenda, and
Melee Attack x 3
begun a campaign of murder, grand larceny, and rapine unlike any seen
--Extra Reach x 2

70 SuperSystem
--Super-Damage x 1 assaults on alien hard targets.
Veterans
Vitality: Henchmen Group-10 members Rigger [GA2]
Fanatically loyal to Tridan, the Shark Troopers follow his every com- Affiliation: VanG.U.A.R.D.
mand, using superior Lemurian technology and breeding to over- BP: 85
whelm lesser foes. AP: 7
Attributes
The Shark Troopers (Aqua Blasters-1 Squad) [HE3] Strength 2 Agility 3 Mind 4 Resolve 5
Affiliation: SoP Powers
BP: 85 Armor x 4
AP: 7 Combat Sense x 4
Attributes Extra Attacks (+ 1 AP)
Strength 5 Agility 5 Mind 2 Resolve 4 Flight
Powers Force Field x 3
Armor x 2 Iron Will x 1
Combat Sense x 2 Ranged Attack (8D, 30”)
The Difference x 1 Vitality: 7
Enhanced Senses x 2 Swedish scientist Lars Olsen always believed in the U.N.’s power to
Extra Attacks (+3 AP) change lives. Enraged by the many atrocities in Africa and Eastern
Ranged Attack (8D, 30”) Europe, he finally decided to use his genius to take a more pro-ac-
--Rapid Fire tive stand against the world’s many injustices. His specially designed
--Super-Damage x 1 titanium armor, rocket belt, and blasters, along with his fighting spirit,
Vitality: Henchmen Group-5 members serve to make him the equal of most super foes.
Fanatically loyal to Tridan, the Shark Troopers follow his every com-
mand, using superior Lemurian technology and breeding to over- Artemis [SU3]
whelm lesser foes. Affiliation: VanG.U.A.R.D.
BP: 85
Spine Strike [BA5] AP: 9
Affiliation: SoP Attributes
BP: 85 Strength 3 Agility 6[1] Mind 3 Resolve 5
AP: 7[14] Powers
Attributes Armor x 1
Strength 4[1] Agility 5[2] Mind 2 Resolve 4 Combat Sense x 2
Powers Omni-Power (20 pt. pool)
Armor x 1 [Example]: Flare (15”, Super x 1)
Combat Sense x 3 [Example]: Ranged Attack (9D, 30”)
Extra Move x 7 Super-Agility x 1
Melee Attack x 4 Vitality: 8
Regeneration A supreme archer and excellent gadgeteer, Artemis is one of
Super-Agility x 2 G.U.A.R.D.’s most effective super-operatives. She enjoys a close work-
Super-Strength x 1 ing relationship with fellow super-operatives the VAN G.U.A.R.D.
Vitality: 8
Spine-Strike is one of the Lemurians’ deadliest operatives. Although Ox [BR1]
slightly built and quite lithe, her sea-born muscles have made Spine- Affiliation: VanG.U.A.R.D.
Strike superhumanly strong and resistant to damage. Her reflexes and BP: 85
speed on land and in the water are legendary. Any injuries she does AP: 5[10]
manage to sustain seem to heal in minutes, and her razor-sharp talons Attributes
are capable of rending flesh and bone with ease. Strength 6[2] Agility 3 Mind 2 Resolve 4
Powers
Armor x 2
Combat Sense x 4
The VanG.U.A.R.D. Extra Attacks (+1 AP)
Extra Movement x 5
This group of ragtag Supers was gathered by the G.U.A.R.D. (Global
Knockback Resistance x 3
United Armed Reaction Division) gadgeteer Rigger, who plucked the
Massive x 1
team’s membership from among the dregs of Super society. Along
Melee Attack x 3
with his Super companions, Rigger usually brings a G.U.A.R.D.
Super-Strength x 2
Tac-Team into conflicts for backup. The team’s mission is to engage
--Rage
rogue supers and Lemurian or Atlantean aggressors on smaller scale
--Super-Knockback
operations. Rather than reacting to events as they unfold, Rigger’s
Vitality: 10
team will at times seek out threats and proactively neutralize them
The Ox is the VanG.U.A.R.D.’s resident strongman, a 10 foot tall
before they can bring their evil power to bear on society. During the
powerhouse with the heart of a poet who had fallen under the sway
invasion Rigger and his teams of G.U.A.R.D. agents were instrumen-
of Atlantis mind control device. Once freed by Rigger, the massive
tal in defending key installations and even took part in several pivotal
mutate swore a vow of loyalty to his rescuer and has served faithfully

SuperSystem 71
ever since. His punishing punches have been known to send foes flying BP: 85
for whole city blocks. AP: 7
Attributes
Hardcore [BA2] Strength: 4 Agility 4 Mind 3 Resolve 4
Affiliation: VanG.U.A.R.D. Powers
BP: 85 Armor x 3
AP: 8 --Super x 2
Attributes Combat Sense x 3
Strength 4[1] Agility 5[1] Mind 3 Resolve 5[1] Force Field x 2
Powers Knockback Resistance x 1
Armor x 1 Ranged Attack (8D, 30”)
Combat Sense x 2 --Rapid Fire
Extra Attacks (+1 AP) --Super-Damage x 1
Melee Attack x 3 Vitality: Henchmen Group-5 members
Super-Agility x 1 G.U.A.R.D. Power Armor troopers are heavily armed and armored
Super Leap fighters tasked with the job of taking out hard targets such as super-
--Extra Bounce x 2 tough bricks and alien tanks. It’s a tough job, but these veterans relish it.
Super-Resolve x 1
Super-Strength x 1 G.U.A.R.D. Grav-Sled [VH4]
Vitality: 11 Affiliation: VanG.U.A.R.D.
Hardcore was a street-level vigilante who took justice into her hands BP: 100
one too many times, and was caught herself, but now fights crime on a AP: 8[17]
more global scale under the watchful eye of the U. N. Attributes
Strength 5 Agility 6 Mind 2 Resolve 2
Emerald Alien [BL3] Powers
Affiliation: VanG.U.A.R.D. Armor x 2
BP: 85 Extra Move x 9
AP: 10 Flight
Attributes Ranged Attack (7D, 30”)
Strength 3 Agility 5 Mind 5 Resolve 4 --Chain Attack
Powers Sidekick x 7
Armor x 2 Vehicle
Combat Sense x 4 --Level 1
Enhanced Senses x 2 Vitality: 7
Fortune x 2
Instant Stand G.U.A.R.D. Pilot [Sidekick]
Ranged Attack (9D, 30”) BP: 35
Vitality: 7 AP: 7[8]
The Emerald Alien is just that, an extra-terrestrial being who made it Attributes
to earth ahead of the Progenitors to warn the planet’s populace of their Str 2 Agl 4 Mnd 3 Res 4
coming. After rotting in a U. N. holding facility for three years, he was Powers
deemed low-threat, and released into the custody of Rigger. Combat Sense x 1
Extra Move x 1
G.U.A.R.D. Tac-Team [HE4 x 2] Vitality: 6
Affiliation: VanG.U.A.R.D. The G.U.A.R.D. Grav-Sled is a fast attack and recon craft designed to
BP: 85 quickly gauge an enemy’s strengths and fend off his initial attacks, re-
AP: 7 porting back to base wit any findings. G.U.A.R.D. Grav-Sled jockeys
Attributes are among the boldest pilots in the entire organization. They combine
Strength 3 Agility 4 Mind 3 Resolve 4 a reckless fury with extensive training and a love for flight that makes
Powers them unmatched in a dogfight.
Armor x 2
Combat Sense x 4 G.U.A.R.D. Grav-Tank [VH5]
Perfect Timing Affiliation: VanG.U.A.R.D.
Force Field x 3 BP: 170
Ranged Attack (8D, 30”) AP: 6[16]
--Rapid Fire Attributes
Vitality: Henchmen Group-10 members Strength 8 Agility 4 Mind 2 Resolve 6
G.U.A.R.D. Tac-Teams are composed of highly trained and well- Powers
equipped elite troopers. Their weaponry represents the pinnacle of Armor x 5
modern technology. Combat Sense x 5
Extra Move x 10
Ranged Attack (12D, 42”)
G.U.A.R.D. Power Armor [HE12] --AoE (Blast)
Affiliation: VanG.U.A.R.D. --Extended Range x 6

72 SuperSystem
--Rapid Fire only two crew, and has enough space left over to carry a squad of 10
Sidekick x 7 G.U.A.R.D. troopers.
Sidekick x 7
Vehicle G.U.A.R.D. Attack Drones [HE11]
--Level 3 Affiliation: G.U.A.R.D. Defense Forces
--Enclosed BP: 85
--Turret AP: 8
Vitality: 14 Attributes
Strength: 3 Agility 5 Mind 3 Resolve 2
G.U.A.R.D. Pilot x 2 [Sidekick] Powers
BP: 35 Armor x 3
AP: 7[8] Combat Sense x 3
Attributes The Difference x 1
Str 2 Agl 4 Mnd 3 Res 4 Enhanced Senses x 2
Powers Extra Attacks (+1 AP)
Combat Sense x 1 Ranged Attack (7D, 30”)
Extra Move x 1 --Rapid Fire
Vitality: 6 --Super-Damage x 1
Titans of the 21st century battlefield, G.U.A.R.D. Grav-Tanks Soulless
give even the mightiest supers pause. At nearly 80 tons, and with Vitality: Henchmen Group-5 members
its Ruger 110mm “Brick-Buster” main gun, and pintle-mounted G.U.A.R.D. Attack Drones are precision killers capable of strafing
Sirsi Missle rack, it’s been known to take out raging mutates at 500 targets with withering fire, while remaining immune to mental attacks.
yards. Its hyper efficient assembly allows optimum performance with

SuperSystem 73
G.U.A.R.D. Defense Drones [HE10] Iron Will x 2
Affiliation: G.U.A.R.D. Defense Forces Growth x 1
BP: 85 --Always On
AP: 7[16] Linked Hammer Powers
Attributes --Melee Attack x 3
Strength: 3 Agility 5 Mind 2 Resolve 2 --Elasticity
Powers ----Stretch Attack
Armor x 6 Super-Strength x 1
Bodyguard Vitality: 15
Enhanced Senses x 2 Stepping from the pages of Russian mythology, Perun is the avatar
Extra Move x 9 of the god of war, capable of felling even massive vehicles with his
Force Field x 3 mighty hammer.
--Dome
Soulless Red Bolt [SP1]
Vitality: Henchmen Group-5 members Affiliation: RPM
G.U.A.R.D. Defense Drones are programmed to absorb hits as the BP: 85
Operations Group moves forward into battle, increasing the unit’s AP: 8
overall battlefield survivability. Attributes
Strength 4 Agility 5[1] Mind 3 Resolve 4
Powers
Combat Sense x 2
The Red Patriot Movement (RPM) Extra Attacks (+1 AP)
Instant Stand
When the Soviet Union collapsed in 1989, a new Russia was born. Melee Attack x 2
That didn’t sit well with some Russians who believed Communism got Hyper Movement
a raw deal. They didn’t like the new Russia, and they rebelled against it, --Forced Landing
bringing many Super Communists to bear in the struggle. Ultimately, --Speed Burst x 2
the Red Patriot Movement lost, but still managed to retain control of --Warp x 1
their power base in the Russian state of Georgia, birthplace of Josef Super-Agility x 1
Stalin, and home to a new Proletariot. Vitality: 8
Red Bolt, a Soviet Speedster who hits like a hurricane, is the Siberian’s
The Siberian [BR2] right-hand man and the RPM’s primary field scout. During the inva-
Affiliation: RPM sion he fell in love with an alien warrior named Nevra while she was
BP: 85 held in RPM custody. She later escaped amidst the chaos of an alien
AP: 7 counter-attack, and Red Bolt has never seen her again.
Attributes
Strength 4[1] Agility 4 Mind 3 Resolve 5 Katyusha Rockets [HE5]
Powers Affiliation: RPM
Armor x 3 BP: 85
Combat Sense x 3 AP: 5[9]
Density Increase Attributes
--Immovable Strength 5 Agility 3 Mind 2 Resolve 3
Iron Will x 2 Powers
Knockback Resistance x 2 Armor x 3
Melee Attack x 2 Combat Sense x 3
Super-Strength x 1 Extra Attacks (+1 AP)
--Super-Knockback Extra Movement x 4
Vitality: 9 Flight
Through all of its struggles, the most visible member of the RPM Ranged Attack (9D, 30”)
has been the Soviet Super Soldier known only as the Siberian. His --Rapid Fire
seemingly ageless body a bastion of Communist Party strength since Vitality: Henchmen Group-5 members
the 1950s, the Siberian now leads RPM operatives in actions around The RPMs primary shock troops are the dreaded Katyusha Rockets.
the world. These power-armor wearing troopers are tough to bring down, and a
five-man squad packs the punch of battle tank.
Perun [BR11]
Affiliation: Red Patriot Movement T-34 [GU3]
BP: 85 Affiliation: RPM
AP: 8[10] BP: 85
Attributes AP: 8
Strength 6[1] Agility 5 Mind 3 Resolve 4 Attributes
Powers Strength 5 Agility 5 Mind 3 Resolve 4
Armor x 1 Powers
Combat Sense x 3 Armor x 3
Extra Vitality x 3 Combat Sense x 3

74 SuperSystem
Iron Will x 1 Armor x 2
Knockback Resistance x 1 Combat Sense x 3
Ranged Attack (9D, 30”) Extra Movement x 1
--Super-Damage x 1 Melee Attack x 1
--Rapid Fire --Extra Reach x 1
Vitality: 9 Ranged Attack (9D, 30”)
The product of an advanced Soviet weapons development program, --Rapid Fire
Ivan Korkov is now half-man, half-tank. When his mighty personal Vitality: Henchmen Group-10 members
armament is working, it wreaks devastation on the battlefield, giving The Omega Shocktroops are the backbone of any Host Attack Group.
pause to hero and villain alike. They are prized by Warlords for their tenacity, and their Shock-Staves
give even the most stalwart foes pause.
Zoya [BR10]
Affiliation: RPM Host Repto Warriors [AL2 x 1]
BP: 85 Affiliation: The Host
AP: 7 BP: 85
Attributes AP: 7
Strength 5[1] Agility 4 Mind 3 Resolve 5 Attributes
Powers Strength 5 Agility 4[1] Mind 3 Resolve 3
Bodyguard Powers
Combat Sense x 2 Armor x 4
Instant Stand Combat Sense x 3
Kinetic Absorption Extra Attacks (+2 AP)
--Sponge x 2 Iron Will x 1
Knockback Resistance x 3 Melee Attack x 3
Super Leap --Extra Reach x 4
--Extra Bounce x 1 Super-Agility x 1
Super-Strength x 1 Veterans
Vitality: 10 Vitality: Henchmen Group-5 members
Called the “Lethal Guardian” by her comrades in the RPM, Zoya’s The elite of the Host Attack Groups, the Repto Warriors are bioni-
powers make her nigh-indestructible, and an ideal complement to T- cally altered killing machines specializing in close-up mayhem.
34’s erratic firepower. Her loyalty to the Soviet ideal is surpassed only
by her love for its most legendary champion, the Siberian.

The Alien Host


Sweeping across the Earth in inexorable waves, the Alien Host was
a nigh-irresistible force composed of many disparate elements. Now
small remnants of the aliens remain, marooned on Earth by their
fleeing fellows when their invasion fell to pieces. These remaining
units have managed to maintain their discipline and many eke out an
existence as hired super-muscle. Others dream of building up enough
resources to return to the stars.

The backbone of any Host attack unit are the various castes of
Shocktroops, including the dreaded Repto-caste elites and a number
of troops from the hundreds of conscript races conquered by the Host
over the intervening centuries. A typical Alien warband is composed
of at least one unit of basic Host Omega Shocktroops, and either
one Repto Warrior Squad or one Alpha Shocktroop squad. Special
missions might also include a unit of Omega Shockbots or a unit of
Warsloths. Host warbands are always lead by one to three members
of the Warlord caste. These are individuals who have attained high
status in the Host’s warlike society. Phaedra, Karthoum, and Nalan are
examples of typical Host Warlords with varying powers.

Host Omega Shocktroops [AL1 x 2]


Affiliation: The Host
BP: 85
AP: 6[7]
Attributes
Strength 5 Agility 3 Mind 3 Resolve 4
Powers

SuperSystem 75
Host Alpha Shocktroops [AL3 x 2] Attributes
Affiliation: The Host Strength 4[1] Agility 5[1] Mind 4 Resolve 5
BP: 85 Powers
AP: 9 Armor x 2
Attributes Combat Sense x 4
Strength 3 Agility 6 Mind 3 Resolve 3 Fortune x 2
Powers Knockback Resistance x 2
Armor x 2 Super-Agility x 1
Combat Sense x 3 Super Leap
Iron Will x 1 Super-Strength x 1
Ranged Attack (9D, 32”) Vitality: 9
--Extended Range x 1 Known for his resourcefulness in battle, Warlord Karthoum prefers to
--Rapid Fire lead his troops from the front. He despises the Atlanteans, and during
Vitality: Henchmen Group-10 members the war took great pains to inflict harm on them. Now he has put
The Alpha-caste troops are the Host’s long-range attack specialists, vengeance aside to find a way home.
and bear Shock-Staves specially calibrated to unleash hellish bursts of
crimson energy on their designated targets. GuildSpeaker Nalan [AL7]
Affiliation: The Host
Host Omega Shockbots [AL4 x 2] BP: 85
Affiliation: The Host AP: 10
BP: 85 Attributes
AP: 5[8] Strength 2 Agility 3 Mind 6[1] Resolve 5
Attributes Powers
Strength 5[1] Agility 3 Mind 2 Resolve 4 Combat Sense x 2 (Mind)
Powers Extra Forms
Armor x 3 --Banish
Combat Sense x 3 --Extra Range x 3
Enhanced Senses x 2 Flare (Mind-based, 15”)
Extra Attack (+1 AP) Monologuer
--Extra Move x 3 Super-Mind x 1
Melee Attack x 4 --Lightning Strategist x 1
--Extra Reach x 2 Vitality: 7
Soulless One of the few Host Guildspeakers who battled on the frontlines of
Super-Strength x 1 the Invasion, Nalan bore nothing but contempt for the armchair com-
Vitality: Henchmen Group-6 members manders of the rest of his order. He believed that only through direct
Emotionless killers, the Omega Shockbots are often used to reinforce action can the members of his caste achieve their ends, and balance
recently taken areas of the battlefield. Their toughness and close-in fire- out the over-aggressive nature of the Warlords. Now that the Inva-
power make them excel at holding ground. Their clawed hands project sion has failed, Nalan is among those stranded aliens trying to collect
a field of deadly electricity that can envelop foes who stray too close. enough resources to escape the Earth.

Host Warsloth Conscripts [AL5 x 2] Host Warlord Phaedra [AL8]


Affiliation: The Host Affiliation: The Host
BP: 85 BP: 85
AP: 6 AP: 9
Attributes Attributes
Strength 4[1] Agility 4 Mind 2 Resolve 5 Strength 4 Agility 5[1] Mind 4 Resolve 5
Powers Powers
Armor x 1 Armor x 2
Climbing Combat Sense x 2
Combat Sense x 2 Flight
Enhanced Senses x 2 Iron Will x 1
Extra Attacks (+3 AP) Ranged Attack (7D, 30”)
Kinetic Absorption Super-Agility x 1
--Sponge x 3 Vitality: 9
Melee Attack x 2 Unlike her rivals in the Warlord caste, Phaedra lobbied to spare At-
Super-Strength x 1 lantis and Lemuria, believing something could be salvaged from them.
Vitality: Henchmen Group-6 members Her great skill in combat allowed her to survive the terrible losses to
One of the many conscript races fighting for the host, the savage the Host, and she has since developed a growing interest in Earth and
Warsloths are most at home in the thick of melee combat. may wish to remain.

Host Warlord Karthoum [AL6] Host Warlord Grom [AL12]


Affiliation: The Host Affiliation: The Host
BP: 85 BP: 85
AP: 9 AP: 6[8]

76 SuperSystem
Attributes Little more than a giant, rolling metal disc with crew pods, the War-
Strength 5[2] Agility 3 Mind 3 Resolve 6[1] Wheel was most often used in the North American theater during
Powers the Invasion. Since the Invasion ended, very few remain in service. It
Armor x 3 is generally piloted by a pair of Gamma-Class pilots, but its onboard
Combat Sense x 4 battle-computers are often the equal of the skillful controller.
Extra Move x 2
Iron Will x 1 War-Wheel Pilots (Sidekicks)
Massive x 2 Affiliation: The Host
Melee Attack x 3 BP: 30
Super-Resolve x 1 AP: 6
Super-Strength x 2 Attributes
Vitality: 13 Strength 3 Agility 3 Mind 3 Resolve 3
Warlord Grom leads the Warsloth Conscripts into battle. This vile Powers
alien has sold his own people into slavery for the Host, and when the none
Invasion went sour, deftly freed a cadre of Warsloths and bound them Vitality: 6
to his service on the promise he would engineer a way home for them.
Now he serves Warlord Karthoum and hopes to make good on his
bargain before his troops grow restless.
Cult of Super-Assassins
Host Battle-Frame [VH3]
This group of international super-terrorists is dedicated to spreading
Affiliation: The Host
mayhem around the world. Lead by the mysterious villain Saber-Skull,
BP: 85
the Cult has carried out operations on nearly every major continent in
AP: 7
the world. Its rotating roster of super-villains is always supplemented
Attributes
by a several groups of fanatical fighters called the Assassin Acolytes. No
Strength 5[1] Agility 4 Mind 3 Resolve 4
one knows who is really behind the Cult, or where it will strike next!
Powers
Armor x 3
Combat Sense x 2
Saber-Skull [BA6]
Affiliation: Cult of Super Assassins
Melee Attack x 3
BP: 85
Ranged Attack (8D, 30”)
AP: 9
Super-Strength x 1
Attributes
Super Leap
Strength 4[1] Agility 5[1] Mind 4 Resolve 4
Vitality: 9
Powers
Host Battle-Frames are armored suits that transform a normal alien
Combat Sense x 3
warrior into a foe to rival any of Earth’s supers. Combining firepower,
Force-Field x 3
strength, and durability, those battle-frames that remain left over from
Melee Attack x 3
the Invasion are guarded closely by the warlords who possess them.
Soulless
Super-Agility x 1
Host War-Wheel [VH2]
Super-Strength x 1
Affiliation: The Host
Extra Vitality x 2
BP: 170
Vitality: 10
AP: 9[20]
Saber-Skull is one of the most feared international terrorists in the
Attributes
world. The full range of Saber-Skull’s power is unknown, but he has
Strength 7[3] Agility 6 Mind 3 Resolve 3
exhibited super-strength and durability, along with an inhuman resis-
Powers
tance to mental attacks. He wields twin swords that glow with an eerie
Armor x 2
energy and can cut through most any substance, including armored
Combat Sense x 3
cars and super-tough heroes with equal ease!
Enhanced Senses x 3
Extra Move x 11
Extra Vitality x 3
Adder [GU1]
Affiliation: Cult of Super Assassins
Ranged Attack (9D, 30”)
BP: 85
--Rapid Fire
AP: 9
--Super-Damage x 3
Attributes
Sidekick x 8
Strength 3 Agility 5[1] Mind 4 Resolve 4
Sidekick x 8
Powers
Super-Strength x 3
Armor x 1
Vehicle
Combat Sense x 2
--Level 3
Enhanced Senses x 1
--No Carrier (-9)
Forced-Field x 3
--Extra Fire Arc
Perfect Timing
--Nimble
Ranged Attack (8D, 30”)
Vitality: 13
--Rapid Fire
The Host War-Wheel is a fearsome machine designed to move quickly
--Super-Damage x 1
over rough terrain and bring its twin ion-guns to bear on super-foes.

SuperSystem 77
Super-Agility x 1 --Rapid Fire
Vitality: 7 Vitality: Henchmen Group-10 Members
Elisabeth Kreutz is Adder, a German diplomat turned international Recruited from the worst scum and human detritus in the world, the
assassin. After manifesting her powers of enhanced Agility near-pre- Assassin Acolytes serve the Cult of Super-Assassins with fanatical
fect aim, she decided to make a life for herself as a hero. Then she met loyalty. The Gunners are crack shots and wield a specially designed
Saber-Skull, and fell under his sway. It’s been several years and much submachine gun with a built-in silencer that is deadly at close range.
blood has been spilled. Adder is unsure if she can ever go back to her
original life. The life of the assassin is the only thing she knows now.

BlackBird [FL3] The Larcenous Legion


Affiliation: Cult of Super Assassins
One of the Four-Color world’s most daring and dangerous groups
BP: 85
of super-villains, the Larcenous Legion suffered severe losses after
AP: 9
their failed attempt to parley with the Alien Host upon their arrival
Attributes
in Earth orbit. Three of the group’s mainstays, Kriegshunde, Wisp,
Strength 4 Agility 6[1] Mind 3 Resolve 3
and Deadeye survived the attack and joined in the Earth’s desperate
Powers
defense. The LL has battled nearly every prominent super-team over
Armor x 1
the last decade, including the ShockForce, the S-Men, and the VanG.
Combat Sense x 2
U.A.R.D. Now in the aftermath of the Invasion, they seek to re-build
Enhanced Senses x 2
their ranks with alien cast-offs and other super-recruits.
Flight
--Swoop Attack
Lucky
The Wisp [SU7]
Affiliation: Larcenous Legion
Melee Attack x 3
BP: 85
--Super-Damage x 1
AP: 11[16]
Super-Agility x 1
Attributes
Vitality: 7
Strength 2 Agility 6 Mind 5 Resolve 4
The high-flying Black Bird serves as Saber-Skull’s primary aerial recon
Powers
scout, but she also presents a dangerous foe in close combat.
Combat Sense x 3
Density Decrease
Assassin Acolyte Brawlers [HE5]
--Phase Attack
Affiliation: Cult of Super Assassins
The Difference x 3
BP: 85
Extra Movement x 5
AP: 7[9]
Force-Field x 2
Attributes
Iron Will x 2
Strength 3 Agility 5 Mind 2 Resolve 3
Vitality: 6
Powers
The brilliant, but malicious mutate known only as the Wisp uses
Armor x 3
her vaporous powers and magnesium flash to commit crimes and
Combat Sense x 3
wreak havoc. She has worked for the diabolical Dr. Simian, and the
Climbing
super-gangster Capone, but recently found a home as leader of the
Extra Movement x 2
Larcenous Legion. After the defeat of the villainous delegation, she
Force-Field x 3
grudgingly joined the battle against the Alien threat. When the Inva-
Instant Stand
sion was turned back, she resumed her life of crime along with the rest
Melee Attack x 3
of the Legion.
--Extra Reach x 1
Vitality: Henchmen Group-15 Members
Recruited from the worst scum and human detritus in the world, the
Kriegshunde [BR8]
Affiliation: Larcenous Legion
Assassin Acolytes serve the Cult of Super-Assassins with fanatical
BP: 85
loyalty. The Brawlers specialize in close combat and use all sorts of
AP: 7[9]
weaponry various martial arts styles from around the world.
Attributes
Strength 5[2] Agility 5[2] Mind 2 Resolve 4
Assassin Acolyte Gunners [HE6]
Powers
Affiliation: Cult of Super Assassins
Armor x 2
BP: 85
Combat Sense x 2
AP: 7[9]
Enhanced Senses x 1
Attributes
Extra Attacks (+1 AP)
Strength 3 Agility 5 Mind 2 Resolve 3
Extra Movement x 2
Powers
Melee Attack x 2
Armor x 3
--Extra Reach x 1
Climbing
Super-Agility x 2
Combat Sense x 3
Super-Strength x 2
Extra Attacks (+1 AP)
Vitality: 9
Extra Movement x 2
Born from the Neo-Nazi movement of 1980’s Germany, Kriegshunde
Instant Stand
eventually found greater potential for profit by moving beyond his
Ranged Attack (8D, 30”)

78 SuperSystem
political agenda. He joined the Larcenous Legion and began a career One of many alien refugees left in the wake of the Host’s departure
as an international super-criminal. after their defeat, Krong was recruited by the Wisp to join the Legion
post-Invasion. With no other options presenting themselves, the ex-
Deadeye [SU5] gladiator accepted, and now acts as the team’s primary enforcer.
Affiliation: Larcenous Legion
BP: 85 The Warriors [AL11]
AP: 10 Affiliation: Larcenous Legion
Attributes BP: 85
Strength 3 Agility 6[1] Mind 4 Resolve 4 AP: 7
Powers Attributes
Archery Control Pool (29) Strength: 5[1] Agility 4 Mind 3 Resolve 3
--Ranged Attack + Chain (17, 8D Max, 30”) Powers
--Entangle + Sticky (17, 8D Max, 15”) Armor x 3
--Super Leap (6) Combat Sense x 3
Super-Agility x 1 Iron Will x 2
Vitality: 7 Melee Attack x 2
The mercenary archer known only as Deadeye is one of the founding Super-Strength x 1
members of the Larcenous Legion. Along with two cohorts from the Vitality: Henchmen Group (15 models)
Legion, he was one of the few survivors of the super-villain delegation Recruited around the same time as Krong, the Warriors found them-
that initially attempted to join the alien Host. Now, in the aftermath selves stranded on Earth with few options. Given renewed purpose by
of the Alien Invasion, Deadeye and his compatriots are working to re- their acceptance into the Legion, this disciplined band of alien fighters
build the Legion into a force that exceeds even its previous villainous provides both hard-hitting support and guard duty at the Legion’s
might. re-built base.

Elasti-Woman [ST2]
Affiliation: Larcenous Legion
BP: 85
The Scions of Atlantis
AP: 8[14]
The sons and daughters of the original heroes of Atlantis that emerged
Strength: 5[1] Agility: 5 Mind: 3 Resolve: 4
in the 1920’s, the Scions have been on the world scene for nearly two
Powers
decades. Although their membership has changed over the years, their
Combat Sense x 3
mission has always remained the same: protect the people of Earth
Extra Movement x 6
from evil of the Lemurians and prepare for the eventual coming of
Elasticity
the greater alien threat. When the Host did arrive the Scions were
--Sling-Shot x 2
instrumental in the eventual victory of the Earth.
Lucky
Iron Will x 1
Melee Attack x 3
Cat [SU4]
Affiliation: The Scions
Super-Strength x 1
BP: 85
Vitality: 9
AP: 8
Elasti-Woman stayed out of sight for most of the Invasion war, and
Attributes
once things seemed safe, she rejoined the Legion, claiming to have
Strength 3 Agility 5[1] Mind 3 Resolve 5
been a captive of the aliens. Krong and members of the Warriors have
Powers
closely questioned her about her time with the aliens, but she has thus
Combat Sense x 2
far been able to bluff them into believing her. In the meantime, she
Enhanced Senses x 3
has shown no cowardice in taking on heroic supers, taking great glee
Force-Field x 1
in recently ambushing Super-Charger and Kid Dynamo and beating
Hyper Move
SC’s young protégé into unconsciousness.
--Carry Objects x 1
Melee Attack x 4
Krong the Mighty [AL9]
Pushing
Affiliation: Larcenous Legion
Super-Agility x 1
BP: 85
Vitality: 8
AP: 7
Cat’s Teleportation and Enhanced Senses make her an ideal “point-
Attributes
guard” for the Scions. When the battle is joined, she will move quickly
Strength: 5[2] Agility 4 Mind 3 Resolve 5
to the trouble spots, aiding her teammates where she is needed most.
Powers
Armor x 3
Combat Sense x 3
FireFlight [FL4]
Affiliation: The Scions
Iron Will x 2
BP: 85
Massive x 2
AP: 9
Melee Attack x 4
Attributes
Terrifying Aura
Strength 2 Agility 6[1] Mind 3 Resolve 4
Super-Strength x 2
Powers
--Shockwave
Armor x 1
Vitality: 10

SuperSystem 79
Combat Sense x 3 Massive x 1
Flight Melee Attack x 2
Force-Field x 1 Super-Strength x 2
Ranged Attack (8D, 30”) --Shockwave
Regeneration Vitality: 11
Super-Agility x 1 Born from the geomantic experiments of Atlantean scientists and
Vitality: 6 made the strongest of the Scions, Tekton uses his thick hide and seis-
FireFlight is the son of the 1950’s flaming hero, Magma. Living up to mic attacks to protect his teammates and keep his foes off balance.
his father’s legacy has not been easy, but as his own flame-based pow-
ers developed, he has grown into the role. Servitor Defenders [HE8 x 2]
Affiliation: The Scions
Killshot [GU2] BP: 85
Affiliation: The Scions AP: 6[7]
BP: 85 Attributes
AP: 8 Strength: 4[1] Agility 4 Mind 2 Resolve 4
Attributes Powers
Strength 3 Agility 6 Mind 2 Resolve 5 Armor x 3
Powers Extra Movement x 1
Armor x 2 Bodyguard
Combat Sense x 2 Kinetic Absorption
Extra Attacks (+1 AP) --Sponge x 2
Force-Field x 1 Knockback Resistance x 6
Fortune x 2 Super-Strength x 1
Ranged Attack (9D, 32”) Vitality: Henchmen Group-10 members
--Extended Range x 1 Genetically enhanced and fanatically loyal to the Scions, the Servitor
--Rapid Fire Defenders are used in the most dangerous assault missions.
Vitality: 8
The self-proclaimed “deadliest gunman alive,” Killshot’s confidence is Servitor Blasters [HE9]
only surpassed by his fabled luck. His deadly pistols fire a variety of Affiliation: The Scions
sophisticated ammunition capable of spectacular and explosive results. BP: 85
AP: 6[8]
Shifter [BL5] Attributes
Affiliation: The Scions Strength: 4 Agility 4[1] Mind 2 Resolve 4
BP: 85 Powers
AP: 7[10] Armor x 2
Attributes Combat Sense x 3
Strength 2 Agility 3 Mind 4 Resolve 6[1] Enhanced Senses x 2
Powers Extra Movement x 2
Armor x 1 Knockback Resistance x 1
Extra Forms Ranged Attack (8D, 30”)
--Banish --Affects Ethereal
--Extra Range x 4 --Rapid Fire
Extra Movement x 3 Super-Agility x 1
Force-Field x 2 Vitality: Henchmen Group-5 members
Healing These genetically engineered warriors use high-tech Atlantean blast-
Iron Will x 2 ers to pin down enemy targets at range and cover the advance of the
Super-Resolve x 1 Scion heroes.
Vitality: 10
The elder statesman of the Scions, Shifter’s powers lie in the summon-
ing of creatures from other dimensions. His specialty is in summoning
elementals of various types, but he is also able to heal ailing comrades
The Crusaders of Crime
using various mystical techniques.
Formed by enigmatic criminal mastermind Dark Templar, the Crusad-
ers of Crime have proven a thorn in the side of more than one enemy
Tekton [BR9]
super-team. Beyond amassing as much wealth as possible, the CoC’s
Affiliation: The Scions
mysterious leader, Dark Templar, serves another agenda. He is actually
BP: 85
a 500+ year-old agent of a cosmic being known only as the Galactic
AP: 6
Gamesman. The Gamesman is actually a cosmic showman, dedicated
Attributes
to finding and recruiting new talent for the Galactic Bloodsport.
Strength 6[2] Agility 3 Mind 3 Resolve 5
Powers
He had originally recruited Dark Templar over 500 years before, but
Armor x 2
then forgot about the Earth and its superhuman potential. Earth’s
Combat Sense x 4
riches were again brought to light when the invasion of the Alien
Kinetic Absorption
Host was soundly beaten back by a number of superhuman defenders.
--Sponge x 2

80 SuperSystem
The Gamesman’s spies among the Host reported to him on the great Homunculoid is super-tough and capable of summoning random
number and variety of potential gladiators among Earth’s population. duplicates of itself from a pocket dimension to do its bidding.

Dark Templar, who had not been back to his home planet in centuries, Homunculoid-Beta [SU9]
was dispatched to Earth to form his own team of super-humans and Affiliation: Crusaders of Crime
test the worthiness of the rest of the super-population. Those foes BP: 78
deemed suitable would be targeted by one of the Gamesman’s interga- AP: 8
lactic press gangs and recruited for the Bloodsport in far off galaxies. Attributes
Dark Templar eventually turned on his cosmic master but kept his Strength: 4[2] Agility 5 Mind 3 Resolve 6
team together to forge their own way on Earth. Powers
Armor x 4
Dark Templar [BL6] Combat Sense x 2
Affiliation: Crusaders of Crime Melee Attack x 4
BP: 85 Pushing
AP: 10 Super-Strength x 2
Attributes Vitality: 10
Strength: 4 Agility 5[1] Mind 5 Resolve 4 When the Homunculoid’s energies are at their peak, it is able to sum-
Powers mon a stronger, tougher version of itself from a pocket dimension.
Armor x 2 Ruthlessly efficient in combat, Homunculoid-Beta secretly longs to
Combat Sense x 2
Fortune x 3
Ranged Attack (8D, 22”)
--Reduced Range x 2
Super-Agility x 1
Vitality: 8
Born in the 16th century, the man named Simon Temple was ab-
ducted by one of the Galactic Gamesman’s Press Gangs and taken
across the galaxy where his latent super powers were unleashed. After
decades battling in the arenas of the Galactic Bloodsport, Temple, who
had since changed his name to Dark Templar, earned the respect of
the Gamesman and became one of his recruiters.

Dark Templar was sent home to form a team of his own and select
the mightiest and most able candidates for “recruitment.” However,
he grew tired of servitude and betrayed his master, revealing his true
nature to his teammates, but still retaining their loyalty.

Dark Templar combines an uncanny luck power with his mastery


of an energy force that he calls the Ebon Glamour. He is capable of
discharging bolts of destructive force at foes, while also affecting prob-
abilities around him, turning the tides of any situation in his favor.

The Homunculoid [SU9]


Affiliation: Crusaders of Crime
BP: 85
AP: 8
Attributes
Strength: 4[1] Agility 5 Mind 3 Resolve 6
Powers
Armor x 2
Combat Sense x 3
Extra Forms
--Extra Range x 2
--Variable
Melee Attack x 3
Pushing
Super-Strength x 1
Vitality: 10
The rogue creation of a Lemurian sorcerer, the creature known as
the Homunculoid spent the first year of its independence on the
run from the Sons of Poseidon. It did not find refuge until the Dark
Templar found it. Homunculoid instantly accepted Templar’s offer
of protection in exchange for serving as the primary enforcer of the
Crusaders of Crime.

SuperSystem 81
have an existence of its own. Until the moment comes when it can Vitality: 8
break free of its master’s control, it continues to serve him. Unchallenged master of the martial arts, the man known only as Black
Claw holds a dark secret. In his early life in the Orient, Claw was only
Homunculoid-Gamma [SU9] a fair martial artist at best, but he made a deal with a Chinese Demon
Affiliation: Crusaders of Crime to enhance his physical abilities to superhuman levels, and he made
BP: 58 himself a master of Black Fist Kung-Fu.
AP: 8
Attributes No matter how many successes he enjoys, he cannot forget his grisly
Strength: 4 Agility 5 Mind 3 Resolve 6 blood debt to his demonic master, and must pay a tithe to him in hu-
Powers man victims each year, or forfeit his powers, and his soul!
Armor x 2
Combat Sense x 2 Mistress Nightmare [BL7]
Melee Attack x 2 Affiliation: Crusaders of Crime
Pushing BP: 85
Vitality: 10 AP: 10
The smaller of the Homunculoid’s pair of servitors, Gamma is called
into service when his master’s energies are on the wane. Although di-
minutive in stature, Gamma does his master’s bidding with great zeal,
hurling itself into combat against foes of any size.

StoneFlower [BR13]
Affiliation: Crusaders of Crime
BP: 85
AP: 8[14]
Attributes
Strength: 5[2] Agility 5 Mind 3 Resolve 4
Powers
Armor x 2
Combat Sense x 4
Extra Movement x 6
Knockback Resistance x 4
Melee Attack x 3
--Extra Reach x 1
Super-Strength x 2
Vitality: 9
StoneFlower is the heavy-hitter of the Crusaders of Crime, a brick
combining great foot-speed with tremendous strength and hitting
power. Before manifesting her mutate powers, StoneFlower was
mild-mannered Betty Ochs, the owner of a small chain of floral shops
in greater Steel City. Her family was killed in the same accident that
caused her powers to manifest, a super-battle between the S-Men and
a group of unknown villains. Alone and angry, Betty was very receptive
to Dark Templar’s offer of membership in the CoC. She blames the
S-Men for her family’s demise. Once started on a new life of crime,
StoneFlower has never looked back.

Black Claw [BA12]


Affiliation: Crusaders of Crime
BP: 85
AP: 8
Attributes
Strength: 4 Agility 5[1] Mind 3 Resolve 4
Powers
Armor x 2
Combat Sense x 3
Darkness
--Immunity
The Difference
Escape Artist x 1
Force-Field x 2
Instant Stand
Melee Attack x 4
Regeneration
Super-Agility x 1

82 SuperSystem
Attributes he found that his touch could enhance the abilities of living organisms,
Strength: 2 Agility 4 Mind 5[1] Resolve 6 or even heal them. His internal energy also granted him enhanced
Powers reflexes and toughness, and sharpened his mental acuity. After earning
Armor x 2 a degree in Electrical Engineering from Steel City University, along
Boost/Drain (2D) with his Eagle Scout merit badge, Vernon Miles decided to use his
--Limited (Mental) special gifts to help humanity. He took on a young protégé who also
--Vitality Transfer possessed electrically based powers, and adopted the name of Super
Combat Sense (Flare) x 1 Charger. He developed a talent for leading supers, and when the Host
Combat Sense (Drain) x 2 attacked, he quickly formed the Defenders-5 to help oppose them.
The Difference x 2 Now the Defenders-5 have remained together in the wake of the
Flare (Mind-based, 15”) Invasion to fill the void left by fallen or otherwise occupied heroes, and
Force-Field x 1 Super Charger is at the helm.
Super-Mind x 1
Vitality: 8 Kid Dynamo [SC’s Sidekick]
Azael Xshin is not from this plane. A student of the occult arts in her Affiliation: Defenders-5
own dimension, she was brought to Earth during a foolish Wizard’s BP: 60
botched summoning, and she longs to go home. Dark Templar has AP: 8
offered her just such an opportunity, provided she serves him first. Attributes
Believing there is no other way, Xshin took on the mantle of Mistress Strength: 2 Agility 6[1] Mind 2 Resolve 3
Nightmare, and became a super-criminal in Templar’s employ. Powers
Armor x 2
Nightmare’s powers allow her to reach into a foe’s mind and draw out Combat Sense x 1
his greatest fears, paralyzing him with anguish and terror. She then Ranged Attack (7D, 30”)
sweeps in and attacks, draining as much of his life essence as possible Super-Agility x 1
before he recovers. Vitality: 5
Super Charger’s young protégé, Kid Dynamo is an electrically charged
power-house! He can shoot lances of lightning from his finger-tips,
stunning or incapacitating even the mightiest foes.
Defenders-5
Tarantula [BA12]
Brought together by their leader Super Charger and his sidekick, Kid
Affiliation: Defenders-5
Dynamo, the Defenders-5 are Steel City’s newest heroes. Actually
BP: 85
six members strong when Kid Dynamo is added in, the D-5 were
AP: 7[11]
one of several teams to form in the aftermath of the Alien Inva-
Attributes
sion. Originally a rag-tag group of free Agents, the D-5 realized that
Strength: 4[1] Agility 5[1] Mind 2 Resolve 4
they enjoyed working together to defend humanity against the Alien
Powers
threat, and were offered start-up funds by billionaire industrialist and
Armor x 2
biotech developer Felix Kroog to remain together and continue to
Climbing
counter threats to Steel City and the world. With so many of Steel
--Vertical Charge
City’s established heroes continuing to battle Alien holdouts from the
Combat Sense x 3
Invasion, someone had to step into the breach and challenge the new
Enhanced Senses x 2
uprising of super-villainous forces around the country.
Extra Movement x 4
Iron Will x 1
The current line-up of the Defenders-5 consists of Super Charger and
Melee Attack x 2
his partner Kid Dynamo, the mistress of mentalism, MindHawk, the
Regeneration
enigmatic Tarantula, John Henry, the reincarnation of one of Ameri-
Super-Agility x 1
ca’s greatest folk heroes, and LadyBlade, master of the katana.
Super-Strength x 1
Vitality: 8
Super Charger [SU10] The Tarantula is a mysterious vigilante who worked alone until he was
Affiliation: Defenders-5
approached by Super Charger and asked to join the Five. His superhu-
BP: 85
man strength, endurance, and preternatural agility serve him well in
AP: 8
any conflict. His super-resilient body allows him to recover from even
Attributes
near-fatal wounds in record time.
Strength: 3 Agility 4 Mind 4 Resolve 6[1]
Powers
Although little is known about him, the Tarantula’s rivalry with Black
Armor x 2
Claw is well documented. The two have fought several well-publicized
Boost/Drain (3D)
brawls in the Oakland district of Steel City, near the campus of Steel
--Boost Only
City University, leading to speculation that one or both supers may be
Healing
based somewhere in that area.
SideKick x 12
Super-Resolve x 1
MindHawk [BL8]
Vitality: 11
Affiliation: Defenders-5
A freak accident changed mild-mannered Vernon Miles into a human
BP: 85
super-conductor. His body was filled with excess electrical energy, and
AP: 9

SuperSystem 83
Attributes Instant Stand
Strength: 2 Agility 3 Mind 5[1] Resolve 5 Melee Attack x 3
Powers --Soul Fire
Armor x 1 Vitality: 7
Combat Sense x 3 (Mind) Raised in a warrior culture that excluded females from martial train-
The Difference x 2 ing, the woman who would become LadyBlade eventually proved her-
Enhanced Senses x 1 self the equal of any man. Trained by the reclusive monks of a mystical
Force-Field x 2 realm, she became the master of a deadly sword known only as the
Iron Will x 2 Black Blade. Said to be able to slice into a foe’s soul, its dark flames
Mental Attack (8D, 30”) have become the stuff of many criminals’ nightmares.
Super-Mind x 1
Vitality: 7 In her early career she was a sword for hire, taking the most joy when
Kristin Hawkins was the product of a government research project her assignments allowed her to best male foes. When the Host arrived
into the development of psychic powers in children. After spend- to threaten Earth she joined with Super Charger to help found the
ing her formative years in a federal facility for psychic and psionic Defenders-5. It was Super Charger’s tremendous empathy and respect
research, she was deemed a failure when she showed no appreciable which won LadyBlade over to his cause, and she has since embraced
development of “the gift.” her role as hero and protector, and softened her stance on men.

Orphaned at birth, with no known family, Hawkins used her expensive


government education to land a decent job in Steel City’s financial
sector. Things in her life were going well until the Alien gene-bomb
G.A.R.O.U.
hit her office. The bomb’s energy, designed to neuter the super-po-
The Government Authorized Rabid Operative Unit was first con-
tential of anyone in its area of effect, had just the opposite effect on
ceived by the CIA in the mid-1980’s. Realizing the need for a versatile,
Kristin. Her latent psionic powers were unleashed! MindHawk was
Super covert-ops team, CIA brass decided to take several low-level
born, and she quickly joined with the D-5 to defend humanity against
mutates and subject them to a new lycanthropic process that would
all threats.
give them a physical edge if their other powers failed. Although the
team enjoyed some early successes, it was also responsible for several
John Henry [BR14]
atrocities in the field in the early 1990’s, making it an easy target for
Affiliation: Defenders-5
budget cuts in the late 1990’s. However, certain members of the CIA
BP: 85
believed so strongly in the project that they have secretly kept it going,
AP: 7
taking it underground and reserving the use of G.A.R.O.U. agents for
Attributes
only the most important and dangerous missions.
Strength: 5[2] Agility 4 Mind 3 Resolve 5[1]
Powers
Armor x 3
Leonard Jones [WW1]
Affiliation: G.A.R.O.U.
Combat Sense x 3
BP: 85
Iron Will x 1
AP: 9
Knockback Resistance x 4
Attributes
Melee Attack x 3
Strength: 5 Agility 4 Mind 4[1] Resolve 4
Super-Resolve x 1
Powers
Super-Strength x 2
Alternate Form
Vitality: 12
Armor x 1
No one knows if John Henry is really the man he claims to be, a walk-
Boost/Drain (3D)
ing piece of folklore with the power and the spirit to back up his claims.
--Boost Only
It certainly doesn’t matter to his teammates or his foes, as the man who
Force-Field x 3
calls himself John Henry believes, and that is all that matters.
Fortune x 1
Iron Will x 2
One blow from his mighty hammer, or one of his iron-hard fists, is
Perfect Timing
enough to fell most foes, and those who would oppose the Defenders-
Super-Mind x 1
5 quickly learn that the legend of John Henry lives.
Vitality: 9
LadyBlade[BA11]
Affiliation: Defenders-5
Alpha [WW1]
Affiliation: G.A.R.O.U.
BP: 85
BP: 85
AP: 8[13]
AP: 8[12]
Attributes
Attributes
Strength 3 Agility 5 Mind 3 Resolve 4
Strength: 5[1] Agility 5[1] Mind 3 Resolve 4
Powers
Powers
Armor x 2
Alternate Form
Combat Sense x 3
Armor x 3
Enhanced Senses x 2
Combat Sense x 3
Escape Artist x 2
Extra Movement x 4
Extra Movement x 5
Melee Attack x 3
Force-Field x 2

84 SuperSystem
Super-Agility x 1 AP: 8
Super-Strength x 1 Attributes
Vitality: 9 Strength: 4[1] Agility 4[1] Mind 4 Resolve 6
Leonard Jones was a good man, a brilliant agent, and a mutate with Powers
the ability enhance the powers of others. When Jones ran afoul of Alternate Form
a rival in the department his career was jeopardized on trumped up --Involuntary Change
corruption charges. Disgraced, Jones accepted the only out given him, Armor x 3
service in the G.A.R.O.U. program. Combat Sense x 3
Iron Will x 3
His body readily accepted the Lycanthropic treatments, and Jones Melee Attack x 3
was codenamed Alpha, the first successful G.A.R.O.U. agent, and Super-Agility x 1
the team’s designated field leader. Isolated from his family now that Super-Strength x 1
G.A.R.O.U. has gone underground, Jones does what he can to keep Vitality: 10
his team from crossing the line. He knows that every day serving in
G.A.R.O.U. is like walking a razor’s edge. Fenris [WW3]
Affiliation: G.A.R.O.U.
Marylin Walters [WW2] BP: 85
Affiliation: G.A.R.O.U. AP: 7[11]
BP: 85 Attributes
AP: 9 Strength: 6[2] Agility 4 Mind 3 Resolve 4
Attributes Powers
Strength: 2 Agility 5[1] Mind 4 Resolve 6 Alternate Form
Powers
Alternate Form
--Involuntary Change
Armor x 1
Combat Sense x 1
Force-Field x 1
Hyper Movement
--Carry Objects x 2
--Hyper Attack
Super-Agility x 1
Vitality: 8

Quickclaw [WW2]
Affiliation: G.A.R.O.U.
BP: 85
AP: 8[14]
Attributes
Strength: 5 Agility 5[2] Mind 3 Resolve 3
Powers
Alternate Form
--Involuntary Change
Combat Sense x 4
Enhanced Senses x 1
Extra Movement x 6
Force-Field x 2
Melee Attack x 3
Super-Agility x 2
Vitality: 8
Marylin Walters craved action, and as a member of a C.I.A.
Super-Black-Ops squad, she got it. When her unit was wiped
out battling paramilitaries in Bolivia, Walters was left as the
sole survivor. G.A.R.O.U. brass wanted a teleporter on the
team, and Walters was a prime candidate. After her body
accepted Lycanthropic process, Walters developed into
a deadly close-in fighter, almost too blood-thirsty for
her own good. She was one of the agents responsible
for the slaying of several innocent civilians during
counter-insurgency operations in West Africa.

Lucius Clay [WW3]


Affiliation: G.A.R.O.U.
BP: 85

SuperSystem 85
--Involuntary Change Alternate Form
Armor x 2 --Involuntary Change
Berserker Armor x 1
Combat Sense x 2 Combat Sense x 2 (Mind)
Extra Movement x 4 Copy Power (14”)
Instant Stand --Extended Range x 4
Melee Attack x 3 --Nullify
Super-Strength x 2 Force-Field x 1
--Rage Instant Stand
Vitality: 10 Super-Mind x 1
Every team needs a brick, and Lucius Clay is G.A.R.O.U.’s heavy-hit- Vitality: 8
ter. Formerly the super-criminal known as the Junk-Yard Dog, Clay
was recruited into G.A.R.O.U. because of his body’s high adaptability Ironwolf [WW5]
to the process. His unpredictable rages and berserker fury have made Affiliation: G.A.R.O.U.
him a difficult operative to control when things get hairy. BP: 85
AP: 8[11]
James Wu [WW4] Attributes
Affiliation: G.A.R.O.U. Strength: 5[1] Agility 5 Mind 3 Resolve 4
BP: 85 Powers
AP: 10 Alternate Form
Attributes --Involuntary Change
Strength: 2 Agility 6[1] Mind 4 Resolve 3 Armor x 4
Powers Combat Sense x 2
Alternate Form Enhanced Senses x 2
Armor x 1 Extra Movement x 3
Extra Attacks (+1 AP) Melee Attack x 3
Instant Stand Regeneration
Iron Will x 1 Super-Strength x 1
Ranged Attack (8D, 30”) Vitality: 9
--Super-Damage x 2 Julia Dryer is the ultimate soldier. She does what she is told when she
Combat Sense x 2 is told to do it. No more. No less. She acts as Alpha’s enforcer when
Super-Agility x 1 Fenris or Quickclaw get out of hand, using her ability to nullify pow-
Extra Vitality x 1 ers while in her human form, or switching to her bruising lupine form
Vitality: 6 and dealing out discipline up close and personal. She also desperately
wishes to return to a family that believes she died some years ago. It
Longfang [WW4] is only fear for their safety that keeps her focused on G.A.R.O.U.’s
Affiliation: G.A.R.O.U. various missions.
BP: 85
AP: 9
Attributes
Strength: 5 Agility 6[1] Mind 3 Resolve 3
The Blitzkrieg Brigade
Powers
Torn from time and space, from a world where WWII still rages,
Alternate Form
comes the Blitzkrieg Brigade, a group of super-fascists to challenge
Armor x 2
the heroes of any era. Lead by Elite Wehrmacht Officer Hans von
Melee Attack x 2
Stahl, wielder of the Spear of Destiny, the team also features the mas-
Combat Sense x 2
sive Brown Shirt Schlaeger Siegfried, and several deadly super-mecha
Regeneration
walkers.
Super-Agility x 1
Super Leap
--Extra Bounce x 2
Hauptman Hans von Stahl [ZB25]
Affiliation: Blitzkrieg Brigade
Vitality: 8
BP: 85
James Wu is G.A.R.O.U.’s gunner, capable of generating powerful
AP: 8
kinetic bolts from his hands or eyes. Wu is a reluctant close combatant,
Attributes
however, and dislikes changing into his wolfen form. His gentle soul
Strength: 2 Agility 3 Mind 5 Resolve 6[1]
and willingness to back Alpha’s more moderate attitude on operations
Powers
provides a balancing force on the conflicted team.
Armor x 1
Combat Sense x 2
Julia Dryer [WW5]
Iron Will x 3
Affiliation: G.A.R.O.U.
Melee Attack x 5
BP: 85
--Soul Fire
AP: 10
Regeneration
Attributes
Super-Resolve x 1
Strength: 3 Agility 4 Mind 5[1] Resolve 5
Vitality: 10
Powers

86 SuperSystem
Hauptman Hans von Stahl witnessed the terrible power of the Spear it proved a very reliable design due mainly to the highly efficient
of Destiny firsthand when the Reich’s special agents used it in battle Anhalder twin Diesel engines. At first used as a terror weapon in night
on French partisans. Uneasy about the supernatural implications of attacks on allied lines, it was equipped with a Stuka Siren giving it
using such a relic for war, he stole it and used it to tear a hole into time the nickname of “Wraith”. This extremely flexible design gave rise to
and space, taking a few of his favorite operatives and gear with him numerous variants such as the 75mm assault, the 88mm tank hunter,
to carve out his own empire in a new dimension. However, possessing and others.
the spear has changed him, and now he intends to use it to conquer
the modern world not for the glory of any nation, but to create a new
world of perfect order.
Free Agents
Schlaeger Siegfried [ZB26]
Not all heroes and villains in the Four-Color World work in tightly
Affiliation: Blitzkrieg Brigade
knit teams. Many prefer the mercurial life of the Free Agent, working
BP: 85
for the highest bidder or performing solo acts of heroism. Still, many
AP: 6[11]
Free Agents often find themselves working with established teams, or
Attributes
even each other, when the need arises, or their goals closely match.
Strength: 5[1] Agility 4 Mind 2 Resolve 5
Powers
Armor x 3
Big Lou [GU6]
Affiliation: Free Agent
Bodyguard
BP: 85
Combat Sense x 4
AP: 6[7]
Extra Move x 5
Attributes
Iron Will x 2
Strength: 5 Agility: 4 Mind: 2 Resolve: 5
Knockback Resistance x 1
Powers
Melee Attack x 3
Armor x 3
Super-Strength x 1
Combat Sense x 3
--Shockwave
Extra Attacks (+6 AP)
Vitality: 10
Extra Movement x 1
Loyal to Hauptman von Stahl because he was the only one to ever
Ranged Attack (7D, 30”)
show kindness to him, Schlaeger (“Bruiser”) Siegfried decided to fol-
--Rapid Fire
low him through time and space. He is very good at his primary job,
Vitality: 10
protecting Hauptman von Stahl. His secondary job, busting heads,
Big Lou is Capone’s right-hand man, helping to keep his master’s
comes in a close second.
rackets in line. Super-tough and good with his gat, Big Lou doesn’t bat
an eye when he’s asked to take on super-foes. He personally took out a
Mecha Panzer
squad of alien infantry when the Host came to Steel City. His favorite
Affiliation: Blitzkrieg Brigade
line is “Whatever you say, Boss.”
BP: 170
AP: 8[15]
Attributes
Capone [GU5]
Affiliation: Free Agent
Strength: 6[2] Agility 5 Mind 3 Resolve 6
BP: 85
Powers
AP: 9
Armor x 5
Attributes
Combat Sense x 4
Strength 4 Agility 6[1] Mind 3 Resolve 4
Enhanced Senses x 5
Powers
Extra Move x 7
Armor x 1
Knockback Resistance x 4
Boost/Drain (2D)
Melee Attack x 6
--Physical Only
Ranged Attack (10D, 40”)
Combat Sense x 2
--Extended Range x 5
The Difference x 2
--Super-Damage x 2
Melee Attack x 1
Ranged Attack (8D, 0”)
Ranged Attack (6D, 30”)
--AoE (Cone)
--Rapid Fire
--No Range
Super-Agility x 1
Super-Strength x 2
Vitality: 8
Vehicle
Capone is Steel City’s premier super-gangster, and the unchallenged
--Level 2
leader of The Mob. His remarkable run of 75 years at the head of The
--Giant Robot
Mob shows no sign of ending any time soon.
--Independent
--Nimble
--No Carrier (-5)
Dark Avenger [BA9]
Affiliation: Free Agent
--Turret
BP: 85
Vitality: 12
AP: 10
The German Recon Mecha or Mecha Panzer is a robust design built
Attributes
and designed by Schemmer Armor Works. The original concept called
Strength: 4 Agility 5[1] Mind 5 Resolve 4
for a light assault mech capable of carrying various payloads. In battle

SuperSystem 87
Powers Slipping through the night like a shadow, the Dark Avenger fights a
Combat Sense x 2 war on crime in the gritty streets of Steel City. His almost limitless
Iron Will x 1 cache of super-devices and preternatural Agility make him a formi-
Omni-Power (20 pt. pool) dable foe.
--Activation Goal Roll x 1
Super-Agility x 1 The Demon Biker [HE16]
Vitality: 8 Affiliation: Free Agent
BP: 85
AP: 8[14]
Attributes
Strength: 5 Agility 4[1] Mind 4 Resolve 4
Powers
Armor x 1
Combat Sense x 2
Extra Movement x 6
Melee Attack x 3
--Extra Reach x 3
--Soul Fire
Super-Agility x 1
Vitality: 9
The Demon Biker is a powerful, extra-dimensional being whose true
goals and allegiances are unknowable. A large man dressed in black
leather riding garb and sporting a nimbus of red flame for hair, the
Demon Biker has at times both helped and hindered the Defenders-5.
He claims to be the scion of a hellish, other-worldly realm where evil
men suffer a thousand deaths every day, only to be born again to suffer
anew at the next dawn.

DB rides into battle astride a custom motorcycle of vintage design,


and though his bike has been destroyed in many a battle, he always
manages to return with it on his next appearance. In addition to his
amazing mobility while astride his hellish hog, DB wields a chain with
a corona of cold fire that not only physically burns his foes, but can
also singe their very souls!

Dr. Atlas [SU6]


Affiliation: Free Agent
BP: 85
AP: 8
Attributes
Strength 4[1] Agility 4 Mind 4 Resolve 6
Powers
Armor x 1
Combat Sense x 2
Growth x 2
Knockback Resistance x 1
Melee Attack x 2
--Extra Reach x 1
Shrinking x 1
--Growth Attack
Super-Strength x 1
Vitality: 10
Through his experiments in particle physics, Dr. Atlas has become a
master of size-shifting. His versatile powers always make him the right
hero for the job.

The Glock-Roach
Affiliation: Free Agent
BP: 85
AP: 8
Attributes
Strength 4 Agility 5[1] Mind 3 Resolve 6
Powers
Armor x 3

88 SuperSystem
Climbing transformed into the super-tough form of Kragg. Now the intrepid
--Vertical Charge Geologist fights crime around the world in his new guise.
Combat Sense x 2
Extra Attacks (+1 AP) Manticore [GA4]
Ranged Attack (6D, 30”) Affiliation: Free Agent
--Rapid Fire BP: 85
Regeneration AP: 9
Super-Agility x 1 Attributes
Unlucky Strength: 3 Agility 5[1] Mind 4 Resolve 4
Vitality: 10 Powers
Stalking the sewers of Steel City and fighting crime amidst the grime, Armor x 2
the Glock-Roach provides an object lesson in the excesses of corporate Climbing
research gone wrong. Once a mild-mannered lab tech for Tyber Inc., Combat Sense x 2
Ralph Roache discovered his company’s illegal experiments on home- The Difference x 1
less test subjects. Before he could blow the whistle he was thrown in a Instant Stand
vat of mutagenic chemicals where his body’s DNA mixed with that of Ranged Attack (9D, 30”)
an irradiated roach who was sharing his “bath.” Ralph did not die, but --Chain Attack
emerged transformed, and as the Glock-Roach, took his vengeance on --Super-Damage x 1
his ex-bosses. After alerting the police, he slipped into the sewers to Super-Agility x 1
begin his never-ending battle against crime of all kinds. Vitality: 7
As a child, German industrialist Ralf Brinker always wanted to be a
The Hunter [GU4] hero, but over time his many business commitments took him away
Affiliation: Free Agent from such dreams. Then the Alien Invasion hit Germany and the rest
BP: 85 of Europe. Brinker’s company had been working on a secret battle-suit
AP: 8 project for the German government, but it was untested, untried in
Attributes combat. Sensing the threat to his homeland, Brinker donned the only
Strength 5 Agility 4[1] Mind 4 Resolve 4 working prototype of the Manticorps-II Battledress and took to the
Powers streets to fight the alien hordes. After the war he landed in the United
Armor x 2 States under an assumed name, and began to make his name as an
Combat Sense x 2 independent hero.
Instant Stand
Melee Attack x 3 Mecha-Samurai [HE13]
Ranged Attack (9D, 22”) Affiliation: Free Agent
--Affects Ethereal BP: 85
--Reduced Range x 2 AP: 7
Super-Agility x 1 Attributes
Vitality: 9 Strength 5[1] Agility 4 Mind 3 Resolve 4
The aging crime-buster known as the Hunter is actually the third man Powers
to wear the costume since its first appearance in the 1930’s. Street Armor x 2
toughs and super-villains alike fear the trademark shock-sword and Combat Sense x 4
percussion gun of the Hunter, his skull-like visage the stuff of evil-do- Enhanced Senses x 1
ers’ nightmares. Extra Attacks (+2 AP)
Knockback Resistance x 1
Kragg [BR12] Melee Attack x 3
Affiliation: Free Agent --Extra Reach x 1
BP: 85 Super Leap
AP: 6[11] --Extra Bounce x 3
Attributes Super-Strength x 1
Strength 6[1] Agility 3 Mind 3 Resolve 4 Vitality: Henchmen Group-5 members
Powers In his early attempts to create a robotic force to counter the creations
Armor x 2 of Dr. Simian, the super-gadgeteer Rigger built the Mecha-Samurai.
Combat Sense x 5 But he built them too well, and they developed sentience, and a code
Extra Attacks (+1 AP) of honor similar to the samurai of old. When they failed to protect an
Extra Movement x 5 important diplomat during a mission, they became Ronin, or master-
Fortune x 2 less samurai, roaming the Earth in an attempt to atone for their failure.
Iron Will x 1
Knockback Resistance x 3 Mystick [BL4]
Melee Attack x 2 Affiliation: Free Agent
Super-Strength x 1 BP: 85
Vitality: 10 AP: 9
Serbian national Viktor Kragan was one of the world’s foremost Attributes
Geologists, specializing in the study of volcanoes. During a trip to Ha- Strength 2 Agility 4 Mind 5 Resolve 5
waii, he was caught in the crossfire of a super-battle that knocked him Powers
into the heart of a live volcano. Instead of perishing, Kragan’s body was Armor x 2

SuperSystem 89
Combat Sense x 2 (Agility) the package struck by an energy bolt and exploded. Brown’s body was
Combat Sense x 2 (Mind) transformed. He became super-pliable, strong, and tough. He decided
Omni-Power (20 pt. pool) to use his newfound powers for good, and came up with the name of
--Multi-Power x 1 Polymer. He approached the local G.U.A.R.D. recruitment station
Vitality: 7 and requested formal training in exchange for status as a reserve agent.
Once a slave to the power of Dr. Simian, the mighty Mystick Now outfitted with a special suit to fit his pliable form, Polymer de-
was freed from his mental control by Rigger. She worked with fends the streets of Steel City from all threats great and small.
G.U.A.R.D. for a time, but decided to go it alone as a freelance hero
and mystical advisor. Her magical powers allow her to summon forth Scrounger [GA3]
energies that prey upon both the mind and body of her foes. Affiliation: Free Agent
BP: 85
Patriot [ZA6] AP: 8[10]
Affiliation: Free Agent Attributes
BP: 85 Strength 3 Agility 3 Mind 5 Resolve 4
AP: 9[20] Powers
Attributes Armor x 3
Strength 4[1] Agility 5 Mind 4 Resolve 4 Combat Sense x 2
Powers Extra Movement x 3
Armor x 1 Flight
Combat Sense x 1 Force-Field x 3
Extra Movement x 11 Iron Will x 1
--Only While in Flight Ranged Attack (9D, 30”)
Flight Vitality: 7
Ranged Attack (7D, 30”) A seemingly mild-mannered neighborhood handyman for the poor
Super-Strength x 1 and disenfranchised, Jack Gallows is in reality one of the greatest
Vitality: 8 inventors of all times! By night he dons his custom-made powered
David Ziegler was one of the world’s foremost engineers and industri- armor and fights evil as the sensational Scrounger!
alists. Until he ran afoul of the Zero Foundation. After some clan-
destine investigation, he discovered what they were really up to, and Seeker [BA10]
tried to warn the authorities. But the Zero Device learned of Ziegler’s Affiliation: Free Agent
intentions, and launched a pre-emptive strike on Ziegler’s financial BP: 85
empire and public reputation that seemingly crushed the man and AP: 9
made him a homeless outcast. But the cagey Ziegler had planned for Attributes
every possibility, having secured himself a secret laboratory and base Strength: 4 Agility: 4[1] Mind: 4[1] Resolve: 6
far below the streets of Steel City. With funds from several untrace- Powers
able Swiss accounts, Ziegler began his second life, using his vast engi- Armor x 1
neering skills and considerable wealth to build a suit of powered armor Combat Sense x 1
capable of taking on the minions of the Zero Foundation. Taking Enhanced Senses x 2
the name of Patriot, Ziegler now fights crime up close and personal, Escape Artist x 2
and hopes to one day crush the mastermind behind the dreaded Zero Force-Field x 1
Foundation. Fortune x 3
Lucky
Polymer [ST3] Super-Agility x 1
Affiliation: Free Agent Super-Mind x 1
BP: 85 Vitality: 10
AP: 8 Many good supers fight crime, but the solo hero Seeker finds the
Attributes lost. During the course of his searches he has aided teams in battling
Strength: 4[1] Agility 5 Mind 3 Resolve 4 villains, and even run across the international thief Tryckster. This
Powers meeting sparked some intense interest over the origin of their similar
Combat Sense x 2 probability altering powers, and the mercurial Tryckster even taunted
Elasticity Seeker about his unknown parents. However, the master finder has
--Parachute come up empty in his investigations into this relationship.
--Slingshot x 3
--Stretch Attack Shakti [SU4]
Enhanced Senses x 1 Affiliation: Free Agent
Extra Attacks (+2 AP) BP: 85
Extra Vitality x 3 AP: 8
Melee Attack x 3 Attributes
Super-Strength x 1 Strength 4 Agility 4[1] Mind 4 Resolve 5
Vitality: 11 Powers
Lazarus Brown was an ace courier for Triangle Messenger Service Armor x 1
when a package he was delivering turned out to be a batch of highly Combat Sense x 2
unstable, experimental liquid plastic. Caught in a battle for the pack- Flight
age between villains and heroes, Brown didn’t know what to do. Then Force-Field x 2

90 SuperSystem
Ranged Attack (8D, 30”) --Against Any Roll
Super-Agility x 1 Iron Will x 1
The Difference x 1 Melee Attack x 4
Vitality: 9 Super-Agility x 1
Shakti is the greatest heroine of India, a powerhouse possessing mas- Vitality: 8
tery of the elements of air and lightning. Shakti’s trademark lightning International jewel thief Tryckster has worked with numerous other
bolts and high-flying combat style have made her the pride of country super-villains over her career, but she always works the biggest heists
that was initially slow to accept its super population. alone, counting on her uncanny luck and preternatural agility to pre-
vail in battle against super-foes. No one knows her true identity, but
Stalker [BA8] she has actively pursued a romantic interest in fellow free-agent super
Affiliation: Free Agent Manticore, but the neophyte German hero has thus far spurned her
BP: 85 advances.
AP: 12
Attributes Zorn the Swift [AL10]
Strength: 3 Agility 5[1] Mind 5[2] Resolve 4 Affiliation: Free Agent
Powers BP: 85
Combat Sense x 2 (Mind) AP: 8[19]
Flare (Mind-based, 13”) Attributes
--Reduced Range x 1 Strength 4 Agility 5[2] Mind 3 Resolve 4
Force-Field x 1 Powers
Healing Armor x 2
Super-Mind x 2 Combat Sense x 2
--Second Sight Extra Attacks (+1 AP)
Super-Agility x 1 Extra Movement x 11
Vitality: 7 Iron Will x 1
Quiet and sensitive, Stalker was the philosopher and healer of the Melee Attack x 3
Scions of Atlantis, ready to render aid to his teammates whenever --Super-Damage x 1
the need arose. However, the violence and losses incurred during the Super-Agility x 2
Invasion left the Atlantean hero disillusioned, and he left the team to Vitality: 8
wander the world alone. Now he helps out when and where he can, His planet long ago conquered by the marauding Host, Zorn the Swift
trying to wrestle with the horrors he experienced and make a new life was forced to battle in his masters’ Bloodsport Arenas, while also being
for himself. used as a special operative by certain Host warlords. He escaped his
Host masters when his attack group was defeated by the Shock Force.
Succubus [HE16] With little hope of ever returning to his planet, he has decided to
Affiliation: Free Agent make his home on the Earth, and use his special powers as a hero. He
BP: 85 has taken up residence in River City, Ohio, and has fast become one of
AP: 8 its premier heroes.
Attributes
Strength: 4 Agility 5[1] Mind 3 Resolve 5
Powers Be sure to look for more official Four-Color teams and characters on
Armor x 1 our web site at http://www.superfigs.net
Combat Sense x 2
Melee Attack x 4
--Extra Reach x 6
--Soul Fire
Perfect Timing
Super-Agility x 1
Vitality: 9
Little is known of the Demon Biker’s beautiful companion, save her
name: The Succubus. Her flaming whip and lightning fast reflexes
make her a deadly foe in close combat. The whip displays the same
soul-burning properties as DB’s chain.

Tryckster [BA7]
Affiliation: Free Agent
BP: 85
AP: 9
Attributes
Strength 3 Agility 5[1] Mind 4 Resolve 5
Powers
Combat Sense x 2
The Difference x 1
Force-Field x 2
Fortune x 3

SuperSystem 91
Goal Roll Averages

Dice Average Dice Average Dice Average Dice Average Dice Average
Pool Roll Pool Roll Pool Roll Pool Roll Pool Roll
------- ----- ------- ----- ------- ----- ------- ----- ------- -----
1 [0]: 0.67 3 [0]: 2 5 [0]: 3.32 7 [0]: 4.65 9 [0]: 5.98
1 [1]: 1 3 [1]: 2.57 5 [1]: 4.02 7 [1]: 5.32 9 [1]: 6.67
1 [2]: 1 3 [2]: 2.89 5 [2]: 4.53 7 [2]: 5.95 9 [2]: 7.28
1 [3]: 1 3 [3]: 2.99 5 [3]: 4.88 7 [3]: 6.44 9 [3]: 7.96
1 [4]: 1 3 [4]: 3.01 5 [4]: 4.99 7 [4]: 6.78 9 [4]: 8.43
1 [5]: 1 3 [5]: 3 5 [5]: 4.99 7 [5]: 6.95 9 [5]: 8.78

2 [0]: 1.32 4 [0]: 2.65 6 [0]: 3.99 8 [0]: 5.33 10 [0]: 6.62
2 [1]: 1.83 4 [1]: 3.29 6 [1]: 4.64 8 [1]: 6.02 10 [1]: 7.33
2 [2]: 2 4 [2]: 3.72 6 [2]: 5.28 8 [2]: 6.64 10 [2]: 7.99
2 [3]: 1.99 4 [3]: 3.96 6 [3]: 5.63 8 [3]: 7.21 10 [3]: 8.59
2 [4]: 2.01 4 [4]: 4.01 6 [4]: 5.92 8 [4]: 7.67 10 [4]: 9.2
2 [5]: 2 4 [5]: 3.99 6 [5]: 5.98 8 [5]: 7.91 10 [5]: 9.58

Above players will find the average goals


achieved for 10,000 goal rolls. In dice
pools affected by re-rolls only initial rolls
of less than 4 were considered candidates
for re-roll.

92 SuperSystem
SuperSystem Series Tracker Team Info

Team Name:

Series Name:

Starting Build Points: Current Build Points:


Team Experience:

Team Background/Notes:

Character Info

Issue Number/Name
XP Earned
XP Earned

XP Earned

XP Earned
Participated
Participated

Participated

Participated

Characters/Henchmen
Series Info
Issue Scenario Special Events Foes Win Loss
SuperSystem
Counters

Invisibility Density Density Alien Crowd


Flight
Decrease Increase Artifact

Counter
Density Density
1
Invisibility Flight Crowd
Decrease Increase

Counter
Density Density
2
Invisibility Flight Crowd
Decrease Increase

Counter
Small Medium Large Class B
3 Crowd
Object Object Object Object

Counter
Small Medium Large Class C
4 Crowd
Object Object Object Object

Counter
Small Medium Large Class D
5 Crowd
Object Object Object Object

Counter
Small Medium Class A Class E
6 Crowd
Object Object Object Object

94 SuperSystem
Code Name: Code Name:
Affiliation: Affiliation:
AP: Powers AP: Powers
Build Points: Build Points:

Attributes Attributes
Strength: Strength:
Agility: Agility:
Mind: Mind:
Resolve: Resolve:

Dice Pools Dice Pools


ATT: ATT:
DEF: DEF:
DAM: DAM:
DR: DR:
WIL WIL
Vitality Vitality
KO KO

SuperSystem
Code Name: Code Name:
Affiliation: Affiliation:
AP: Powers AP: Powers
Build Points: Build Points:

Attributes Attributes
Strength: Strength:
Agility: Agility:
Mind: Mind:
Resolve: Resolve:

Dice Pools Dice Pools


ATT: ATT:
DEF: DEF:
DAM: DAM:
DR: DR:
WIL WIL
Vitality Vitality
KO KO

95
Index

Action Costs, 7 Darkness, 21 - Rapid Fire, 32


Growth, 27 - Soul Fire, 32
Action Points, 7 Density Decrease, 21 - Super-Damage, 32
- Ghost Touch, 21 Healing, 28
Activate Device, 8 - Phase Attack, 22 Ranged Combat, 10
Held Action, 7 - Attack Ranges, 11
Activation Cost, 39 Density Increase, 22 - Cover, 11
- Immovable, 22 Hyper Movement, 28 - Firing into Close Combat, 11
Activation Goal Roll, 39 - Forced Landing, 28 - Targeting a Spot on the Battlefield, 11
Dice Pool Caps, 16 - Hyper Attack, 28
Always On, 39 - No Penetration, 28 Reduced Range, 40
Dice Pools, 7 - Speed Burst, 28
Area of Effect, 39 - Warp, 28 Reflection, 32
- All, 39 Difficult Rolls, 6
- Blast, 39 Hiding, 8 Regeneration, 33
- Bolt, 39 Dispel, 22 - Accelerated Recovery, 33
- Cone, 39 - Extra Powers, 22 Initiative, 7
- Super Dispel, 22 Re-Rolls, 6
Alternate Form, 18 - Suppress, 22 Instant Stand, 28
Ricochet Attack, 33
Armor, 18 Does Knockback, 40 Invisibility, 30
Rounding, 6
Attributes, 6 Dominate, 26 Iron Will, 30
- Build Point Guidelines, 16 Shrinking, 33
- Scale, 16 Elasticity, 23 Jumping, 8 - Growth Attack, 33
- Parachute, 23 - Mighty Mite, 33
Berserker, 18 - Stretch Attack, 23 Kinetic Absorption, 30
- Pain Threshold, 18 - Stretch Climb, 23 - Charge, 30 Sidekick, 33
- Sponge, 30
Bodyguard, 18 Elemental Control Pool, 23 Knockback, 11 Size Benchmark Table, 13

Boost/Drain, 19 Enhanced Senses, 24 Knockback Resistance, 30 Slow Power, 40


- Shielded, 24
Charge Only, 40 Limited Mobility, 31 Soulless, 34
Entangle, 24
Charging, 8 - Armored, 24 Linked Powers, 30 Super-Agility, 34
- Immunity, 24 - Lightning Reflexes, 34
Climbing, 19 - Slick, 24 Lucky, 31
- Vertical Charge, 19 - Slick Only, 25 Super Leap, 35
- Sticky, 25 Massive, 31 - Extra Bounce, 35
Close Combat, 9 - Super Entangle, 25
- Aid in, 10 - Wall, 25 Melee Attack, 31 Super-Mind, 34
- Interrupted Charges, 10 - Affect Other, 31 - Lightning Strategist, 34
- Knocked-Down Models, 10 Escape Artist, 25 - Affects Ethereal, 31 - Second Sight, 34
- Multiple Foes, 9 - Extra Reach, 31
Experience, 48 - Soul Fire, 31 Super-Resolve, 34
Combat Maneuvers, 12 - Team, 50 - Super-Damage, 31
- Concentrated Fire, 12 Super-Strength, 34
- Fight Defensively, 12 Extended Range, 40 Mental Attack, 31 - Rage, 34
- Grab, 12 - Super-Damage, 31 - Super-Knockback, 34
- Haymaker, 13 Extra Attacks, 25 - Shockwave, 34
- Precision Attack, 13 Monologuer, 31
- Quick Attack, 13 Extra-Forms, 25 Super-Energy, 34
- Soliloquy Attack, 13 - Additional Forms, 25 No Knockback, 40
- Super-Club, 13 - Banish, 25 Telekinesis, 35
- Throw Object, 13 - Extra Range, 25 No Range, 40 - Levitate Friends, 35
- Duplication, 25 - Manipulate Object, 35
Combat Round, 7 - Renewable, 25 Omni-Power, 31 - TK Grab, 35
- Variable, 25 - Multi-Power, 32
Combat Sense, 19 - Powers Stay Swapped Out, 32 Terrifying Aura, 35
- Specialized, 19 Extra Movement, 26
- Super, 20 One-Shot, 40 Unlucky, 35
Extra/Lesser Vitality, 26
Copy Power, 20 Only Versus, 40 Unreliable, 41
- Absorption, 20 Flare, 26
- Automatic, 20 - Super Flare, 27 Only While, 40 Unstable, 41
- Extra Powers, 20
- Nullify, 20 Flight, 27 Opposed Goal Rolls, 6 Vehicle, 36
- Carry Object, 27 - Enclosed, 36
Costs Vitality, 40 - Powerdive, 27 Perfect Timing, 32 - Extra Fire Arc, 36
- Swoop Attack, 27 - Giant Robot, 36
Cowardly, 20 Power Mods, 38 - Independent, 38
Flying, 8 - No Carrier, 38
Damage, 9, 15 Power of 6, 5 - Turret, 38
- Coup de Grace, 15 Force Field, 27
- ‘Cuff ‘Em, 15 - Dome, 27 Pushing, 32 Veterans, 38
- KO Checks 15
Fortune, 27 Ranged Attack, 32 Vitality, 7, 15
Damaging Aura, 20 - Against Any Roll, 27 - Affects Ethereal, 32
- Super-Aura, 21 - Chain Attack, 32 X-Ray Sight, 38
Goal Roll, 5 - Immunity, 32

96 SuperSystem
Currently Available GA3 The Scrounger $3.95
GA4 Manticore $3.95
ZA7 Steel Razor $3.95
ZA8 Battering Ram $8.00
SuperFigs
GU1 Adder $3.95 ZB1 Harangutan $3.95
AL1 Host Omega Shocktroops $10.00 [5 per pack] GU2 Killshot $3.95 ZB2 Elasti-Ape $3.95
AL2 Host Repto Warriors $10.00 [5 per pack] GU3 T-34 $4.95 ZB3 Hyboriape $3.95
AL3 Host Alpha Shocktroops $10.00 [5 per pack] GU4 The Hunter $3.95 ZB4 Gibbon Glider $3.95
AL4 Host Omega Shockbots $10.00 [3 per pack] GU5 Capone $3.95 ZB5 Goradiator $3.95
AL5 Host Warsloth Conscripts $10.00 [3 per pack] GU6 Big Lou $3.95
AL6 Host Warlord Karthoum $4.95 ZB6 Shield Maiden $3.95
AL7 GuildSpeaker Nalan $3.95 HE1 Plasti-Men $10.00 [5 per pack] ZB7 The Golem $3.95
AL8 Host Warlord Phaedra $3.95 HE2 Shark Troopers 1 $10.00 [5 per pack] ZB8 Silver Knight $3.95
AL9 Krong the Mighty $6.95 HE3 Shark Troopers 2 $10.00 [5 per pack] ZB9 Druid $3.95
AL10 Zorn the Swift $3.95 HE4 G.U.A.R.D. Tac Team $10.00 [5 per pack] ZB10 Hawkwind $3.95
AL11 The Warriors $10.00 [5 per pack] HE5 Assassin Acolytes 1 $10.00 [5 per pack]
AL12 Warlord Grom $6.95 HE6 Assassin Acolytes 2 $10.00 [5 per pack] ZB11 Thunderfist $3.95
HE7 Katusha Rockets $10.00 [5 per pack] ZB12 Squat $4.95
BL1 Doc Shock $3.95 HE8 Servitors 1 $10.00 [5 per pack] ZB13 Super-Ball $3.95
BL2 Ember $3.95 HE9 Servitors 2 $10.00 [5 per pack] ZB14 Scorpia $3.95
BL3 Emerald Alien $3.95 HE10 G.U.A.R.D. Defense Drones $10.00 [5 per pack] ZB15 Pawns of Dis $10.00 [5 per pack]
BL4 Mystick $3.95 HE11 G.U.A.R.D. Attack Drones $10.00 [5 per pack]
BL5 Shifter $3.95 HE12 G.U.A.R.D. Power Armor $10.00 [5 per pack] ZB16 Max Megaton $4.95*
BL6 Dark Templar $3.95 HE13 Mecha-Samurai $10.00 [5 per pack] ZB17 Dr. Halflife $4.95*
BL7 Mistress Nightmare $3.95 HE14 Devil’s Knight Henchmen [5 per pack] ZB18 Megapulse $4.95*
BL8 MindHawk $3.95 HE15 Press Gang $10.00 [5 per pack] ZB19 The Fission $4.95*
HE16 Demon Biker and Succubus $10.00 ZB20 Particle $4.95*
BA1 Wildman $3.95
BA2 Hardcore $3.95 SP1 Red Bolt $3.95 ZB21 Fastlane $3.95*
BA3 Devil’s Knight $3.95 SP2 Split-Second $3.95 ZB22 High Gear $3.95*
BA4 Yin-Yang $3.95 ZB23 Coil $3.95*
BA5 Spine-Strike $3.95 ST1 Stretcharm $3.95 ZB24 Mr. Brain and the Ego Bot $7.95*
BA6 Saber-Skull $3.95 ST2 Elasti-Woman $3.95
BA7 Tryckster $3.95 ST3 Polymer $3.95 ZB25 Hauptman Hans von Stahl $3.95
BA8 Stalker $3.95 ZB26 Schlaeger Siegfried $3.95
BA9 Dark Avenger $3.95 SU1 T-Bolt $3.95 ZB27 The Glock-Roach $3.95
BA10 Seeker $3.95 SU2 Shakti $3.95
BA11 LadyBlade $2.95 SU3 Artemis $3.95 *Future releases
BA12 Black Claw $3.95 SU4 Cat $3.95
BA13 Tarantula $3.95 SU5 Deadeye $3.95 For More Information Contact:
SU6 Dr. Atlas $12.95
BR1 The Ox $6.95 SU7 The Wisp $3.95 West Wind Productions (U.S.)
BR2 Giantess $4.95 SU8 Paragons $6.00 Box 20, Rt. 981
BR3 The Siberian $4.95 SU9 The Homunculoid $9.00 Calumet, PA 15621
BR4 Bot $6.95 SU10 Super Charger and Kid Dynamo $6.00 1-724-423-3580
BR5 Tenpin $3.95 SU11 The Zero Device $4.95 http://www.oldgloryminiatures.com
BR6 Lord Tridan $4.95 fourcolorfigs@yahoo.com
BR7 Megladon $6.95 VH1 Mecha-Gor $60.00
BR8 Kreigshunde $3.95 VH2 Host War-Wheel $60.00 West Wind Productions (U.K.- Europe)
BR9 Tekton $6.95 VH3 Host Battle-Frame $9.00 PO BOX 178,
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BR13 StoneFlower $3.95 WW1 Alpha $6.00 +44(0)1706 880899
BR14 John Henry $3.95 WW2 Quickclaw $6.00 http://www.westwindproductions.co.uk/
WW3 Fenris $6.00 Mail@westwindproductions.co.uk
CV1 Civilian Pack 1 $15.00 WW5 Ironwolf $6.00
CV2 Civilian Pack 2 $15.00 WW4 Longfang $6.00
CV3 Civilian Pack 3 $15.00
ZA1 Mr. Cranium & Microbot $5.00
FL1 Grav-Girl $3.95 ZA2 Ape-Austin $5.00
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FL4 FireFlight $3.95 ZA5 Kid Boomerang $3.95
ZA6 Patriot $3.95
GA1 Dr. Simian $4.95
GA2 Rigger $3.95
SuperSystem 2nd edition brings the action of comic book battles back to your tabletop with
faster, cleaner rules, and a comprehensive list of powers and special effects that will allow players
to build any character they can imagine. Extensive write-ups of over 100 official characters and
henchmen groups make starting a game easy.

Designed to work with the SuperFigs line of 28mm Super miniatures, SuperSystem provides a
flexible setting and campaign rules that will allow players to further develop stories and
characters with each scenario played.

All players need to get started are these rules, a


handful of SuperFigs from West Wind Productions,
six-sided dice, and their imaginations!

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