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Acknowledgment

The author would like to thank the Beacon City Watch: Wendy Akela Gale, Elyssa Na-
maste Gilmar, Douglas The Wraith Bellew, Mike Redline DeSanto, Michael Public Defender
Broggy, and Daniel Harbinger Rossi for play testing and just being awesome.
Special thanks to Russell Impagliazzo, for design and mathematical help. Without them this
would be a different and worse game.
This work is licensed under the Creative Commons Attribution-Noncommercial-
Share Alike 3.0 United States License. To view a copy of this license, visit
[http://creativecommons.org/licenses/by-nc-sa/3.0/us/] or send a letter to Creative Com-
mons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.
The illustrations in this work are licensed under the Creative Commons
Attribution-Noncommercial-NoDerivs 3.0 United States License, visible at
http://creativecommons.org/licenses/by-nc-nd/3.0/us/
Various fictional characters that are mentioned in passing in this work may be the trademarks of
their respective owners; if they are they are being used without permission, and the publication
of their names is not authorized by, associated with or sponsored by their respective trademark
owners. This game has no permission from, connection with, or endorsement by DC Comics,
Marvel Comics, or any other comic-book publisher. DO NOT READ OR PLAY THIS GAME UNDER
ANY MISAPPREHENSION THAT THE MENTION OF CERTAIN FAMOUS TRADEMARKS MAKES THIS AN
OFFICIAL PRODUCT SPONSORED BY ANY OF THE TRADEMARK HOLDERS.
Superman, Green Lantern, Catwoman, Nightwing, Sandman, Batman, Birds of Prey, Teen Titans,
Wonder Woman, Guardians of Oa, Green Lanterns, the Monitor, Darkseid, the New Gods, Adam
Strange, Rann, Hawkman, Carter Hall, General Zod, Amethyst Princess of Gemworld and Cap-
tain Atom are copyright and trademarked by DC Comics.
S.H.I.E.L.D., Punisher, Daredevil, Luke Cage, Spider-Man, West Coast Avengers, Avengers, X-Men,
Iron Man, Thor, Dr. Strange, Fantastic Four, Adam Strange, Silver Surfer, Galactus, and the Hulk
are copyright and trademarked by Marvel Comics.
You wont find any stats, descriptions, or images of any of the aforementioned trademarked
characters; their names are used purely nominally as points of reference.
Kapow! is (c) Joshua Macy 2009. Kapow! and SFX! are trademarks of Joshua Macy.
This document is version 1.10, last revised 05/02/2012.
Introduction

Kapow! is a role- ple enough for Game Masters with no prior


playing game experience in role-playing games. Its as-
where the play- sumed that the players know what super-
ers take the part heroes are about and what sort of game
of superheroes they want to play. Its particularly important
fighting for Truth, for the players and the GM to be on the
Justice, and All same page about genre conventions such
That Good Stuff. as whether superheroes and villains ever kill
It is meant to give the players and GM the their helpless enemies, whether the concept
tools for playing and producing results that of secret identities is played straight or for
feel like superhero comic books without laughs, and so forth. If one player wants a
bogging them down in unnecessary detail, game where the struggle to keep his super-
and without making them sacrifice concept hero identity secret from his sweet old Aunt
to conform to the rules. Petunia is a recurring theme, and another
The Primary Rule of Kapow! is that actions player does nothing but wisecrack about
have to make sense in a superhero comic- how strange it is that nobody can recognize
book kind of way and the players will con- him as soon as he takes off his glasses, its un-
tinually be asked to describe their actions in likely that they can both be satisfied with the
terms fit the conventions of the genre. In same campaign. Superhero comics are full
Kapow! it isnt enough to say I attack with of tropes and genre conventions that can
Flame Blast, thats 2d6; Kapow! asks you to be made fun of, and deconstructing them
describe how youre using your power, al- was old twenty years ago; its possible that
most as if you were narrating the action in everybody at the table will be happy with
a comic book: I use my Flame Blast to hurl a a game that relentlessly mocks the subject-
fireball, enveloping the villain, or Since he matter, but its much more likely that the
seems immune to flame, I use my Flame Blast players want to play a superhero-themed
to melt a cable on a nearby crane, drop- game to revel in those same conventions. It
ping a load of steel girders on him. When should be the goal of everybody at the table
in doubt, ask yourself Does this sound like to play up and play into whatever approach
something from a superhero comic-book? the players want to take.
The Primary Rule applies to the plausibility of Kapow! includes everything you need to
actions, particularly the results of actions in- create superheroes and save the world: rules
volving super powers and how they interact for character generation, campaign scope,
that are far outside of the realm of ordinary super powers and character templates, ve-
physics or common sense; it is not intended hicles, bases, side-kicks, training missions,
to force a particular outcome or story, or to danger rooms, cross-overs, adjudicating ac-
substitute collaborating on a comic book- tions and resolving combat, designing set-
style fan-fiction for role-playing. tings and superhero campaigns, and op-
Kapow! is designed to be simple enough tional rules for random character generation.
for novices to play, though perhaps not sim- Kapow! uses a straightforward mechanic
iv
themselves in, such as attempting to intim-
idate foes into giving up without striking a
blow, or interfering with their powers.
This book consists of three sections: Creat-
ing A Superhero, Playing A Superhero, and
Game Mastering. The first two sections con-
tain all the rules of the game, on how to
create and how to play superheroes using
Kapow!, while the final part contains advice
on running superhero campaigns applicable
to most systems.

to resolve most actions: you roll some dice


(two, unless youre doing something unusual)
and take the best. If you are pitting one
Power against another you compare that to
the roll of the opposing Power; if unopposed
then against a Difficulty based on the scale
of what youre attempting. For instance,
Captain Strong tries to hurl a bus at Arachno-
Man with his Super Strength; Arachno-Man
uses his Arachno-Agility to dodge. Cap-
tain Strong rolls a 7 and Arachno-Man rolls a
6...and Arachno-Man is hit by the Crosstown
Express. Arachno-Man later has to prevent
the Crosstown Express from falling off the
bridge and into the river below, and uses his
Arachno-Strength to lift the bus to safety and
rolls 9...the bus is about Difficulty 5 in weight
for that Scope so thats enough to pull the
bus back to terra firma. Note that in the ex-
ample Captain Strong isnt required to make
a separate roll to lift the bus first, thats as-
sumed to be part of the description of his
Super Strength attack on Arachno-Man; if
theres some doubt that he really could lift a
bus, hed just describe a smaller object that
hes hurling, and the die roll would be the
same.
Most of the rest of the rules consists of de-
ciding which dice of what size to roll for var-
ious actions, and what the results of success
are, plus some handling for some of the more
common unusual situations that heroes find
v
The Primary Rule

Does this tect the character, it cant be employed as


sound like a defense in that situation.
something from This means that the player will often be
a superhero able to control whether an action can be
comic-book? taken according to the Primary Rule by the
The Primary way they describe how theyre employing
Rule of Kapow! their power. In fact, thats the point of the
is that actions Primary Rule: to require the players to nar-
have to make sense in a superhero comic- rate their actions in a more interesting way
book kind of way. It will be referred to a lot in than just announcing I use my Flame Blast,
the following rules, because its a departure thats a d6, d6 attack by making the de-
from the way many RPGs handle game tails of the narration matter. This also helps
rules and dice rolling. In Kapow! you dont novice role-players, who naturally tend to do
even roll the dice if the action is obviously this. To further this goal, and speed things
something a superhero with that power can along, final decisions as to the plausibility
do. Where in most RPGs you wouldnt bother are placed in the hands of the player. The
rolling to see if you could walk across a room GM can suggest reasons that the action as
or sit in a chair, Kapow! extends that notion described might not be all that plausible or
so that you wont bother rolling to see if you should take into account facts about the sit-
can catch a child falling from a window uation such as the villain hovering fifty feet in
ledge with your force-field or by swinging the air, but the GM wont override the play-
through the air; superheroes arent faced ers unless she knows something they dont
with situations where simple bad luck (a very that makes the action impossible (such as
bad die roll) could result in a childs death. the characters are actually fighting an illu-
sion).
Contrariwise, where other superhero RPGs
might just leave it up to the dice to decide
whether a sonic attack meant to deafen Example of Play
and disorient a foe can penetrate a suit of
powered armor (rolling damage vs. its resis- The team has made its way to the warehouse
tance) or decide it based on whether the where their informant told them that Alexan-
character had paid extra when it was cre- dra le Grande and her army of Glamazons
ated to have it bypass armor, Kapow! will are hiding.
ask the players the consider the plausibility of Jungle Gal: I acrobatically jump from the
the action before they commit to it and roll next roof, landing like a cat on the roof of
the dice, and the decision may turn on cos- the warehouse. Nushka, my panther, follows
metic details of the description of the armor me...landing like a cat, naturally.
such as whether it has actual openings in the Harbinger: I become intangible and fly up
helmet like Iron Manor a sealed face-plate there with her.
like the Titanium Man. If given the particu- The Wraith: Since my movement power
lar armors description it cant plausibly pro- is a network of informants that lets me know
vi
about things going on before they happen, glowing greenish goo, computer banks, and
I step mysteriously out of the shadows where some captive young women in cells, some
Ive been waiting for them. ordinary-looking, some Glamazons in mana-
Because Kapow! allows players to define cles. He also notices, as he phases through
exactly how their powers work, this kind of the rock, an escape tunnel into the sewers.
unusual power is perfectly fine; as long as Returning and reporting, the group decides
the player abides by the Primary Rule, the to modify their original plan. Jungle Gal, The
skys the limit. In this case the Wraith would Wraith, and Redline will take on the Glama-
find it difficult to justify his power letting him zons upstairs, while Harbinger and Public De-
overtake a foe flying away, but its perfect fender head for the basement lab and try
for mysterious appearances. to prevent le Grande from either joining the
Redline: As we agreed, Im going to crash fight upstairs, doing anything to the captives,
through the front door when they give the or escaping through the sewers.
signal, so Im out on the street, still in my mo- Since theyre entering combat, play pro-
torcycle form. ceeds around the table.
Public Defender: and Im with Redline. Jungle Gal: Im going to quietly lift up one
Harbinger: Ill scout the warehouse by corner of the skylight, and blow a big bunch
phasing through the roof, just poking my of pollen from my little sack of Jungle Potions
head through so anybody inside isnt likely to into the warehouse to send as many as pos-
see me. sible to sleep.
GM: OK, you can see that the interior of the Thats one of the two Actions Jungle Gal
warehouse is a mostly empty space, two sto- can take in a Round, based on her Actions
ries tall, and its been turned into some sort of stat. Now that shes used her Jungle Potions
barracks and training facility. There are scat- power, she cant use it again this Round.
tered groups of improbably perfect-looking Note that until she mentioned it, there was
but creepily identical Glamazons training in no indication there was a skylight on the
martial arts or just hanging around, maybe roof; Kapow! encourages players to invent
about two dozen. There are rows of cots details like that, as long as theyre consistent
and footlockers towards the edges of the with the Primary Rule, rather than having the
big room. There are catwalks along the players play twenty questions with the GM
edges and criss-crossing the room, and an about the layout of the environment. First,
enclosed office area. On the first floor near Jungle Gal rolls for her Jungle Potions; since
the offices you also see a set of wide stairs it was bought with the Flexible advantage
going down, presumably to a basement. shes listed out some of the things she can do
The GM rolls to see if any of the Glama- with it in advance, one of which is put targets
zons spot Harbinger; since they dont have to sleep. Since there are about two dozen
enhanced senses, he just rolls the Default Glamazons, and spreading her power that
Skill vs. Harbingers Phasing Power...rolling thin probably wouldnt work, she chooses to
only once for the whole group. They fail to sprinkle it on eight directly below the skylight.
notice the disembodied head poking down Splitting Jungle Gals attack among them ...
through the warehouse roof. Jungle Gal rolls against the eight foes, and
Harbinger: I pull back and tell the others the Glamazons roll for their defenses; be-
what I just saw. Should I scout whats down cause the Glamazons are physically tough
those stairs, or do we just charge in? but not immune to poison, and because Jun-
The group agrees that getting more info on gle Gal described using her power as a pow-
the layout would be good, and wait while der they would inhale instead of, say, darts
Harbinger floats down outside of the building that would have to pierce their skins, the GM
and approaches the basement area from decides they defend with just their Default
underground; there he finds a lab, Alexan- Skill instead of their stronger Bulletproof Skin;
dra le Grande in a lab-coat, big vats of since it was bought as going against Stamina
vii
instead of Toughness, when its over half of each. Two of the Glamazons end up KOed,
them have been put Out and are sleeping, one is Hindered, bowled off her feet by the
two are groggy and Hindered, and two skidding cycle, and the remaining leaps out
have escaped unscathed. of the way.
Jungle Gal: Now Nushka and I will leap GM: The Glamazon you knocked over
through the skylight on the roof, landing stands up, but thats her Action for the Turn.
among one of the packs of Glamazons The one who jumped out of the way counter-
thats still awake, and Ill spin my Spear attacks, punching you in the face and by-
around me, trying to knock four of them flat. passing the cycles armor.
Nushka will pounce on one of the Glamazons Redline: Remember, in my motorcycle
from the first group with her Claws. form, Im completely enclosed; it looks more
Thats a second Action for using her Spear, like a Tron light cycle. So my armor works
so Jungle Gal is out of Actions for the turn. against it.
Nushka has used one of her own two Actions. GM: OK, she tries punching through the
Jungle Gal leaps among another group windshield to where she imagines your face
of four and spins her staff, again splitting to be...roll for your Armor.
her attack, this time between four of them; To start playing Kapow! read on...
against this their Bulletproof Skin ought to be
effective and they get to roll for that... two
are knocked out, and the other two unhurt. The Rule of Three
Jungle Gals cat and one of the remaining
As a rule of thumb, three is the magic num-
Glamazons from the first group roll, and the
ber in Kapow! If there is a rule with a spe-
Glamazon is Out. There is one Glamazon left
cific number attached to it, its almost al-
unhindered in the pack that Jungle Gal used
ways three. Three is the number of starting
her potions on, and two in the second group
Boosts you have to spend; three is the num-
she attacked with her staff. The GM decides
ber of turns you are Out before you can au-
they combine their Super Strength as a sin-
tomatically return to combat; three is how
gle attack against Jungle Gals automatic
much you have to beat somethings Tough-
defense of Acrobatics, justifying this as them
ness to score an Overkill; three is the number
all trying to dog-pile on her and overwhelm
of Range categories there are, etc. This re-
her with numbers; as a group they manage
duces the need to look things up in the mid-
to Hinder Jungle Gal, which the GM decides
dle of play: if you cant remember, just use
means theyve jumped on top of Jungle Gal
three.
and are clinging on.
Jungle Gal: Since Nushka has an Action
left, she charges at the Glamazons on top of
me, knocking them off.
Helping Unhinder an Ally costs one Action
and automatically succeeds.
Redline: I rev up and crash through the
big loading doors in the front as my first Ac-
tion. We know that theyre pretty tough, so
Ill skid into a group of four Glamazons, using
my movement power to try and knock them
over as my second.
Since Redline is using his movement as an
attack its power is reduced, but his move-
ment power in motorcycle form is quite high,
so splitting it four ways still allows him break up
that attack to a reasonable amount against
viii
Contents

Contents 12

I Creating A Superhero 18
1 Steps To Creating A Superhero 19
Before You Begin: Scope and Tone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Tone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Quick Start Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Example Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Creating a Superhero Step-by-Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

2 Concept 27

3 Templates and Powers 29


Standard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Powerhouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Jack-of-All-Trades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Minimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Choosing A Template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Describing Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Absolute Power! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Types of Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Toughness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Stamina . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

4 Spending Boosts 36
Boosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
What Can You Spend Boosts On? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
New Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Base Power Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Advantages And Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
New Advantages and Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Assets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
12
Contents

Alternate Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Companions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Minor Assets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

5 Complications 50
Note On Complications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Complications Vs. Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

6 Finishing Your Hero 53


Origin and Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Using Your Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Drive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Appearance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Battle Cry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

7 Example Characters 57
Jungle Gal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Origin And Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Appearance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Battle Cry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

II Playing a Superhero 64
8 Quick Summary 65

9 Defining Powers 67
Power Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Disagreements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Power Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Regular Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Movement Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Utility Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Minor Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Active vs. Automatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Active Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Automatic Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

10 Using Powers 74
The Primary Rule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
The Primary Rule And The Default Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Contested Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Defending . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Uncontested Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
When To Roll Uncontested Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Difficulty for Other Tasks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
13
C ONTENTS

Collateral Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Hindered . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Tired . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Overkill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Disabling Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Splitting Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Duration Of Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Thwarting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

11 Tropes 86
Battle Cry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Combining Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Combining Your Own Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Careful Aim And Pulling Your Punch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Failure Is Not An Option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Helping The Hindered . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Overdrive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Power Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Sacrifice Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Sheer Determination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Sudden Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Supreme Effort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Wild Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Wild Shot And Combining Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

12 Rounds And Turns 93


On Your Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Not Your Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Interrupting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Tracking Turns and Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

13 Special Situations 95
Mobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Crossing Scopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Guest Stars and Cross-overs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

14 Range 97
Movement And Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Chases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Hide and Seek . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Senses And Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100

15 Investigation 101
A Note On Investigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

16 Experience 103
The Pace Of Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
On Patrol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Training Rooms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
14
Contents

17 The Environment 106


Environment Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
NPC Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Vehicle Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Building Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
More Stuff To Break . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Hazards and Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Creating an Obstacle or Hazard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Out by a Hazard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110

III Game Mastering Superheroes 111


18 Game Mastering Superheroes 112
How To Use This Part . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Adventure Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Prevalence of Supers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Reaction to Supers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
The Authorities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Fictional Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Is it Science Fiction? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Proactive vs. Reactive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Episodic Or Epic? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Forbidden Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

19 Villains 118
Motives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Desperation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Fanaticism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Greed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Loyalty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Madness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Nemesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Reluctant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Revenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Showboat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Sportsman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Superiority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Modus Operandi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Brute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Cat and Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Compulsive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Mastermind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Pro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
15
C ONTENTS

Schemer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Seducer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Sneak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Common Villain Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Arch-Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Assassins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Conquerors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Cultists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Mobsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Overlords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Thieves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Supervillain Complications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Casting Supervillains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135

20 Adventures 136
Schemes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Altering Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Blackmail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Conquest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Counterfeiting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Destruction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Extortion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Frame-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Impersonation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Kidnapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Murder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Theft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Time Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Lairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Typical things for a Lair to have . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Preparing for an Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Review Complications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Devise A Scheme . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Decide On Villains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Sketch Out Locales . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Invent Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Fill In Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Plot Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147

IV Appendices 148
A Random Character Generation 149
Theme . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150

B Tables 162
16
Contents

C Options Summary 167

D How To Be A Good Player 169

Index 172

17
Part I

Creating A Superhero

18
Chapter 1

Steps To Creating A Superhero

Before You Begin: Scope and to try different power levels as a change of
pace might consider creating new charac-
Tone ters in the same setting but at the desired
Scope, and returning to the lower-powered
Before you actually start creating super-
characters when they feel like more down-
heroes, you need to make some decisions
to-Earth adventures, rather than ramping up
about the kind of superhero game you want
the original characters with newly discov-
to play. The GM and the players should col-
ered powers, symbiotic alien tech, and the
lectively decide on the Scope for the adven-
like.
tures, and the Tone that the game will take.
Is the group going to be a team of vigilantes
protecting a neighborhood or city from or- Scopes
ganized crime, or guardians of an entire
galaxy fighting a war against extra-galactic 1. Normal An average person, a non-
invaders, or likely something in between? Will combatant.
the players be paragons of virtue in a world
where Good always ultimately triumphs over 2. Agent You are part of a large group that
Evil, anti-heroes barely distinguishable from provides support, missions, and trans-
the villains in a world where power corrupts portation. While you rarely make a cru-
and absolute power corrupts absolutely, or cial difference individually, your group
somewhere in the middle? works for larger aims. Organizations can
themselves vary in Scope and power-
Scope level, but most of their operatives will still
be at the agent power-level, whether
Scope describes how powerful the heroes they are the local police department
are and how large an area their typical or a world-conquering conspiracy. The
adventures take place within. While cam- differences will be in the number of
paigns may eventually transcend the original agents, the equipment provided to the
Scope, you should pick a Scope at the start agents, and the number and level of
that will be satisfactory to play for quite some higher-powered officers and specialists
time. Its relatively rare in superhero comics that work alongside them. Examples: Po-
for characters to level up and significantly lice forces, army, S.H.I.E.L.D.
change their Scope for more than a story
arc...and when they do its often followed by 3. Street-level You do not have reliable in-
a reduction back down to a scope closer tel or transportation, so you need to plan
to the heros roots when the new, more ahead to be in the right place to in-
global or cosmic scope turns out not to be as fluence events. Thus, your missions are
entertaining as it sounded. Groups that want usually chosen to suit your talents and
19
1. S TEPS TO C REATING A S UPERHERO

centered on individuals, rather than re- these events. Your actions routinely af-
sponding to crises. A climactic adven- fect the lives of hundreds of thousands,
ture could decisively affect the lives of and a climactic adventure could affect
dozens of people. Examples: Punisher, the lives of millions or even hundreds of
Catwoman. millions. Examples: Avengers, Iron Man.

4. Neighborhood You operate mainly in a 8. Global You operate throughout the


city district or equivalent area, such as a world. You have ways of learning about
small to medium-sized town. You have major events anywhere in the world, and
ways of learning about major events in reliable transportation that allows you to
your district, and reliable transportation respond quickly to these events. Your ac-
that allows you to respond quickly to tions routinely affect the lives of millions,
these events. Your actions routinely af- and a climactic adventure could af-
fect the lives of dozens, and a climac- fect the lives of everyone on the planet.
tic adventure could affect the lives of Examples: Wonder Woman, Captain
hundreds or even thousands. Exam- Atom.
ples: Daredevil, Luke Cage, Nightwing,
Golden Age Sandman. 9. Interplanetary Your operations fre-
quently go beyond this world. You
5. City You operate mainly in a major represent your home-world in the eyes
metropolis. You have ways of learning of many alien races. You have ways of
about major events in your city, and re- learning about major events on other
liable transportation that allows you to worlds and transportation that allows
respond quickly to these events. Your you to reach other worlds in a rea-
actions routinely affect the lives of hun- sonable amount of time. Your actions
dreds, and a climactic adventure could routinely affect the lives of hundreds
affect the lives of thousands or even tens of millions of sentient beings, and a
of thousands. Examples: Spider-man, climactic adventure could affect the
Batman, Starman, Birds of Prey. destiny of a world or even a dozen
worlds. Examples: Thor, Adam Strange,
6. Regional You operate mainly in a geo- Fantastic Four, some Green Lanterns, Dr.
graphical area, such as a group of US Strange, Adam Warlock, the Guardians
States (e.g., New England), a large US of the Galaxy.
State (e.g., California) or a moderate-
sized country (e.g., the Netherlands). 10. Interstellar Your operate over many
You have ways of learning about ma- worlds. You may represent a federa-
jor events in your region, and reliable tion or other group of many planets.
transportation that allows you to respond You have ways of learning about major
quickly to these events. Your actions events throughout your jurisdiction and
routinely affect the lives of thousands, transportation sufficient to reach them
and a climactic adventure could affect effectively. Your actions routinely affect
the lives of hundreds of thousands or entire worlds, and an climactic adven-
even millions. Examples: West Coast ture could affect the destiny of an en-
Avengers, X-Men, Teen Titans. tire interstellar civilization. Examples: The
Legion of Superheroes, the Darkstars, the
7. National You operate throughout a large Shiar Imperial Guard, the Jedi Knights.
country (e.g., USA) or continent (e.g., Eu-
rope or Australia). You have ways of 11. Galactic Your operations extend into
learning about major events anywhere most of the known worlds. You are in-
in this area, and reliable transportation dividually considered a power on the
that allows you to respond quickly to same level as an entire alien race, that
20
Before You Begin: Scope and Tone

must be accounted for in any issue of those examples are things that the Flash has
Interplanetary politics. Your actions rou- been able to do at some point in his ca-
tinely affect entire interstellar civilizations, reer), and Kapow! is emphatically not about
and a climactic adventure could affect detailing all the possible uses of a Power
the destinies of hundreds or even thou- before play begins, but its helpful to have
sands of worlds. Examples: Darkseid, some idea at the outset of just how fast-and-
New Gods, Guardians of Oa, Superman, loose players are expected to play with the
Silver Surfer, Galactus. physics of superpowers.
It doesnt matter very much what tone you
12. Cosmic There is no bound to the scope choose, as long as everybody playing is on
of your operations. No one has mea- the same page. Disagreements over the
sured the extent of your abilities, and you tone of the campaign can wreck it; when
are nigh omniscient and omnipresent. one player is aiming for goofy Saturday-
Your actions routinely affect dozens of morning cartoon style with a radioactive
worlds, and could conceivably change martial arts amphibian, and another is a
all of reality. Examples: Eternity, the Mon- leather-clad urban vigilante just this side of
itor. being a serial killer somethings got to give.
Even if the players are nominally on the same
Note that the example levels arent intended page with the style of character, the Primary
to be binding; they are meant to give a Rule of having to make sure that your ac-
rough guide. If youd think youd like to run a tions sound like a comic places emphasis on
Daredevil-like acrobat and martial artist who having at least rough agreement as to what
protects an entire city instead of a neighbor- kind of comic. While its theoretically possible
hood, go ahead and set the campaign at that because of the way that players are in
City Scope instead of Neighborhood. charge of their own rulings about the plau-
sibility of their actions you could have play-
Tone ers with wildly different takes playing side-by-
side, in practice it tends to reduce every-
Tone is probably the single most important bodys satisfaction. If one player is trying to
thing to decide upon about a superhero stick to real-world martial arts as much as
campaign. Will the campaign be straight? possible while another takes his cue from the
Grim? Serious with occasional humor? most over-the-top Hong Kong action movies
Tongue-in-cheek? Outright camp? The the result wont tend to feel like either.
superhero genre lends itself to treatments One useful way to approach this is to pick
from Captain Carrot and the Zoo Crew to a comic or movie, or an era, and say the
Watchmen, and on out the other side with tone will be like that. As long as every-
something like Warren Ellis Ruins (so grim its body is familiar with the source it can be very
back to being silly). Even the same hero quick and reliable to say the tone is like early
can be treated with many different tones Spider-Man, Silver Age DC Comics, Dark
throughout his career: just look at the various Knight movie Batman, the TV show Heroes,
handling of Batman. and so on. That doesnt have to mean its
How plausible do superpower stunts have set in those settings, though it could, but it
to be? If you can run super-fast, does that does set the expectations for things like lev-
mean you can run up the sides of buildings? els of violence, humor, plausibility of physi-
Across the surface of water? Over the tops cal stunts, just how reality-bending do super-
of clouds? Vibrate so your molecules pass Powers get, and so forth.
straight through solid objects? Spin up into While Kapow! has no actual rules for death
the air with your arms outstretched like a heli- and dying, it can be used for Grim n Gritty
copter? Spin around and create a tornado? play just by adjusting your expectations of
Theres no right or wrong answer (and all of what logically follows according to the Pri-
21
1. S TEPS TO C REATING A S UPERHERO

mary Rule. In most superhero campaigns


throwing a car at an opponent is all in good
fun; in a Grim n Gritty campaign doing so
should be assumed to kill any occupants and
possibly some bystanders. A Saturday Morn-
ing Cartoon feel can be achieved by taking
time to describe the pilots of the jet planes
all parachuting to safety after the villain fires
his missiles at them.

Quick Start Hero


Heres the shortest way to make up a Kapow!
character:

1. Think of what kind of character youd


want to play that fits the Scope and
Tone.

2. Pick the closest match to that character


in the sample character list.

3. Keep all the numerical values of that


sample character. For each descriptive
phrase on the sample character sheet,
replace it with a phrase of the same gen-
eral category that describes the charac-
ter you have in mind. For each Power,
decide whether its Automatic (happens
reflexively) or Active (takes an Action to
use).

Example Characters
The following pages contain character
sheets for example Kapow! Characters. Ad-
ditional blank character sheets, formatted
specifically for the templates, are in the Ap-
pendix. Theyre also available as a separate
PDF form to make it easy to fill out and print
off.

22
1. S TEPS TO C REATING A S UPERHERO

Creating a Superhero and differentiate it from other characters


with that Template and concept.
Step-by-Step
4. Adjust Powers You can adjust your abil-
If you want to create a custom Kapow! ities further by reducing the effective-
superhero, here are the steps: ness of the Power in order to increase
its Level or take some Advantages on
1. Choose a Concept it. Every Small Disadvantage you put on
2. Pick a Template and Describe Powers the Power gives you one Boost to spend
3. Spend Boosts on Advantages for that Power or to raise
4. Adjust Powers. its Level; every Big Disadvantage gives
5. Come up with Complications you two Boosts. Similarly, for each Level
6. Flesh Out the Details you lower the Power you get an addi-
tional Boost to spend on that Power. You
cant trade Boosts from one Power to
1. Choose a Concept Pick a concept and spend on another. Modifying a Power
a name for your hero. Dark urban this way doesnt affect how many total
avenger? Master of the mystic arts? Be- Boosts you have, so doesnt change how
ing of living flame? This is the most im- much XP you need for a new Boost.; you
portant step, and one where you might can also choose whether to swap the
want to consult the other players and the numbers around and whether to apply
GM to coordinate the tone and kinds of Advantages and Disadvantages to your
heroes you all want to play. Powers to further customize them.
2. Pick a Template and Describe Powers Su- 5. Come up with Complications Every
perheroes in Kapow! can be built ac- superhero has things that complicate
cording to four templates: Standard, life and the pursuit of justice. Perhaps
Powerhouse, Jack of All Trades, and Min- radioactive debris from your exploded
imal. Templates determine the number planet poses a deadly threat to you, or
and strength of your heros powers and maybe your sweet old Aunt Petunia has
your heros starting Attributes, so its up to a weak heart and it would kill her to
you whether youd like to play a power- find out you were secretly that dreadful
ful specialist, a weaker generalist, a bal- Arachno-Man. Choose Complications
ance between the two, or start com- that will provide conflict for your char-
pletely from scratch. Fill in the Template acter, or make the conflicts that much
with the individual Powers that best de- more interesting. Complications are one
scribe your superhero. Power names and of the ways you inform the GM of the
descriptions are free-form; the rules gov- kinds of things youd like to see happen
ern how theyre employed, but its up to to your character during play.
you to determine what they are, what
they look like, and to a large extent how 6. Flesh Out the Details Finish by fleshing out
they can be used, limited by common out other things about the back-story,
sense and comic-book conventions. Fire psychology, and appearance of your
Blast and Super Strength will play very dif- hero. Record the heros Background,
ferently, even if theyre rated identically Origin, Drive, Appearance, and Battle-
in terms of numbers. cry.

3. Spend Boosts Every Template comes Each of these steps will be covered in more
with three Boosts to spend on cus- detail in the following chapters.
tomizing the character. Spend your
three Boosts to improve your character
26
Chapter 2

Concept

Concept is what makes your superhero more concept is that in almost all superhero cam-
than just a grab-bag of powers. Concept is paigns, you are going to be playing as part
the most important thing about your charac- of a team. Generally youll be a mem-
ter, but Kapow! leaves it entirely up to you. ber of a team or organization that is an of-
Since the rules in Kapow! can handle liter- ficially recognized part of the setting, but
ally anything you can imagine as long as you even if youre just a group of superheroes
can describe it, its your choice what your who find themselves thrown together time
character is about. If youre having trou- and again by happenstance, youll still be
ble coming up with a concept, you can use part of a team while you play. When de-
the Random Character Generation charts in ciding on your concept you should bear this
Appendix A. in mind. Not only should you discuss with
Good superheroes tend to have a mem- the other players whether you want to con-
orable concept that ties them together, nect your concepts, perhaps by sharing a
whether its a particular animal such as a common origin or being members of a par-
bat or spider, mastery of an element such ticular organization, you should consider be-
as fire or force such as gravity, or a com- ing more specialized than you would oth-
mon method to the powers such as all com- erwise be if you intended to run the char-
ing from a suit of powered armor or a mag- acter solo and deliberately leaving gaps in
ical ring. Sometimes the concept is more your capabilities that other members of your
defined by characters motivation and ele- team can fill. With this kind of forethought
ments of costume, such as when a patriotic you may be able to increase everybodys
hero dresses in the colors of his countrys flag: fun and guarantee them moments to shine
it doesnt matter much whether there is noth- by giving them specific roles in the team,
ing particularly American, say, about martial such as leader, tactician, information gath-
arts or carrying a shield, or Canadian about erer, diplomat, muscle, hothead, adviser, util-
flight and force fields. ity infielder, and so on. Roles can be defined
Still other combinations, while not being by personality, function in combat, ranks in a
particularly unified or emblematic, are hal- military-style hierarchy, or whatever else the
lowed by long convention in the comics players think might be fun and allow them
such as Super Strength, Invulnerability, and to play off each other in interesting ways.
Flight all going together, with or without laser Think of it like casting a comic-book, or an
beams from the eyes. In the end, its up to ensemble movie or TV show. Differences
each player as to what concept seems to in strengths and weaknesses and a certain
be interesting and cool to play. If that hap- amount of friction between the characters
pens to be a robot-ninja-monkey-cyborg- makes it more interesting.
dinosaur, then on their heads be it.
One thing to consider when choosing a
27
2. C ONCEPT

28
Chapter 3

Templates and Powers

In Kapow!, characters can be built starting


with one of four Templates. Templates rep-
resent an approach to character design,
rather than a particular archetype or char-
acter class, and as the characters progress
they can improve in ways that can blur or
eventually erase distinctions between the
Templates. The Templates are: Standard,
Powerhouse, Jack-of-All-Trades, and Mini-
mal. Any concept can fit into any of the Tem-
plates, and the same Templates apply to all
Scope Levels, though what the numbers next
to the Powers in the Templates represent dif-
fer according to the Scope. See Tablesfor
what Power Levels represent at each Scope.
Powers are given a rating or Power Level
that indicates how powerful they are at that
Scope and what kind of dice they roll for their
effect. For instance Telekinesis 8 (d8, d8) at
Neighborhood Scope would be able to lift a
small car, while at National Scope Telekinesis
8 would be enough to lift a Blue whale. Standard characters have several Powers,
with different applications. If one Power isnt
working, you can try another, or to combine
Standard them in interesting ways. A Standard charac-
ter might have the proportional strength and
leaping ability of a spider, incredible acro-
batic ability, a mysterious danger sense, and
Standard Template web spinners capable of creating lines to
Main Power: 8 (d8, d8) swing on, tying up villains, or even temporar-
4 Other Powers at: 6 (d6, d6) ily blinding them or forming a shield. These
Tough: 2 Powers might not be quite as strong as the
Will: 2 few Powers of the Powerhouse, but the Stan-
Stamina: 2 dard character has a wider range of options
Actions: 2 and as a result will often be able to do more
Boosts to spend: 3 than one thing at a time or combine Powers
for a stronger effect.
29
3. T EMPLATES AND P OWERS

Powerhouse

Powerhouse Template
2 Powers at: 8 (d8, d8)
1 Power at: 6 (d6, d6)
Tough: 2
Will: 2
Stamina: 2
Actions: 2
Boosts to spend: 3

The Powerhouse is a specialist, with a small


number of very strong Powers, but not much
versatility. The Powerhouse might have a
Ultra-Flexible Power capable of doing many
different things, such as Green Lanterns ring,
but that will tend to be the characters only
strong Power; if the character encounters
something the Power isnt good for, the Pow-
erhouse doesnt have other Powers to fall
back upon, and small number of powers
means the Powerhouse generally can only
do one or two things at a time even if she
has Actions to spare.

30
Choosing A Template

Jack-of-All-Trades use her many powers, or one that can hit


tremendously hard but has a glass jaw and
gets Out every fight.
Jack of All Trades Template
5 Powers at: 6 (d6, 6) Choosing A Template
2 Utility Powers at: 5 (d6, d4)
Tough: 2 Any character concept can be thought of in
Will: 2 terms of any of the Templates, though some
Stamina: 2 might seem a more natural fit than others.
Actions: 3 Templates matter more in terms of how you
Boosts to spend: 3 see yourself playing the character than in
the characters archetype or power-levels. A
Powered Armor character could be a Pow-
The Jack-of-All-Trades carries versatility and
erhouse of Super Strength, Armor, and Flight;
utility to the ultimate. The Jack-of-All-Trades
a Standard character of Super-Strength, Ar-
has no single dominant Power, but a wide
mor, Flight, Sensors and Energy Beams; or a
variety of Powers that are useful in various
Jack-of-All-Trades with all of the previous plus
situations. Frequently, the Jack-of-All-Trades
Life Support and Gadgeteering.
doesnt even have a fixed set of Powers, but
Even a character which would most natu-
can cobble them together on the fly with
rally fit the Powerhouse Template, such as a
gadgetry or magic to fit the current situation
super strong character with Super-Strength,
and can almost always do multiple things at
Invulnerability, and, say, Leaping could be
the same time, and combine their Powers for
conceived of instead in terms of the other
greater effect.
Templates. E.g., a Standard Template by
adding additional Powers such as Iron Hide,
Minimal Regeneration, or Bellow, or even stretched
into Jack-of-All-Trades by adding all those
and Keen Senses or Super Breath, or divid-
ing up the Super Strength into smaller su-
Minimal Template perpowers such as Hand Clap, Hurl Object,
Tough: 1 Smash, which could each have different Ad-
Will: 1 vantages and Disadvantages... or even just
Stamina: 1 listing the Super-Strength Power repeatedly
Actions: 1 to allow the character to take more than
Boosts to spend: 14 (still treated as 3 for one Super-Strength Action per Round.
character advancement)

The Minimal template is the ultimate in cus-


tomizability; it doesnt even start with a single
Power. Instead you customize it completely
according to the rules for Spending Boosts; it
starts with 14 Boosts to spend instead of the
usual 3. For purposes of advancement, it is
still treated as starting with 3 Boosts (that is, it
costs 3 XP for the next Boost). Note that un-
like the other Templates, theres no guaran-
tee that characters using this template are
balanced or playable; e.g. its possible to
create a character with too few Actions to
31
3. T EMPLATES AND P OWERS

Examples: require an Action to use, and may not be


used more than once per Round, regard-
less of how many Actions the character has;
Arachno-Man using Powerhouse Automatic Powers dont take an Action to
Template use and may be used over and over, but
Arachno-Strength 8 (d8, d8) the circumstances that activate them must
Danger Sense 8 (d8, d8) - Automatic be defined as part of the power descrip-
Defense tion. Powers may also take Advantages and
Swinging 6 (d6, d6) - Movement Power Disadvantages that change the way they
Boosts left to spend: 3 work. Its permissible to take the same Power
more than once in order to be able to use
it more than once per Round. For instance
you can define two slots in your Template as
Arachno-Man using Standard
being Force Fields: one an Automatic De-
Template fense, and the other an Active power; you
Arachno-Strength 8 (d8, d8) dont have to give them different names if
Danger Sense 6 (d6, d6) - Automatic you dont wish to, though it might help you
Defense keep track.
Swinging 6 (d6, d6) - Movement Power In Kapow!, the description of the Power is
Webs 6 (d6, d6) the Power, so the most important thing about
Arachno-batics 6 (d6, d6) - Automatic the Power is the name and a description of
Defense what it does. This can be as simple or elab-
Boosts left to spend: 3 orate as you like, but should give you a clear
way to picture what is and isnt sensible for
the Power to do. Its particularly important
Arachno-Man using Jack-Of-All- that you have a clear idea of what the lim-
itations of the Power are, since nobody likes
Trades Template
stories or games where the hero can solve
Arachno-Strength 6 (d6, d6)
all of his problems with a wave of his hand.
Danger Sense 6 (d6, d6) - Automatic
Kapow! leaves it up to the player whether
Defense
a use of a Power is valid or not, so make
Swinging 6 (d6, d6) - Movement Power
sure you build some limits into your Power.
Webs 6 (d6, d6)
A specific list of uses isnt important; whats
Arachno-batics 6 (d6, d6)
needed is a concept that lets you decide
Arachno-Tracer 5 (d6, d4) - Utility Power
whats plausible as situations crop up during
Arachno-Camera 5 (d6, d4) - Utility
the game. Your description can be anything
Power
you like, but it should guide you when mak-
Boosts left to spend: 3
ing decisions about how and when you can
use your Power.
If your Power is Flame Blast, then if you
Describing Powers find yourself fighting under water or in a vac-
uum, you should reason that it oughtnt work
Once youve picked a Template, you then under those circumstances and refrain from
fill out the Template with specific Powers ac- using it. Similarly it might be dangerous to
cording to your characters concept. There use near flammable objects or innocent by-
are four types of Powers: Regular Powers, standers, and it wouldnt make sense for you
Movement Powers, Utility Powers, and Minor to be able to pick up or manipulate objects
Powers. In addition every Power must be ei- with it. On the other hand it would make
ther Active or Automatic; you choose which sense for you to be able to light up a dark
when you define the power. Active Powers room if you find yourself needing to do so, or
32
Describing Powers

since you couldnt use the suits strength or


armor in the same Round that you fired the
missiles. Similarly, you might have a Magic
Sword that in addition to its obvious use as
a sword can fire an energy blast, or perhaps
fly from your hand and return. Such a de-
scription wouldnt necessarily require taking
the Flexible Advantage, as long as the ad-
ditional uses fall squarely within the usual at-
tack/defense and possibly movement roles
of the Power.

Absolute Power!
In Kapow! typically your powers are scaled
to provide warmth if caught in a blizzard. to your Scope, so a hero at the Street Scope
If you describe your Power as Soul Flames who has Invulnerability as a power would
that burn evil-doers souls then theres no expect it to be effective against weapons
reason it shouldnt work under water, but you and powers at that Scope, such as baseball
wont be able to light things on fire with it; bats, chains, or perhaps pistols, but not ver-
you might still be able to light up a room, and sus things such as bazookas, laser beams, or
you could blast a villain holding a hostage nuclear weapons.
secure in the knowledge that if the hostage However, when we say that your power
is innocent the flames wont harm them. By can be anything you like, we really mean it.
the same token, though, if a hero is tricked If your Street Scope superhero with Invulner-
into fighting you, your flames wont affect ability as a defense describes it as being im-
him either. pervious to any physical harm, you can play
If a Power has an especially wide range of it as equally impervious to bazooka shells,
applications, particularly if you can use it not cruise missiles, or nuclear explosions provided
only as an attack and defense, but also to that the game mechanics in terms of what
move things around, manipulate them, influ- to roll and how to interpret the results still
ence their actions and so forth you should govern whether an attack can hinder you
take the Flexible Advantage on the Power; or even remove you from combat temporar-
if the Power is so versatile that its harder to ily. If the bazooka shell cant actually harm
rule uses out than come up with new uses, you, it should still be capable of knocking
such as for something like Sorcery, then the you back through a wall and burying you in
Ultra-Flexible Advantage applies. enough rubble that it will take you time to
A single Power may actually have multiple dig yourself out if the villain scores an Out
aspects, depending on the description. The against your Invulnerability. It is up to you
key is to make the description of the Power fit to make this work, by being flexible in how
into a conceptually and stylistically coherent you interpret being hindered or KO-ed by a
whole. If you have a suit of Powered Armor power that succeeds in damaging you. If
that increases your strength, provides you the thug with the pistol rolls an Out despite
protection and life support, and has mini- your Invulnerability, there needs to be a plau-
missiles one the shoulders and a blaster built sible reason that youre temporarily out-of-
into the chest, that can all be part of the de- combat...perhaps the bullet ricocheted off
scription of one single Power. The limitation you and hit a by-stander and you have to
that you can only use a given Power once take time to rush them to the hospital. The
in a Round is sufficient to prevent this kind of GM will probably suggest something; if you
Swiss-Army-knife Power from being abusive, dont feel that fits with how your power is sup-
33
3. T EMPLATES AND P OWERS

posed to work, you can come up with a rea- 6. Unusual or heightened senses, or the abil-
son that you find more plausible, but youre ity to heal others or repair gear are common
not free to insist that there arent any circum- Utility Powers.
stances that you would accept as in keep-
ing with the Primary Rule that would incon- Minor Powers
venience your hero.
Minor powers are weak enough that you can
have as many as you want to fill out your
Types of Powers character. Write down as many as you like
under Background; dont fill out a Level, they
The four types Powers are Regular, Move- always roll the same as the Default Skill (PL 4).
ment, Utility, and Minor. Each Power is also Minor Powers cant be combined with any
either Active or Automatic. Since Automatic other powers, not even other Minor Powers.
Powers are rarer, generally you dont bother
to specify unless the Power is Automatic.
Active or Automatic
All Powers can be either Active or Automatic.
Regular Powers
If theyre Active theyll require an Action to
Regular powers can do anything you imag- use; if theyre Automatic they dont, but you
ine; just write down a name for the power in must define the circumstances where they
that section of the template and a descrip- trigger as part of the power description. In
tion of what it does. Most powers will be Reg- addition, in order to have an attack power
ular Powers. thats Automatic (such as a flaming body
that hurts people if they grab you), you must
take the Automatic Attack Advantage on
Movement Powers the power. (See 4) The most common form
Movement powers are used primarily for of Automatic power is a defense such as ar-
movement and so dont take an Action to mor or acrobatics that protects you from any
use for that purpose unless youre chang- appropriate attack.
ing ranges (chasing somebody or running
away); again you just give it a name and Attributes
write down what it does, plus record that
its a Movement power if that isnt obvious. Attributes in Kapow! are characteristics that
Flight, Running, and Teleportation are com- everybody has, even non-supers. They pri-
mon Movement Powers, but you could have marily represent how much they can resist
something exotic such as a Movement the effects of various Powers. Characters
power thats defined as a network of infor- in Kapow! have four attributes: Toughness,
mants that tells you where you need to be Will, Stamina, and Actions. An ordinary per-
in sufficient time for you to arrive as long as son in the real world would have a score
youre willing to live with the Primary Rule of 1 in each. Since even at the lowest
consequences (e.g. no practical way to jus- Scope each point represents approximately
tify overtaking a fleeing car). 50% more power, very few people in the real
world would have a score greater than 1 or
Utility Powers 2 in any of them.

Utility Powers cant be used for attack or de-


Toughness
fense and are slightly weaker, but you get
two of them for one power slot; fill out two Toughness is how physically durable you are.
slots in the template with the name and a The higher your Toughness, the harder you
description, and write 5 in the level instead of are to put Out with physical attacks.
34
Attributes

Will
Will is how mentally prepared and deter-
mined you are. The higher your Will, the
harder you are to put Out or control with
mental attacks, and the bigger a bonus you
get when making Supreme Effort.

Stamina
Stamina is your endurance. It represents your
ability to push beyond your normal limits, as
well as your resistance to certain unusual
forms of attack such as energy drains. The
higher your Stamina, the harder you are to
put Out with energy drain attacks, and the
more you can exert yourself.

Actions
Actions is the number of things other than
movement and using automatic powers that
you can do during a Round. (Automatic
Powers are used as many times as they apply,
Movement Powers are used once per round
for movement within the current range with-
out spending an Action but take an Action
for any other use.) Using an Active Power
counts as an Action even if you dont end
up rolling the dice, as does manipulating ob-
jects such as opening a door, pressing a big
red destruct button, or calling somebody on
a cell phone. For instance, if you use your Ice
Mastery Power to create a slide to catch a
falling child, you dont ordinarily need to roll
for success, but it does still take one of your
Actions for the Round.
Think of an Action as a single panel in a
comic book, or a single shot in a movie.

35
Chapter 4

Spending Boosts

What Can You Spend Boosts


On?
Buy a new Power at PL 6.
Increase the level of an existing Power by
1.
Increase an Attribute by 1.
Add a Small Advantage to a Power for 1
Boost, or a Big Advantage for 2 Boosts.
Buy a Major Asset (Alternate Form, Com-
panion, Vehicle, Base).
Buy 3 Minor Assets (Perks, Contacts, Fa-
vors, Reputation).

You can also get extra Boosts to spend.


Get 1 Boost for adding a Small Disadvan-
tage to a Power, or 2 Boosts for a Big Dis-
advantage. These Boosts must be spent
on the same Power, either to increase its
Boosts Level or give it an Advantage.
Boosts are experience advances; when you
Get 1 Boost for decreasing an Attribute
get enough XP, you can Boost one of the
by 1.
aspects of your character up to a higher
level or add some new aspect. All the Tem- Get 1 Boost by reducing a Powers Level
plates except the Minimal start with 3 un- by 1. These Boosts must be spent on the
spent Boosts that you can use to further cus- same Power to give it an Advantage.
tomize the Template to your taste. The Mini-
mal Template has 14 Boosts to spend, but no Get 1 Boost by eliminating a Power thats
Boosts already spent; once play begins the at level 6. (E.g. if you started with the
Minimal Template is treated as if it had spent Standard Template, which has 4 Powers
3 Boosts just like the other templates when @ 6, you eliminate one of them and have
it comes to figuring out how much XP you an extra Boost to spend on something
need to get another Boost. else.)
36
Advantages And Disadvantages

New Powers Powers like Life Support or Immunity to Poi-


son would clearly stop the Power altogether,
Base Power Level while still others would depend on how they
were described as being used (e.g., using
The starting Power Level for new powers is Reflexes to jump out of the way, or Con-
6. Whenever you spend a Boost on a new trol Wind to blow it away) and so would
Power, it starts at 6. Its possible to have get to roll for defense. Exotic would be re-
powers below the Base Level for the Scope, quired for something like Psionic Assault, or
whether because youve split one power into Time stop, since its quite difficult to reason
two Utility Powers, youve taken some Minor through whether its at all plausible for Re-
Powers, or youve taken an Advantage on flexes or a Magic Shield to interfere. Note
the Power. that this depends largely on how you choose
to define the Power: if you define it so that
Psionic Assault would have to roll against so
Advantages And simple a thing as dodging with Reflexes or
Disadvantages Acrobatics, or be completely negated by Ar-
mor or Rocky Hide, then you wouldnt need
Advantages are things that make a Power to justify it with the Exotic Advantage.
more useful, and Disadvantages are things (A) indicates a Small Advantage; (AA) in-
that makes it less useful. For instance if a dicates a Big Advantage; a Big Advantage
Power is exceptionally Flexible so that almost is worth two Small Advantages.
anything can be justified according to the
Primary Rule, thats an Advantage; if a Power Area Effect (AA) The Power affects all targets
has a more limited use than normal, for in- (friend or foe) in an area at full Power,
stance it can only be used to defend against without needing to split it. Number af-
cold-based attacks, thats a Disadvantage. fected is limited by the Scope and Pri-
There are both Big and Small Advantages mary Rule.
and Disadvantages (labeled A and a, or D
Automatic Attack (A) The Automatic power
and d), and their effects on a Power are cu-
attacks under certain circumstances de-
mulative. A Small Advantage costs a Boost,
fined when the power is bought, such as
a Big Advantage costs two; a small Disad-
a flaming body that hurts anybody who
vantage saves you a Boost, and a Big Disad-
gets too close.
vantage saves you two.
Lesser Area Effect (A) The Power affects one
Advantages chosen target at full Power, and some
additional nearby targets (friend or foe)
Advantages represent some quality of the at reduced Power (one die each). Num-
Power that makes it even more useful than ber affected is limited by the Scope and
the application of the Primary Rule might im- Primary Rule.
ply, or that the limits of the Power are hard to
figure out by common sense or genre con- Control (AA) an Out with this Power will al-
vention (how much should Sorcery allow you low you to control the actions of the tar-
to do?). Its not intended that you take Ad- get until the Out is broken. Each new
vantages on a Power just to represent thing command to the target will cost you one
that would naturally follow from application Action, but not count as your use of the
of the Primary Rule. For instance, if you have Power for the Turn. Merely Hindering the
a Sleep Gas Power it isnt necessary to take target with a Control Power will let you
Exotic even though its implied that some- force the target to take a single Action
thing like a Shield or Tough Hide wouldnt be in the targets Turn; this will use one of the
useful as a defense. Other fairly common targets Actions and one of the targets
37
4. S PENDING B OOSTS

Powers (if required) before the target re- the power completely. You may have
gains control; if the target is Hindered by only one Exotic Power, unless all your Ex-
some previous attack, he or she will not otic Powers are negated by the same cir-
break free of the Hindrance first unless cumstances.
thats the command, instead the Action
commanded will be taken while still Hin- Flexible (A) The Power can justify a wide
dered. Control automatically makes a range of effects (e.g., electro-magnetic
Power be vs. Will unless an Advantage Powers). Whether a Power should be
is taken to make it act on Stamina in- counted as Flexible or not is up to the
stead; a control Power that acts against player; generally a Power thats mostly
Toughness would be a Small Advantage used for attacking or defending, with oc-
instead of a Big one. You may not order casional use for extra things that directly
a target to attack himself unless youve follow from its nature (such as a lightning
scored an Out with the control Power, bolt short-circuiting electronics) doesnt
and if you do, it will automatically trans- need the Flexible Advantage even if it
form the Control Out into an ordinary can take many forms, such as a light-
Out. ning bolt, a ball of lightning, grabbing
someone to shock them, and so on; a
Delayed (A) the effect of the Power doesnt Power thats intended to be used to do
occur until either a specified event or many things beside simple attack and
a certain amount of time has elapsed. defense, such as picking up objects,
You could use this Advantage to cre- holding things, fencing them off, gather-
ate a bomb, or set a trip-wire, or use ing or concealing information, and the
a Power with the Control Advantage to like should be given the Flexible Advan-
give somebody a post-hypnotic sugges- tage.
tion (though in the latter case you would Ultra-Flexible (AA) The Power can justify al-
need the Subtle Advantage as well or most any effect (e.g., sorcery); you must
the target would know about it). still choose some things that are beyond
its capabilities. Ultra-Flexible is like Flex-
Exotic (AA) An Exotic attack cant be de- ible, but with even more applications.
fended against by ordinary Powers, so Where a Flexible Power might be one
targets use the Default Skill instead. E.g., that can pick up or push things in addi-
A mystic curse or psychic bolt cant be tion to attack and defense, or can cre-
usually be stopped by armor or a force- ate an illusion in addition to attack and
field. Exotic attacks must define a fairly defense, an Ultra-Flexible Power is one
broad class of circumstances that auto- that could do all those and more. A typ-
matically negate them (e.g., any mag- ical Ultra-Flexible Power is one where it is
ical defense, any unusual metabolism, harder to think of things that it shouldnt
Powers being based on technology, be- be permitted to do rather than things
ing a non-magical creature, etc). In that it should.
addition, Defenses which are Flexible or
Ultra-Flexible should get their normal roll Hardened (A) The Power is difficult to target
unless theres clearly no way they could when trying to specifically Disable that
help. Things like poison gas or blinding Power: the attacker only uses one die
flashes of light are not Exotic, in and of when trying to Disable. Hardened Pow-
themselves, because ordinary Powers or ers must still have at least one weakness
even minor Powers (such as having Life that would allow them to be attacked
Support built into your suit, or Lightning normally, defined when the Hardened
Reflexes to close your eyes) could jus- Advantage is taken, e.g., weak against
tify a defense roll if they dont negate electrical attacks or has a big cable
38
Advantages And Disadvantages

which can be attacked. Note that any Versus Will or Versus Stamina (A) The Power
Power must be able to take advantage is compared to either Will or Stamina
of the weakness with the proper Primary (decided when the Power is purchased)
Rule justification. for its effects instead of the usual com-
parison to Toughness. This does not make
Ultra-Hardened (AA) The Power can only be the Power Exotic, so targets get their nor-
targeted by any Powers with the Dis- mal appropriate defensive Power. For
abling Only Disadvantage and by Pow- instance, if the Power was a Sleep Gas
ers taking advantage of a weakness de- Grenade with Versus Stamina, the target
fined when the Ultra-Hardened Advan- would still be able to use a Power such as
tage is taken, as with Hardened. Acrobatics or Force Field to avoid the ef-
Ongoing (AA) The Power will remain in ef- fects (presumably by jumping out of the
fect, continuing to damage the target, way or causing the grenade to bounce).
as long as you spend 1 Action per turn, Any single Power can only be against
without needing to re-roll. Ongoing Pow- one Attribute; if you wish to be able
ers may be used again for another at- to target Will some times and Stamina
tack/effect even while the first is still on- or Toughness other times, you must take
going, as long as you have enough Ac- those as separate Powers, even if they
tions. have the same basic explanation.

Piercing (A) The Power affects Hardened A Note On Flexibility


Powers normally; normal Powers use the
lower of their dice when defending. Unlike some of the other Advantages, Flex-
ible and Ultra-Flexible advantages arent
Ultra-Piercing (AA) The Power affects Ultra- very sharply defined. Even having a Power
Hardened Powers normally; Hardened that represented a variety of equivalent at-
and normal Powers use the lower of their tacks that differ in such minor things as
dice when defending. whether theyre melee or ranged or the ex-
Reflection (A or D) when applied to an Au- act flavor of damage, such as being armed
tomatic Defense is an (A) and auto- with a sword and a bow, or having a suit that
matically counter-attacks without cost- has wrist-blasters, laser eye-beams, and a
ing an Action; when applied to a Reg- chest cannon doesnt really make the Power
ular Power is a (D) and takes an Ac- much more Flexible as long as conceptually
tion but can only be used against some- the powers do the same sorts of things, such
body who just attacked you. The Power as damage targets.
is treated as attacking with the lesser of Its when the Power can be either be al-
the Power Level of the incoming Power or tered on the fly or has a number of com-
the Power itself. In either case, the Power pletely distinct uses so that it can take ad-
is rolled both as a defense and an attack vantage of the Primary Rule to do a wide
in the same turn (this is an exception to variety of different things that it becomes an
the rule that a Power can only be used issue. For instance, since a sword and a gun
once in a turn). would in general both be straightforward at-
tacks (kinetic energy, even) theres no need
Subtle (AA) Its not obvious that the Power to apply the Flexible Advantage to a Power
is being used, unless you have a Power that represents having both. On the other
that grants you appropriate senses. hand, if your Power is a sword that can switch
Telepathy or Mind Control are typical between cutting physically and lifting things
Powers that benefit from this Advantage, via gravitational force or generating illusions
but it could apply to something more of scary monsters, that probably should be
prosaic, like an invisible Sleep gas. given the Flexible Advantage to make up for
39
4. S PENDING B OOSTS

being able to use the power in an especially stead, or in addition. Flexibility is meant to
wide set of circumstances. Similarly if your give you more options in how you describe
power is a utility belt that contains a bunch using your power and the tasks it can apply
of different things such as handcuffs, lock- to, not just a straight mechanical advantage
picks, listening devices, a cutting torch, and in knocking foes out.
a flash-bang grenade, that would be repre- In any event, Flexibility has no bearing on
sented by the Flexible Advantage. whether a Power goes against Toughness,
Generally with the Flexible Advantage you Stamina, or Will. Even an Ultra-Flexible Power
should be able to define what it does in ad- must take the additional Advantage vs. Will
vance, and should limit yourself to no more or vs. Stamina if you want it to go against one
than the Power Level in different aspects at of those instead of Toughness, and no Power
once, so the aforementioned Utility Belt with can ever switch between them. A charac-
five tricks would require PL 5. That doesnt ter who wants to be able to attack against
preclude using the Primary Rule to come up Toughness sometimes and Will at other times
with new clever uses for, say, handcuffs, but it must take two different Powers, even if they
should preclude suddenly discovering a new have the same basic explanation (e.g., Sor-
device thats just what you need for the sit- cery).
uation in there. If it makes sense, you are Whether to represent several different
free to change the list of what your Flexible things that you can do as a single Power with
Power does (e.g. what tricks you are carry- the Flexible Advantage or take several differ-
ing in your utility belt) between adventures, ent Powers is a matter of style. Since you can
or if you return to your base. only use a Power once per Round, if you en-
Ultra-Flexible powers, on the other hand, vision using it two different ways in the same
represent those that have uses too numer- Round, or it seems implausible to you that us-
ous to list out in advance, or that can be ing say, your powered armors chest beam
reconfigured on the fly by the hero. With should preclude you using its life-support at
a utility belt using the Ultra-Flexible advan- the same time, you should take the powers
tage, you are allowed to just discover separately.
that youve packed away a can of aerosol
shark-repellant for just this occasion, or (in a
more serious vein) that you have the chem- Disadvantages
icals needed to whip something like that up
on a moments notice. With Ultra-Flexible Disadvantages represent some limitation
powers you should be scrupulous in defin- that makes the Power less useful than the
ing in advance categories of things that Primary Rule would otherwise allow. It is
the power cannot do. Generally the Ultra- not intended that you place Disadvantages
Flexible Power should have either one small on Powers merely to represent the limita-
restriction per PL above 6 (such as cant tions that such a Power would naturally have
affect targets with a completely inhuman given the Primary Rule. For instance, even
metabolism) or half that many large restric- though fire requires oxygen and can only
tions (such as cant affect inanimate objects, burn flammable materials, you wouldnt take
or targets with no mind). More powerful Ultra- Limited to represent it not working without
Flexible powers thus are more restricted, but oxygen, or not harming things that arent
theyre much more dangerous because they flammable unless the intent was to make
can be tailored to the immediate situation. it even more vulnerable to those circum-
Flexibility should not be used just to have stances than you would assume such as re-
a bunch of different attacks to tailor them to quiring high concentrations of oxygen as
bypass the targets defenses; if you wish to from a tank of compressed oxygen, or only
have a Power that is particularly hard to de- capable of damaging things at all if they are
fend against, take the Exotic advantage in- as easily combustible as, say, paper.
40
Advantages And Disadvantages

(D) indicates a Small Disadvantage; (DD) is Delayed (D) The Power goes off one turn af-
a Big Disadvantage; Big Disadvantages are ter the Action is spent.
worth two Small Disadvantages.
Disabling Only (DD) The Power can only
Absorption (D) The Power must be used as a be used to Disable other Powers (e.g.,
defense each time before it can be used a Power that drained mutant Powers).
for any other purposes; in other words Powers that are Disabling Only can be
you must use it to absorb an incoming used to disable Automatic Defenses.
attack in order to Power it up.
Easily Disabled (D) The Power is easy to dis-
Automatic Can Be Disabled (D) Automatic able; when targeted, it defends itself
Defenses normally are only reduced to with only one die. Captain Patriots
a single die when Disabled (how do shield is easier to take away or interfere
you render somebodys rocky skin com- with than the Living Flames Fire Blasts, so
pletely ineffective?), but this Power can he takes it as Easily Disabled. You can
be interfered with as if it were a Regular take both Easily Disabled and Automatic
Power instead; e.g., if Captain Patriot Can be Disabled, in which case not only
took his Shield as an Automatic Defense could the power be Disabled, it would
(so he can use it to defend without only defend against attempts to disable
having to spend an Action), ordinarily it with a single die.
attackers couldnt totally Disable it at Erratic (D) The Power does nothing when you
all. Since that doesnt make complete roll a Mishap.
sense (if they physically take it away,
how would he still defend with it?) he Very Erratic (DD) The Power does nothing
takes as Automatic Can Be Disabled when you roll an odd number on the
meaning when somebody attempts lower or only die.
to Disable they treat it as if it were a
Fragile (D) The Power is hard to repair once
Regular Power.
disabled; when an attempt is made to
Burn Out (DD) If you roll a Mishap the Power disable it, a Hinder counts as Out, and
works this time but burns out and cant a roll of Out means that the Power cant
be used again; restoring the Power can be repaired without spending hours out-
only be done by application of some side of combat, possibly at a base or lab
suitable other Power or being out of with special tools.
combat for three Turns (e.g., by using Very Fragile (DD) The Power is so hard to re-
Gadgeteering to fix Powered Armor, or pair once disabled that when an at-
by returning to your base to repair it). tempt is made to disable it, a Hinder
counts as the Power being unable to be
Can Be Hindered (DD) Automatic Powers
repaired without spending hours outside
are normally not affected by Hindering,
of combat, and Out means the Power
but this Power is. Reduce it to one die
cant be repaired except by going on
when you are Hindered.
an adventure to restore it, or spending
Combination Difficult (D) Cannot be com- 1 XP.
bined with your own Powers.
Frequent Mishaps (D) The Power is subject
Combination Impossible (DD) Cannot be to Mishaps even in situations that dont
combined with any other Powers. require a roll for success. Every time
you use the power you must roll for a
Combine Self-Only (D) The Power can only Mishap. This Disadvantage is taken on
be combined with your own Powers, not top of one of the other Disadvantages
another heros Powers. that can have a Mishap.
41
4. S PENDING B OOSTS

Limited (D) The Power can only be used Mishap


when certain conditions are met, which
Some Disadvantages such as Erratic or Side-
should occur about half the time or
Effects only trigger when the hero rolls a
when you cant control the circum-
Mishap on an attempt to use the power.
stances. E.g., a Power that only works
Mishaps never occur outside the context of
when you have both hands free, or
these Disadvantages, so most of the time
an Automatic Defense that only works
you dont have to consider it. Mishaps dont
against impact attacks (being punched,
occur if the use of the power doesnt re-
hit with flying buildings, and so on, but
quire a roll, unless the hero has the Frequent
not lasers, fire, and the like).
Mishaps Disadvantage.
Very Limited (DD) The Power can only be If the power has such a Disadvantage then
used when certain rare conditions are if a roll on the power comes up doubles,
met, which should occur during the oc- there is a chance of a Mishap. Roll a d12
casional adventure and not under your to confirm whether theres a Mishap: if you
control. E.g., Power only works under wa- roll less than or equal to the die-size of the
ter in a campaign set on dry land, Power highest die, then a Mishap has occurred and
only works during a full moon, or an Au- the Disadvantage takes effect. E.g. a PL
tomatic Defense that only works against 7 (d6, d4) power has Burn-Out as a Disad-
cold-based attacks. vantage: the player rolls 3, 3 which means
theres a chance of a Mishap. She rolls a d12,
Shots (D or DD) The Power has a fixed and if she gets a 6 or less the power burns
amount of shots that get expended; out. Disadvantages that have a chance of
number of uses can be up to PL for a d or Mishap will occur 1/12 of the time (powers
one half PL D. The hero must take active rolling bigger dice have less chance of dou-
steps, such as returning to base, in order bles, but more chance that doubles are con-
to replenish it. firmed as a Mishap).
Side Effects (DD) Instead of doing nothing If a Power that can have a Mishap has
when you roll a Mishap, something bad been reduced to a single die, such as when
happens, such as hitting an ally, or your- you are Hindered, instead of checking for
self. The GM decides the exact effect doubles roll a d12. On a roll of 12 a Mishap
when the roll occurs. occurs.

Single Action Defense (D) When used as an Alternate Method If players find it simpler
active defense only defends against a they can roll a separate d12 Mishap die
single attack, rather than throughout the whenever they roll a power with such a Dis-
round as normal. advantage, and the Mishap occurs on a
Single Use (DD) The Power can only be used roll of 12, regardless of what the other dice
once per combat. Replenishes auto- show. The odds of Mishap are the same,
matically between combats (at least but it requires rolling more dice since you roll
three consecutive Turns while not using the Mishap die every time and not just when
any Actions). doubles come up.

Slow (D) The Power takes 2 Actions to use.


New Advantages and
Very Slow (DD) The Power takes 3 Actions to Disadvantages
use.
The list of Advantages and Disadvantages
Unpredictable (DD) The effect of the Power is not exhaustive, and you can consult with
is up to the GM, not the player (though it the GM and other players about new ones
still must be beneficial). youd like to add. Before you do, though, you
42
Assets

were Powers, but dont really fit with the


above rules. Major Assets include Alternate
Forms, Companions, Bases, and Vehicles.
Each of these costs one Boost. Minor Assets
include Perks, Contacts, Favors, and Repu-
tation. At character creation you get three
Minor Assets for a single Boost; after charac-
ter creation, additional Minor Assets cost 1 XP
each.
Assets dont count towards your total
Boosts when it comes to figuring out how
many XP you need to get another Boost.

Alternate Forms
Some heroes have Alternate Forms, each
with their own Powers. Examples might be
a vampire hero who can turn into a bat
or a wolf, or members of a team that can
combine into a giant robot. The additional
forms are treated exactly like heroes in their
own right, with their own Templates, Powers,
Advantages and Disadvantages. The addi-
tional forms must also spend one Boost for
each form they can transform into. E.g., if
you had three forms, all three capable of
should consider whether it can be handled changing into one of the others, then all
by one of the existing ones, some of which three forms would have to spend a Boost;
are quite broad, or by a Complication, or just if each form could change into both of the
by applying the Primary Rule given how you others, each form would have to spend two
imagine the Power working. Kapow! discour- Boosts. Thus in return for the versatility, each
ages min-maxing (tweaking characters to form is slightly weaker than normal. When
get the maximum effectiveness for the min- spending XP to improve one of the forms, the
imum drawbacks), so before you add a new number of XP you need for a Boost equals
Advantage or Disadvantage you should re- the number of Boosts that particular form
ally consider whether its necessary to cap- has. Switching between forms requires all
ture the concept of the Power and not just your Actions for the Round. If you are at-
an excuse to be able afford an extra Power tacked while transforming you can still de-
or Advantage or to make the Power useful fend with an Automatic Defense if you have
out of all proportion to its Power Level. One one; if both forms have an appropriate Auto-
quick test is if you wouldnt mind if the vil- matic Defense you defend with the weaker
lains start employing the same Advantage or one. The secondary forms are characters in
Disadvantage on their Powers, its probably their own right, with their own Template and
okay. Boosts to spend.

Companions
Assets
Some heroes have companions, either side-
Assets are certain aspects of superheroes kicks, often a junior version of themselves
that are treated in Kapow! much as if they with a similar origin and powers, or pets,
43
4. S PENDING B OOSTS

whether a saber-toothed tiger, a trained fal-


con, a monkey wearing a mask, or a robotic
dog. Companions are purchased by spend-
ing a Boost on your character. A Compan-
ion is a character in its own right, with a Main
Power, an Automatic Defense, and a Move-
ment Power all at the Power Level 5, and all
Attributes at 1. Companions begin with 3
Boosts to spend.
Companions may also represent a small
group of less powerful characters, such as a
flock of birds, a group of street-urchins, ani-
mated toys, and so on. Such a group gets
treated as a single entity when it comes to
using its powers, and can only do so when
all the members are acting as a team; if cir-
cumstances make that impossible, then treat
the individual members as negligible. E.g. if
youve sent your flock of birds winging over
the city to search out the villains hide-out,
the single bird remaining on your shoulder
can neither attack nor defend if the villains
henchmen catch up to you.
If the companion is a pet how intelligent it
is and how well it understands and commu-
nicates with the hero or with others is entirely
up to the player. Its neither an Advantage
if it can talk nor a Disadvantage if it cant.
One relatively common option is for the mas-
ter to be able to speak the pets language,
understanding its normal noises as if it were
speech while to everybody else it sounds like
any other animal of its type.
When spending XP, you can choose
whether to spend the XP on yourself or your
companion; points spent on your compan-
ion dont increase your heros Boosts. Since
Companions start with 3 Boosts, it will cost 3
XP for the next Boost. Players should gener-
ally run their own companions, though they
may ask the GM or another player to if its
too much of a burden or they want to some-
times be surprised by what the Companion
does.

44
Assets

Vehicles hicle are only used in combat. When out


of combat Vehicles speed is treated dif-
Some heroes have Vehicles that allow them
ferently: any Vehicle can transport a hero
to get around on trips that are too far to be
within the area defined by the campaigns
practical for their personal Movement Power,
Scope swiftly enough to arrive in time to act.
or for when they need to carry teammates or
E.g., if your Scope is City wide, then if you
cargo as well. Some Vehicles are just trans-
get word of a bank robbery going on within
port (such as the X-Mens SR-71 Blackbird),
the city your Vehicle is presumed to be fast
while other Vehicles are practically charac-
enough to arrive while the bank robbery is
ters in their own right (such as some incar-
still in progress.
nations of the Batmobile). Vehicles are pur-
If combat has begun and some of the
chased like Companions, by the hero spend-
heroes arent there, for instance when a hero
ing a Boost, but Vehicles start with only two
is ambushed and summons help, if its at all
Powers: an Automatic Defense, and a Move-
plausible they can use the Vehicle to arrive
ment Power, both at Power Level 6. They
at the end of the first Round, ready to act on
have Stamina 1, Actions 1, and Toughness
the second.
equal to the Scope, e.g. at Scope 5 (City)
Without a Vehicle assume they will arrive
a Vehicle has Toughness 5. Its optional
under their own Power at the end of the 3rd
whether the Vehicle has a Will stat; if it does it
Round, ready to act in the 4th Round.
starts at 1 and its presumed that the Vehicle
Vehicles can transport the heroes within
has some kind of autopilot or even full-blown
the area one level higher in Scope but will
AI sufficient to follow directions such as come
arrive after all the action. E.g., if your Scope
pick you up, or return to base. Vehicles with
is City-wide and you get word of a bank rob-
a Will can be controlled by enemies with suit-
bery in another city in the region, your Vehi-
able powers hacking its systems; without a
cle can get you there, but youll arrive after
Will stat it needs a driver, but is immune to
the bank robbery is over, though perhaps still
such mental attacks. Vehicles start with 1
in time to look for clues. If the location youre
extra Boost to spend to customize them.
trying to get to is even farther than that, cal-
Vehicles can carry the hero, and possibly
culate how long it will take to arrive based
others, depending on the kind of Vehicle.
on the vehicles max speed vs. the distance
What type of Vehicle and its carrying capac-
traveled.
ity are up to the player, as long as its reason-
When spending XP, you can choose
able for the Scope. A Street-Level character
whether to spend the XP on yourself or your
should probably have a motorcycle or a car,
Vehicle; points spent on your Vehicle dont
not a nuclear aircraft carrier...even if the air-
count towards your heros Boosts. Since Ve-
craft carrier only had a top speed of 3 knots.
hicles start with one Boost, they require only
one XP for the first additional Boost, two for
the second, three for the third, and so on.

Bases
Heroes often require a base of operations,
where they can store their equipment and
mementos of their past adventures, have
labs to examine clues or repair their devices,
scan for trouble, or train their Powers. Bases
are purchased like Companions or Vehicles
by spending 1 Boost, but start with four Utility
Powers: two at the Level 6, and two at Level
The dice of Movement Power of the Ve- 5. They also have an Automatic Defense at
45
4. S PENDING B OOSTS

Level 6. Bases start with one extra Boost to Automatic Defense, all the bases starting
spend to customize them. Powers are Utility Powers and cant be used
Typical Utility Powers for a base are: Crime to attack or defend in combat except when
Computer, Scanners, Lab, Sick Bay, Brig, the target has a Complication allowing it; if
Camouflage, Training Room, Research Li- you want the base to be able to use a Power
brary or Database, Communications Gear. in combat, even combat that occurs within
What type of base, its size and to what ex- the base, you have to buy it a new Power by
tent it contains things like living quarters and spending XP on the base.
all the mod cons are up to the player, as long Because bases are buildings (conceptu-
as its reasonable for the Scope. A Street- ally), they use the rules for buildings when it
Level character should probably have secret comes to taking damage. Essentially a suc-
penthouse room or an abandoned ware- cess against the Automatic Defense means
house, not an orbital satellite. the security has been breached, and per-
A base that contains a Training Room can haps even a hole in a wall, but not the de-
provide extra XP for the team. struction of the entire structure.
The dice for the bases Powers are only When spending XP, you can choose
used when performing specific tasks, other- whether to spend the XP on yourself or your
wise the Power is presumed to operate on a Base. Points spent on your Base dont count
level with the Scope. E.g., if the base has a towards your heros Boosts. Since bases start
Crime Computer, or even just a Police-Band with one Boost, they require only one XP for
Scanner, you would only roll its Power when the first additional Boost, two for the second,
trying to analyze a specific clue left by The three for the third, and so on.
Conundrum at his latest museum heist or try-
ing to overhear a specific dispatch call from Base Advantages
Police HQ. If the museum is being robbed
within the area defined by the campaigns These Advantages apply only to Powers that
Scope, then the Crime Computer or Scanner belong to the base, and apply to a specific
should be able to alert you to that as a sim- Power of the base; you cant, for instance,
ple consequence of the Primary Rule. Sim- take the Advantage Remote-Controlled as
ilarly, a bases Brig should automatically be an advantage on the entire base and have
able to hold characters from a lower Scope, it apply to all the Powers in the base for
and be able to exert its Power to hold char- free. A bases Powers may also have Ad-
acters of the bases Scope as if it were a vantages from the regular list, where appro-
character of that Scope (generally using Re- priate.
straining or Down for the Count options so Remote-Controlled (A) Remote-Controlled
the detainees cant keep rolling until they es- Powers can be activated by a hero from
cape). outside the base, as long as hes still
The bases Powers only work within the within the Scope; the Power would still
base. It is a Small Advantage to a bases take effect within the base (though for
Power to be Remote Controlled (can be ac- some things, like looking up records on a
tivated from outside the base by one of the computer, thats not really a limitation).
heroes, say to look up information from the
Crime Computer or ask for a Scan of the city Long-Ranged (AA) Long-Ranged Powers
for trouble); it is a Big Advantage on a Power can be operated from within the base
to be Long Ranged (can be used directly but targeted at things outside of the
from somewhere else within the Scope, such base, as long as theyre still in-Scope.
as a teleporter to take you to the base from Powers would also need the Remote-
anywhere in the city, or a laser cannon that Controlled advantage to be operated
can fire at the surface from your orbital satel- from outside of the base to target
lite). Remember that except for the bases something outside of the base, e.g., a
46
Assets

Teleporter that a hero could use to travel as the Chief of Police or Mayor, anchor of
to the base. the local news, owner of a local company,
while a National-Scope Contact might be
Larger Scope (AA) Larger Scope Powers can the President, CEO of a nation-wide corpo-
operate at a Scope above that of the ration, star of a nationally broadcast televi-
base; this advantage can be taken mul- sion program, or a Supreme Court Justice.
tiple times, each time increasing the Minor Assets can be adjusted up or down
Power up by one level of Scope. A City- from the base Scope two-for-one. So a City
Scope base could thus have a scanner Contact could be traded for two Neigh-
that could monitor an entire Region, or borhood contacts, or four Street-level con-
a teleporter capable of Interplanetary tacts; in the other direction two City Con-
jumps. tacts could be traded for one Regional Con-
tact, and four could be traded for one Na-
Base Disadvantages tional Contact.
When rolling for the effect of a Minor As-
These Disadvantages apply only to Powers
set, that is where its not obvious from the
that belong to the base, and apply to a spe-
nature of the Minor Asset and the Primary
cific Power of the base. A bases Powers
Rule whether it would apply or be effective,
may also have Disadvantages from the reg-
roll at the Default Skill (PL 4) vs. a Difficulty
ular list, where appropriate.
4, since youre asking them to do something
Control Room Only (DD) Controlling this that doesnt require super-powers. (See Dif-
Power of the base requires that the ficulty for Other Tasks 10.) For each Scope
hero physically be in a designated level higher add 1 to the Difficulty, for each
control-room for this Power. Scope level lower subtract 1. That is, for the
President of the US to use his influence on be-
Smaller Scope (D) the Power applies on a half of the hero to cordon off a city would be
smaller Scope than the base; this Dis- difficulty 2 (4 for something a non-superhero
advantage can be taken multiple times, could do, -2 for National Level Asset being
each time reducing the Power by one 2 Scope levels higher than City). The mayor
level of Scope. A Regional base could of a City trying to get the hero in to see the
have a teleporter that only applies to the President would face a difficulty of 6 (4 for
City its located in, for instance. something a non-superhero could do, +2 for
National Scope being two levels higher than
Minor Assets the Mayors City Scope). Heroes may Com-
bine their Powers and use their Reputations
Some heroes have special perks, like security where appropriate in order to influence the
clearance or law-enforcement Powers, some roll.
have contacts in the underworld or with the When spending XP, you can choose to
police, some are owed a big favor by some- purchase new Minor Assets, and XP spent
body with unusual resources or power, and on Minor Assets doesnt increase your heros
some are well-known enough to influence Boosts. One Point of XP (not one Boost) pur-
peoples reactions to them for good or ill. chases 1 Minor Asset at the current Scope, or
These arent exactly Powers, but they are ca- increases the Minor Assets Power by 1 level
pabilities that are similar in some ways. Minor (starting from the Default Skill PL 4).
Assets come in several flavors: Perks, Con-
tacts, Favors, and Reputation. At creation a Perks
character can spend one Boost on three Mi-
nor Assets appropriate to their Scope. That A Perk is a special dispensation or benefit
is, if the Scope is City, then their contact has that comes from the role the hero plays in the
City-wide information/power/authority such community or with an organization. For in-
47
4. S PENDING B OOSTS

stance, a hero might be deputized by the lo- are gone. You dont usually need to roll
cal police force, allowing him to make legally to see if the person who owes you the fa-
sanctioned arrests, but requiring him to fol- vor will cooperate, but the GM might roll as
low the same rules as to probable cause with Contacts above if theres some doubt
and evidence that the police follow. Another whether the favor being asked for is actually
hero might have security clearance with the within the debtors power to grant; if theres
Federal Government, or even a far-flung stel- some reason that the person isnt actually in
lar empire. The effects and restrictions for the position to grant the favor, the favor isnt
having a Perk are worked out through the Pri- used up.
mary Rule, though the GM might call for a roll
of the Perk (Default Skill) against the Difficulty Reputation
if theres some doubt as to whether the re-
quested use is truly sanctioned by the Perk. Reputation is your ability to influence people
you run across based on what theyve heard
about you. Your Reputation applies to the
Contacts area that you operate in, as defined by your
A Contact is somebody with access to in- Scope. You may be the terror of thugs in
formation or authority who can prove use- Bay City, but even if theyve heard of you,
ful to the hero. A contact might be a the criminal element in Sun City dont know
snitch in the local underworld, a pal in the enough to fear you. Reputation works like a
phone-company records department, the Power, in that you should define what your
head of the NSA, and so on, depending on reputation is for and have to justify how your
the Scope. Contacts will cooperate with the Reputation aids you when you use it; a Rep-
hero in areas that are within their compe- utation for helpfulness or going by the book
tency and authority, but wont risk their lives might not work for scaring thugs into coop-
or their careers to help. Contacts might also erating, but would be better for securing the
call upon the hero to reciprocate. The ef- cooperation of local law-enforcement than
fects and restrictions for having a Contact a reputation as a fearsome creature of the
are worked out through the Primary Rule, night. Reputation starts at Default Skill (PL
though the GM might call for a roll of the 4); spending XP on Reputation can either in-
Contacts Default Skill vs. the Difficulty if crease its Scope or increase its Power Level.
theres some doubt as to whether the con- You can also have more than one different
tact really has the information or authority reputation.
needed. Reputation acts like Intimidation, but with
A contact that would readily risk life and the following additional effects:
career to help the hero should be taken as It makes Intimidation more effective. As
if it were a Companion, even if the contact long as you are trying to Intimidate peo-
would almost never accompany the hero on ple who are influenced by your Repu-
a mission. tation (i.e., within your usual sphere of
operations and with a suitable Reputa-
Favors tion), you get to Combine your Reputa-
tion with the Power youre using for a +1
A Favor is something big that somebody to the Intimidation roll.
owes the herobig enough that they might
actually risk their life or career to help. Fa- It also permits you to attempt Intimida-
vors need not be owed to the hero by Con- tion without specifically using a Power, in-
tacts or friends: the local gang lord might stead rolling your Reputation directly. Un-
owe the hero a debt of honor for saving the like Intimidation, you may use Reputation
gang lords daughters life, for instance. Fa- in this fashion to attempt to secure the
vors can only be called in once, and then cooperation of friendly or neutral parties.
48
Assets

It acts as an Automatic Intimidation, trig-


gered when a character with a lower
Scope first encounters you. On subse-
quent encounters, characters will evalu-
ate you based on their personal knowl-
edge instead of your Reputation. Most
of the time you can assume unnamed
civilians and low-level thugs and agents
you encounter havent run into you be-
fore.

49
Chapter 5

Complications

Every good hero has things that complicate main themes of the character. Not every ad-
life and the pursuit of justice. It might be venture will incorporate it, but it will come as
that in the eyes of the law, you are a dan- no great surprise if one does. A Small Com-
gerous criminal, or it might be that you are plication is one that only has an occasional
an alcoholic whose private life is spiraling impact, though it might be a big deal when
out of control. Perhaps you are poor, and it does, or if it crops up frequently it does so in
have to struggle with the time spent saving a minor way. A Minor Complication is either
people and the wear and tear on the cos- very rare, or has a very small effect; its there
tume versus earning a living. Maybe you more for flavor than anything else.
need to recharge your Powers by perform- Complications can be chosen to be Big
ing some ritual once every twenty-four hours. or Small depending on your preference. As
You should choose Complications based on a Small Complication, being Wanted by the
the themes and scenarios you want to be Law might mean that you cant go to the po-
dealing with in the game. Complications are lice to ask for information or assistance, and
invitations to the GM to focus on a particular you leave your neatly-wrapped foes for them
aspect of your character or kind of adven- to find, bugging out before they can arrest
ture youd like to have, they are not things you too. As a Big Complication, the police
that you have to live with in order to justify might actually try to arrest you in the middle
making your character more powerful. Ev- of a battle, or even aid your foe thinking that
ery superhero in Kapow! has the same num- he must be one of the good guys because
ber and severity of Complications. More- hes fighting you! And as a Minor Complica-
over, you are perfectly free to change your tion, being Wanted by the Law might mean
heros Complications between adventures; if you are wanted by authorities in a distant
you want to stop focusing on your Aunt Petu- locale; the locals might not know or care,
nias health problems for a while you can tell but its part of your characters background
the GM that and substitute a new Complica- and youre letting the GM know that you
tion...perhaps you become the target of a wouldnt be adverse to having the occa-
local politicians smear campaign. Remov- sional bounty hunter show up to harass you
ing Aunt Petunia as a Complication doesnt or perhaps an adventure where you have to
necessarily mean that shes cured, only that return to that locale and clear your name.
her health problems shouldnt crop up fre- A rare mineral that saps you of your Powers
quently in adventures. would be a Small Complication if only one or
Every character must take one Big Com- two of your foes knows about it or has ready
plication and two Small Complications, plus access to it; as a Big Complication every-
any number of Minor Complications. A Big body would know about your weakness and
Complication is something that will crop up it would be common enough that you could
almost all the time, and will form one of the never be sure whether a particular group of
50
Note On Complications

henchmen might have some on them. Even once per session, if not an entire scene
if most of the time they wouldnt, the fact where its the focus. Mention might be
that you would have to constantly consider it that the character is on his way home with
in your plans would make it a Big Complica- Aunt Petunias medicine when he sees the
tion. If you took it as a Minor Complication, it Arachno-Signal flash across the sky; a scene
might come up once in a while, or not at all. might be Aunt Petunia having an attack and
Complications can also represent unusual needing to be rushed to the hospital. The
or rare limits on your Powers, that dont crop scene doesnt have to be long or involved,
up very frequently. If your super-suit some- but it should keep the Major Complication
times runs out of juice, or malfunctions, but on the front-burner for the character, so to
not frequently enough to justify a Side Effects speak. The GM should try to make the Major
or Burns Out Disadvantage you could take it Complication the focus of a session once in
as a Complication. Such Complications oc- a while, such as having a villain attack right
cur at the GMs whim, though she should be while hes trying to get Aunt Petunia to the
guided by whether you make it Big (at least hospital.
some chance every session), Small (proba- Minor Complications should crop up when
bly not every session, but not too many ses- it makes sense for them, but the GM doesnt
sions in between each time), or Minor (infre- need to go out of her way to make sure they
quently, but not so infrequently that you for- fit in somewhere.
get you have it).
Simply being a hero, and willing to do
heroic things, does not in itself count as a Note On Complications
Complication. A Complication should actu-
ally make things harder on you when it crops Try to avoid thinking of Complications as part
up, whether it makes you less likely to win of a price you have to pay to the GM in order
a confrontation (The time-limit on my Super to play a cool superhero; that can lead to
Serum is almost up!) or just presents you with picking a Complication that will annoy you
an unpalatable choice (Do I stand up Mary when it crops up...but youre not playing the
Sue yet again, or do I keep hunting for El game in order to be annoyed, and its not
Luchador?). the GMs job to keep you from having too
The GM should be sure to make some much fun. Ideally you should be looking for-
time to deal with the consequences of your ward to your Complications coming up in
choices with the latter type of Complica- an adventure, because it throws the spot-
tion. If one of your Complications is trying light on your hero and gives you a chance
to balance your personal life with your su- to either have some drama or be clever
per heroics and youre always blowing off and engage in lateral thinking. Kryptonite
your responsibilities, some game-time should wasnt introduced into Supermans mythos in
be spent on your secret identity and his trou- order to make it more fair, it was created to
bles. A Complication is in part a bargain be- make it more interesting. Having to rescue
tween you and the GM: in return for your giv- somebody from an area strewn with Kryp-
ing the GM convenient plot-hooks to use in tonite presented a challenge that couldnt
the game, the GM will give you spotlight time be solved by a straight application of his
where the game is about your characters awesome powers.
personal stuff, whether thats involving your When you choose Complications you
alter ego or adventure-related stuff such as should be thinking in terms of what sort of
working in plots by your nemesis specifically problems would you like to be presented with
aimed to bring into play certain aspects of during play and whether those will actually
the way your Powers work. be fun for you to deal with. Dont over-think
A good rule-of-thumb is that a Major Com- it, though; remember, in Kapow! when you
plication should at least receive mention get tired of a Complication you can simply
51
5. C OMPLICATIONS

set it aside and replace it with a new one. Ul- by the Primary Rule. Whether they would be
timately the goal of Complications is to help Major or Minor would depend on how of-
the GM drive the game in directions that you ten you wanted to be confronted with the
find interesting. Complication; if you chose to make a Major
Complication out of your Powers only work-
ing when the moon isnt full, expect to be
fighting a lot of werewolves.

Complications Vs.
Disadvantages
A Complication is something that crops up
once in a while, while a Disadvantage is
something that affects a Power all the time,
or at least has the potential to. If your Power
has a chance to Burn Out any time you use it,
thats a Disadvantage; if none of your Pow-
ers work beneath the light of a Red Sun, or
if its been more than 24 hours since you
recharged your ring, thats a Complication.
Even if something has a chance of affecting
a Power all the time, if the effect is minor it
should be treated as a Complication, not a
full-fledged Disadvantage.
For example, the Limited Circumstances
Disadvantage means that your Power only
works in circumstances that crop up half the
time or less during an adventure (e.g., only at
night). What if the circumstances that allow
it to work are more common than that? Say
the Power worked all the time, except during
a full moon? Or except against magically-
based creatures? The latter would count as
Complications, if they werent simply implied
52
Chapter 6

Finishing Your Hero

Origin and Background who your character is and what she can do
other than fight crime and smash evil. You
In most settings, very few people have su- can add details about the characters se-
per powers, and even in the settings where cret identity, if any, and profession and hob-
powers are near universal (such as in Alan bies, friends and family, skills and training, no-
Moores Top Ten) very few people decide table past adventures, and whatever else
to go out and risk life and limb to do good you think is relevant. Just because your char-
and help others, so at a minimum your hero acters talents and training dont amount to
needs an explanation of why be a hero? additional superpowers doesnt mean that
In addition, most of the time youll need they have to be strictly average; its perfectly
an explanation of why your hero has super acceptable for your character to be a world
powers. Sometimes you might just be born class fencer, Olympic athlete, or renowned
with them, as a mutant power. Most su- amateur detectiveits just that you will rarely
perheroes, though, are made and not born. call on those talents in an adventure, at least
Even if your concept has a built-in rationale compared to your actual powers, and when
for your powers, you can usually make it you do, youll be limited to the Default Skill
deeper and more satisfying with a little ex- level.
tra work. Tony Stark has a suit of powered
armor that makes him Iron Man, but the fact
that he has a damaged heart and he needs
that armor to keep himself alive makes him
more interesting. Superman has his powers
because he comes from an alien world; that
he was rocketed to Earth from his alien world
when it exploded makes him a different, and
more interesting, character than if he were
a tourist who likes hanging out on Earth be-
cause he has cool powers and everybody
looks up to him, but could fly back home
whenever he wanted. You dont have to
be melodramatic to be a superhero, but it
helps. If youre having trouble deciding on
an origin, you can roll on the Origins Table on So go ahead and make your underwear-
page ?? model rocket scientist Olympic pentathlete,
Describe the characters origin and back- if thats how you see the character; comic
ground in as much or as little detail as you books are full of outrageously talented in-
like. This is your opportunity to flesh out dividuals. Its also just as acceptable to
53
6. F INISHING YOUR H ERO

have your character be a millionaire play- theyve found, and among the Backgrounds
boy, wealthy industrialist, King of an obscure are a pathologist, a police detective, and a
country, or heir to the throne of a galac- pastry chef. The pathologist should roll first,
tic Empire as to be poor scholarship student then the detective. The pastry chef proba-
striving to make ends meet while still pa- bly shouldnt roll, unless the GM knows a way
trolling the neighborhood. Those kinds of that its relevant that isnt immediately ap-
things provide hooks for future adventures parent to the players (e.g., the murder was
without actually rising to the level of a Com- the work of the villainous Cookie Monger).
plication. They could be a Complication, if
for example being King made enough de-
mands upon you that it complicated your
Using Your Background
activities as a superhero, but they can also Skills and abilities from your Background al-
mostly fade into the background, relevant ways roll at the Default Skill level (PL 4). You
in an occasional adventure and never men- should make some attempt to justify your use
tioned in others. of the Default Skill by citing your Background
Your Background need not be completely or one of your Minor Powers. Skills and abili-
determined at the start of play, nor remain ties absent from your background roll at the
static thereafter. Comic books are full of Default Unskilled level (a single d4).
revelations of previously unmentioned back-
ground details, from the newly revealed
blind martial arts tutor to the stunning reve- Drive
lation that youre not actually a man whos
been turned into a walking vegetable but a Drive is what motivates your hero. While it
vegetable who thinks he was once a man. is often influenced by your origin and back-
This is so prevalent in comics that it has its ground, its more of a personal outlook, and
own name: Retcon, for retroactive continu- in particular serves as a spur to reach the
ity. Some Retcons go as far as to contra- heights of heroism. Besides giving you a han-
dict established continuity, replacing it with dle on how to play the character and what
a new version, but its far more common to the character cares about the most, situa-
just add to the back-story: Its never come tions that trigger your heros Drive allow your
up before, but my mother was the original hero to shake off being Tired and to enter
Scarlet Specter. Overdrive.
Players in Kapow! should feel free to Ret- If your Drive is to protect innocents then
con their characters pasts, though they youre not going to let a little thing like being
should probably clear it with the GM before tired prevent you from saving a child from a
they do the kind that actually contradicts runaway truck; if your Drive is to destroy evil
prior versions of the story, just in case the GM then youll somehow reach deep down and
had built it into the campaign in a way that find the energy to smash the rampaging de-
would be hard to fix. mon (but youll have to try to stop the run-
Backgrounds may imply a number of skills away truck with nothing more than the single
and abilities that could come into play dur- die in your Powers that you can muster while
ing an adventure; if they do, roll the Default Tired). When choosing a Drive, try not to pick
Skill (PL 4). You shouldnt have to make an ex- something that will apply to almost all the sit-
plicit list of everything you can do; applying uations that you find yourself in as a hero. If
the Primary Rule to the Background ought you do then you should not get the benefit
to be sufficient. If more than one character of this surge of energy; instead its presumed
has a Background that implies an appropri- that your Stamina is already a result of your
ate skill, roll in order of the most specific to being committed to your cause. Triggering
the least. E.g., the characters are trying to your Drive shouldnt be completely routine; it
determine the cause of death of a corpse should be a dramatic moment, the kind that
54
Appearance

makes the audience cheer. As with applying GM can do to help the players have a clear
the Primary Rule to Powers, the determina- picture of what things look like and whats
tion of whether a situation is enough to trig- going on will be a big aid in keeping every-
ger the Drive rests with the player. thing consistent.
Lack of artistic talent shouldnt be an ob-
stacle. Not only do programs like Hero Ma-
Appearance chine exist which allow you to create fairly
detailed, if slightly generic, portraits just by
Appearance is part of the appeal of su-
clicking, but for purposes of giving people a
perheroes as a genre; whether the char-
general idea of what you look like, even a
acters are clad in primary color spandex,
sketch barely more than a stick figure can
spike-and-chain adorned leather, shiny high-
get the point across. Other possibilities are
tech battle suits, or are just wreathed in
if you play either City of Heroes or Champi-
flames or an unearthly glow, their unusual
ons Online, creating a character there that
appearance sets them apart from the or-
approximates the look you want and taking
dinary folks in the world. You could have
a screen-shot, or using an image from some
a world where people had super powers,
published hero as a reference and noting
but nevertheless dressed in ordinary civilian
some of the important differences. And if all
clothing, but having Mr. Wears-A-Business
else fails, a couple of sentences can at least
suit battling Jeans-and-a-T-Shirt Guy some-
convey the general idea.
how lacks something, even if the battle takes
place high above Manhattan, with the force You can find Hero Machine at:
of their blows rattling windows in Queens.
Hero Machine
You should spend at least a little time think-
ing about your heros appearance and style.
Even if you dont bother finding or creating
any artwork depicting your hero (or some-
thing close enough), a short written descrip-
tion will be a big help when it comes time for
the GM and the other players to picture you
in action.
In addition, a picture or description can
help you resolve issues when it comes to
applying the Primary Rule. There will of-
ten come times when you need to know
whether your hero wears a closed helmet,
say, or gloves, or has any accessible gad-
gets hanging from her belt; in these situations
a picture can be worth a thousand words.
Working out such details in advance, inci-
dental to designing your heros appearance,
can speed play and free you from worry-
ing about whether youre being fair if the
GM says that the villains sonic attack will go
against the Default Skill unless your character
has either a suitable Power or ear-covering.
The same, of course, goes for the GM and
villains or NPC heroes. Since Kapow! leaves
so much up to the players sense of what
is logical and plausible, everything that the
55
6. F INISHING YOUR H ERO

Battle Cry
Nothing sums up and expresses a char-
acter like a nicely-honed catch-phrase:
Your friendly neighborhood Spider-man,
Its Clobberin Time!, Imperious Rex!,
Who knows what evil lurks in the hearts of
men? A good battle-cry will do much more
to set the right tone for the other players than
ten pages of elaborate back-story. Once
per session, you can shout your Battle-cry
and guarantee the maximum value on the
attack roll youre about to make.

56
Chapter 7

Example Characters

Jungle Gal her Toughness, Will, Stamina and Actions all


at 2.
After a bit of thought she decides that her
main Power at PL 8 will be fighting with a
spear, which will give her a variety of at-
tack, defense, and movement options; shell
be able to use to trip and strike with, throw,
block attacks, or vault around, besides stick-
ing things with the pointy end.
She decides that her keen senses will be a
PL 6 Automatic Defense to warn her of dan-
ger in time to react.
For a Movement Power, she decides that
any self-respecting jungle queen will be able
to spring about acrobatically. At this level,
she can move across the city, leaping and
bounding from roof-top to roof-top as fast as
a cheetah (about 125 kph). Most of the time
the exact speed doesnt come into play, but
if she ever had to move faster than a thug
can pull a trigger or leap onto a speeding
sports-car, its within her capabilities.
She decides that one of the additional
Powers will be various potions that she con-
cocts out of rare jungle plants, which shell
call Secret Jungle Recipes; this will give her
some way of dealing with things that are too
Wendy decides that she wants to create physically tough for a pointy stick to take out.
a Sheena, Queen of the Jungle type, capa- The Standard Template gives her one more
ble of fighting crime in the urban jungle. The Power at Power Level 6. Shed really like to
group has decided that they want to play at be able to track prey, but would that re-
the City Scope, where the heroes protect an ally be reasonable across concrete and as-
entire city. phalt? After batting some ideas back and
Wendy chooses the Standard Template, forth with the group, she decides that she
which gives her five Powers. Looking at the has Animal Empathy which lets her sense
Templates, thats a Main Power at Power the feelings of animals, borrow their senses,
Level 8, and four powers at 6. It also gives and communicate with them (though they
57
7. E XAMPLE C HARACTERS

still are only as smart as animals). Being able ering the potions: scratching people with the
to communicate with and see through the tip of her spear, blowing powder in their face,
eyes of pigeons and rats will be a good ex- or even getting them to drink it. Since these
planation for tracking criminals in the city, are just minor variations on the initial theme,
and fits in well with her background of hav- much like the way she can throw her spear as
ing surviving as a wild child after being lost in well as hit or stab with it, they dont amount
the jungle. It also makes sense as an expla- to an additional Advantage; if anything it
nation if she wants to employ the Power for might have counted as a Disadvantage if
extra Defense, with the animals warning her the only way she could have gotten a po-
of attempts to sneak up, or even attack if she tion to take effect would be to first stab them
can cause them to attack her foes. At the successfully with her spear. Two small Advan-
level shell be fighting, PL 6 probably wont tages would reduce its Power Level to 4 (d4,
put a tough foe Out, but its easy to imag- d4), which might be a little weak. Shes out
ine a gang of pigeons dive-bombing a bad of Boosts to spend, so if she wants it higher
guy could put even somebody with Powered shell have to come up with them by taking
armor off his stride. some Disadvantages on the Power. She de-
Now she has 3 Boosts to spend. cides to take a Big Disadvantage to give her
Shed like to be a bit Tougher, and to be two Boosts, and it must be on the Secret Jun-
able to act more often in her Turn, so she gle Recipes Power (no robbing one power
spends one of the 3 Boosts she starts with on to beef up another). After looking over the
increasing her Toughness to 3, and another list, she elects Burn Out... any time she rolls
on increasing her Actions to 3. Shed like her a Mishap (see page42) on the Secret Jun-
defenses to be better than the base of 6, so gle Recipes roll that means shes run out of
she spends the last of her 3 starting Boosts to recipes in her pouch and cant use it again
increase it to PL 7 (d8, d6). until she returns to her base and brews some
At this point she could stop, and have a more. This lets her Boost the PL of the Jungle
perfectly good Kapow! character, but to Recipes power back up to 6 (d6, d6).
customize it a bit further (and because this Shes known from the start that she would
is an example), she decides to look at the like a jaguar Companion; thats half the
lists of Advantages and Disadvantages, and point of being a jungle woman in the first
whether she wants any Assets. place. Looking at the Companion rules she
Because theyre drugs and poisons, she sees she needs to spend one Boost to get
decides that shell give her Secret Jungle Po- a Companion. Again, shes out of Boosts
tions the Small Advantage Vs. Stamina, to spend, so decides that instead of one of
and because she wants to be able to do the Boosts she spent on Heightened senses
more things than just put people to sleep, to raise it from 6 to 7, shell take the Dis-
shell give it the Small Advantage Flexible. advantage Can Be Disabled on it to get
This will let her create potions that paralyze, the same effect. She reasons that it would
or induce hallucinations, enhance senses, make sense that they can be overwhelmed
and so on; in fact, that would make a good by things being too loud, bright, or noxious,
explanation of her own enhanced senses or deadened by various chemicals. That
and physique. She consults the GM about gives her back the one Boost from the initial
whether it should count as Flexible or Ultra- three that she had, which she can spend for
Flexible, and they decide that since she only the Companion.
wants to be able to do things that are pretty This gives her a jaguar pet that can fight
close to what real drugs and poisons do...for with her. The pet is built as a character at
instance she cant make a potion that will the City Scope, but with only three Powers,
cause somebody to grow to giant size or turn each at Power Level 5, and all Attributes at
incorporeal...that its just Flexible. She also 1. She gives her Jaguar Fangs and Claws
decides that she has various ways of deliv- as a Main Power, Catlike Agility as an Auto-
58
Jungle Gal

matic Defense, and Climbing and Leaping that she sometimes has to think about and
as a Movement power. All of those are at PL plan around, possibly occasionally flaring up
5 (d6, d4) for City Scope. In order to Boost up into a full-fledged adventure.
her cats Fangs and Claws by 1 to PL 6, she
gives it a small Disadvantage Single Action Origin And Background
Defense, since its easier to picture it using
its claws to defend itself from a single attack She decides that she was the daughter of a
rather than every attack if it chooses to use couple of anthropologists and when she was
that rather than its Catlike Agility to defend; a child their small plane crashed in the South
she also decides that the jaguars Catlike American jungles. She was the only sur-
Agility has the Automatic Can Be Disabled vivor, and lived on her own in the jungle until
Disadvantage to make it PL 6 as well, since she was taken in by a mysterious tribe that
without manipulatory appendages there are had no prior contact with the outside world.
lots of simple things like nets that would be Years later she was discovered by some other
able to prevent it from adequately defend- researchers, and reunited with her mothers
ing itself. Shed like her cat to be able to see wealthy Beacon City family. Now she lives in
in the dark and be stealthy, so she spends Beacon City, attempting to get a handle on
one of its 3 starting Boosts to get two Utility so-called civilization.
Powers at Level 5. She spends the remaining
two Boosts to increase its Toughness and Ac- Appearance
tions to 2.
Now that shes picked a Template and de- She dresses in more-or-less classic jungle gal
scribed her Powers, its time to choose Com- fashion of cured animal hides and boots,
plications. She needs to come up with one carrying her spear wherever she goes, with
Major Complication that will crop up regu- her big cat Nushka at her side.
larly in adventures, and two Minor Complica-
tions that will occur less frequently. Battle Cry
For her Major Complication, she decides
that shes claustrophobic. Jungle gals dont She hasnt decided on one yet, though the
do well in small confined spaces. GM thinks a Tarzan yell would be just the
For Minor Complications, she figures that thing.
shes unfamiliar with the local culture and
modern technology...this could crop up a lot,
but she doesnt want it to be a really big
deal or cause her to regularly make big mis-
takes, so she makes it a Minor Complica-
tion. Shes figures a quick enough study and
bright enough that it wont be a major focus
of problems for her.
She also decides that shes a celebrity;
her discovery in the jungle and being re-
united with her rich and famous family not
only made the news, but was a big enough
splash that people recognize her wherever
she goes and she has problems with pa-
parazzi, people wanting her to endorse
products, people wanting to pet her jaguar,
and just wanting to say hi to a real live jun-
gle gal. Again, she doesnt want this to be
a constant thorn in her side, but an aspect
59
3

2 2
Public Defender

Michael Beacon City

City (5) 3

Dura lex, sed lex! (hard law, but


Uphold the Law law)

5 2 2 2

Force Manipulation

Flexible (a) His force fields let him hit things or lift and manipulate
them at a distance; he can cause them to assume nearly any solid
shape, but not change their properties (e.g. can't make a field that
would shrink a target or turn it invisible).

Force Shield

Erratic (d) He protects himself with a force field that completely


covers him inches from his skin, but the power sometimes glitches.

Flight

He can lift the field that surrounds him off the ground and make it fly
through the air.

Cop - Public Defender is first and foremost an


active duty cop in the Beacon City PD, and need to
do thing by the book and obey the orders of his
superiors.

Guardian of Orphan Child - He's the legal


guardian of Bobby, the son of his partner who is
currently in a coma.

Secret - he once took some questionable actions


in a case that could lead to his suspension or
worse if they ever came to light.
Public Defender

A municipal program to bolster the police force resulted in a few prototypes. The program was killed after enormous cost
overruns and a high-visibility case where the super-SWAT team really botched things. Public Defender is one of the only
survivors of that debacle, and the only one still employed by the police. His powers come from a forcefield projection device
permanently implanted in his body, which is the only reason the PD didn't just take the equipment back and mothball it as they
did with the other gear that belonged to the super-squad. Public Defender is currently acting as a liason to the new group of
independent superheroes in Beacon City, the Beacon City Watch.
Part II

Playing a Superhero

64
Chapter 8

Quick Summary

Heres a quick summary of the mechanical Wild Shot Swap 2 matched dice for 1 die
options in Kapow! Any option you take must next size higher (or drop low die for +1 on
be justified by describing what youre doing high if mismatched)
according to the Primary Rule. Further details
on each are supplied in the following chap- Splitting Powers Split roll into single die at
ters, but this is the essence of the game. two different targets, -1 die size for each
doubling of number of targets after that.
Attack Spend an Action. Roll 2 dice, take (4 targets is -1, 8 is -2, etc.)
higher.
Careful Aim Take half the largest die in-
Use Power spend an Action. Roll vs. GM- stead of rolling; no Collateral Damage.
assigned Difficulty to succeed; can opt Not while Hindered
to become Hindered (or Tired if not in
combat) to change roll to highest pos- Pull Your Punch No Overkill
sible
Supreme Effort Add Will to die roll. May
Defend Defend with an Automatic or try Supreme Effort after roll is made if you
spend an Action to defend with a Reg- spend an extra Action. Become Tired;
ular Power. If Attackers roll beats yours, Stamina drops by 1
you are Hindered; if it beats it by more
than your Attribute, you are Out for 3 Overdrive Throw off Tired/Hindered, be-
Rounds come immune to Tired for number of Ac-
tions equal to Stamina, then become
Thwart Spend Action to roll Power Tired. Must be triggered by your Drive
against Power to prevent it succeed-
ing; thwarted character can choose not Chase Spend an Action to change
to contest the roll but abort instead range; may be Thwarted by a Move vs.
(reuse the action and power for some- Move/Search vs. Hide contest. Ranges
thing else), or can spend an extra Action are Combat Range, Pursuit Range, Lost
to use a different Power to contest the Contact
Thwart roll Power Play After 3 Rounds, may sacrifice
Combine Each participant spends one Power for new Power or Advantage or to
Action per power they are contributing. remove a Disadvantage
Roll dice based on which Powers Ad- Aid Spend an Action to completely Un-
vantages you want to use, +1 per Power hinder an ally.
involved (Max bonus = number of play-
ers, no more than +1 from any one char- Revive/Put Down for the Count Spend all
acter) your Actions in a Round to bring an ally
65
8. Q UICK S UMMARY

back from Out, or to prevent an enemy


from recovering from Out

Battle Cry Get maximum result on Attack


roll (once per combat)

Intimidate spend an Action to Attack vs.


Best Power and Will to cow foe, (Hinder
= hesitates/considers cooperating, Out =
surrenders/flees); each die reduced by a
die-size if vs. multiple foes at once

Sudden Death Both sides agree to re-


solve entire confrontation in straight up
roll; higher side wins decisively, losers are
captured or otherwise out of the picture

66
Chapter 9

Defining Powers

complish are different. In Kapow!, it is never


sufficient to simply invoke the Power and roll
the dice for the mechanical effect. The Pri-
mary Rule of Does this sound like a super-
hero comic? must be obeyed. If the goal is
to free a civilian trapped beneath a car, the
player could use Super Strength to lift the car
off, or Laser Eyes to cut the civilian free, but
if the player cant come up with a plausible
way for the Power to accomplish the task (for
instance trying to free somebody trapped
beneath a car with a Power that can only be
used to engulf an area in flames, or that cre-
ates intangible illusions) then the action isnt
In Kapow!, most of what a character can permitted.
do is represented by Powers. For instance if Note that it only needs to be plausible
a character is extremely strong, the charac- in terms of superhero stories; its not rec-
ter has the Power Super Strength. Strength ommended that you really try to justify the
at ordinary levels, even for a gifted athlete, physics in real-world terms. Worrying about
isnt recorded and only rarely has any effect whether, even given Super Strength, the
on the mechanics of the game. Characters character can actually find enough lever-
are assumed to be relatively normal in every age and the car has sufficient structural in-
aspect that isnt specifically identified as be- tegrity to be lifted from particular hand-holds
ing so exceptionally good as to amount to is not something that superhero stories do.
a Power, or so bad as to be a Complication. On the other hand, you dont want to have
You are completely free to choose what your the game degenerate into farce when the
Powers are, their names, and descriptions of character uses Super Strength to just reach
how they work. How many you get and how in and lift the water out of a swimming pool,
they interact with other Powers, particularly at least without somebody freezing it first.
when you are fighting with some other super- The decision of whether a particular use
powered being, are governed by the game of a Power is sufficiently plausible in Kapow!
mechanics. should be left up to the players instead of
The most important aspect of a Power is delegated to the GM. Players continuously
conceptual: what does it do? Two Powers asking whether a particular action is permis-
might be mechanically identical, but if one sible will slow things down and interrupt the
is Super Strength, and the other is Laser Eyes, flow. As long as all the players bear in mind
how they are used and what they can ac- that they should be limiting themselves to
67
9. D EFINING P OWERS

the kind of actions that they would like to yourself and all tackle the bad-guy, you roll
read about or see in a movie, and avoid the the dice based on the Power Level of your
sorts of things that would make them roll their Power and compare that to the bad-guys
eyes or snicker if they were the audience, defenses, just as if you had used a Power
minor disagreements over plausibility should such as Fire Blast. Bear in mind that accord-
be overlooked to keep the action flowing. ing to the Primary Rule you might require fur-
Remember as well that theres often more ther justification or explanation depending
than one way to accomplish something with on the circumstance: if the villain is flying
a superpower; reaching into a swimming hundreds of feet up, just tackling him outright
pool and lifting the water out with your Su- is implausible; you would have to further jus-
per Strength is silly, but stomping the ground tify the action by doing something like com-
so hard the swimming pool cracks and the bining it with Super Jump, or being thrown by
water drains out makes perfect comic-book a companion with Super Strength and then
sense. Cloning yourself in mid-air once youd hit the
The corollary to the Primary Rule is that villain.
in Kapow! the description is the Power. If If you want to use your Clone Power to cre-
something sounds like a superhero comic, it ate a duplicate who will go converse with
should be valid, even if there are no specific the guards to distract them while the other
game mechanics permitting it. The mechan- you sneaks into the warehouse, you dont
ics, and in particular what dice you throw, need to roll anything; the description of the
are there as an aid to figuring out what hap- Power clearly implies that you ought to be
pens when one Power is pitted against an- able to do that, and thats all it takes.
other, but the determining factor should be Example 2: Your hero has the Power
what the description of the Power implies it Weather Control, and is trying to prevent
ought to be able to do. How do you know if the villain Red Scorpion from kidnapping the
the Flame Blast can overcome the Ice Shield Mayor. Since Red Scorpions armored cara-
thrown up as a defense? You roll the dice. pace has so far been too tough for your di-
How do you know if the Flame Blast can rect attacks using Weather Control to cre-
set a bunch of papers on fire? It just can, ate lightning, you decide to try to conceal
because thats what makes sense. Actions the Mayors location by whipping up a fog
that are squarely within the concept of the bank. Assuming the Red Scorpion has no
Power dont require justification or rolls. Ac- Power granting him senses that would let him
tions that are clearly outside of the scope of penetrate the fog, hell have to beat your roll
the Power shouldnt be attempted, no mat- on Weather Control with his Default Skill in or-
ter how high a Power Level you have. Can der to locate the Mayor. The effect will last
an Ice Shield protect you against Telepathic until the Red Scorpion uses an appropriate
Assault? Seems unlikely, so dont roll for it. Power to blow the fog away, or it disperses
Again, if it seems borderline whether it should naturally.
be allowed or not, go with the players in- You could instead choose to use the fog as
terpretation. That puts a lot of power in the an attack, say by trying to get him to crash
hands of the player, but remember: with into something by obscuring his vision at just
great power comes great responsibility! the right moment; that would be treated as
a normal attack, but in order to defend him-
self with better than his Default Skill, the Red
Power Examples
Scorpion would need a Primary Rule justifica-
Here are some examples: tion for using some other power.
Example 1: Youve given your hero a Power You could also try to blind the Red Scor-
called Clone, which allows him to make du- pion directly with your fog, as an attempt to
plicates of himself. When you try to use disable his power of sight: you would roll
this Power in combat to create a squad of against the Red Scorpions appropriate de-
68
Power Level

fense (again Default Skill unless he can jus- stance: the Human Icicle attempts to form
tify something better), and the effect would an ice slide to catch a toddler plummeting
result in him being blinded until he spent an towards her doom. Ordinarily that would be
Action if you succeeded, or until he spent 3 a perfectly valid use of the Power, but if the
turns out of combat if you scored an Out by GM knows that its actually a hologram of
beating his Toughness (seeDisabling Powers). a child rather than a real child, when the
The effect of him being blind would be deter- player announces I use my Ice Power to cre-
mined by the Primary Rule and such things as ate a slide and catch her before the player
whether he had any other powers he could continues with describing what hell do once
use as senses to compensate. hes caught the child, the GM should inform
Example 3: The villain is attempting to use him that the child passes right through the
his Telekinesis to lift your hero into the air. slide without stopping or slowing. Its possible
Your heros Automatic Defense is Invulnera- that in some of these cases the GM should
bility; while that would protect you from a rule that the Power just doesnt work as pro-
telekinetic blow, there doesnt seem to be posed without revealing exactly why, if there
any logical reason that would prevent it from is something going on that the character
lifting you, so you wouldnt get to use it to cant be aware of, but the GM should make
defend. If your Movement Power were, say, every effort to at least describe to the players
Flight, then it is conceivable that you could what does happen or appears to happen in-
attempt to resist the Telekinesis by Flying in stead rather than flatly declaring That didnt
the opposite direction, but you would have work.
to spend an Action to use it (unlike the Au-
tomatic Defense); also, since its a Move-
ment Power it would only defend with a sin- Power Level
gle die. Because anything that makes sense
All Powers are rated as to their Power Level.
according to the Primary Rule would be al-
Power Level determines the number of dice
lowed, you could also use something like Su-
rolled when pitting that Power against an-
per Strength to resist by grabbing on to a
nearby object or even digging your fingers
into the ground; again that would take an
Action and be your one use of that Power in
the Round.

Disagreements
Disagreements or uncertainty over whether
the use of a Power follows from the descrip-
tion should be resolved in favor of the player;
the GM should feel free to point out con-
siderations that the player might have over-
looked, such as the villain being hundreds of
feet in the air, and encourage the player to
consider whether the use of the Power is in
keeping with the Primary Rule and to modify
or abandon it if its not.
Its also legitimate for the GM to reveal
information that the player might not have
known that has bearing on the proposed use
of the Power, or even render it moot. For in-
69
9. D EFINING P OWERS

other Power or to try and perform some task apply to all the attacks during the round for
while under stress, as well as how much the which Acrobatics makes sense as a defense.
Power can do in real-world terms: how fast,
how heavy, how big? Each level in Power
Level substantially increases the effect, rang- Movement Powers
ing from a 100% increase per level at Street
Scope to 64 times as much per level at Cos- Movement Powers primarily let you move
mic Scope. around, whether getting to the scene of the
Power Levels are assigned dice equivalent adventure, chasing a bad-guy or in combat.
and when rolling for the effect of a Power, They may also be used to attack or defend,
you roll the two dice listed and take the where that makes sense according to the Pri-
higher result. In Kapow! you never add the mary Rule (e.g., using fly to ram into a foe,
dice together. or super speed to dodge bullets), and may
be combined with other Powers. Movement
PL Dice PL Dice Powers take an Action if you want to change
2 1 point 10 d10, d10 Range categories or use them for attack or
3 single d4 11 d12, d10 defense; when used to attack or defend,
4 d4, d4 12 d12, d12 Movement Powers use only one of their dice.
5 d6, d4 13 d8+5, d12 Movement within a Range category doesnt
6 d6, d6 14 d8+5, d8+5 take an Action, its just part of the narration
7 d8, d6 15 d10+5, d8+5 of your Turn.
8 d8, d8 16 d10+5, d10+5 Your Movement Power can open or close
9 d10, d8 17 d12+5, d10+5 Range with a foe by one Range category
per Round (Combat Range -> Pursuit Range
-> Lost Contact). The exact distance a range
Note that the Power Levels follow an easy-
increment represents will vary by Scope.
to-remember pattern: at even levels you use
Combats will either begin at Combat Range,
two dice of the same size, and that size
or at Pursuit Range if the heroes first catch
matches the level; odd levels have one die
sight of the villains (or vice-versa) at a dis-
of the next higher level and one of the next
tance. Range doesnt change unless the
lower. Power Levels beyond 12 are not com-
combatants are deliberately trying to ma-
mon, generally only appearing when char-
nipulate the range to their advantage.
acters of different Scopes face one another.
You cannot use a Movement Power to
change Range categories and to attack or
Regular Powers defend in the same Round.

Regular Powers can be used to attack, de-


fend, or even moveassuming the Primary Utility Powers
Rule is followed and you have some explana-
tion of how youre using your Flame Breath to Utility Powers are Powers that can only be
move. If you use a Regular Power to defend, used for things other than attack, defense,
it will defend against all the suitable attacks and movement, for instance to heal an ally,
in the round. E.g., once youve decided to or search an area. Utility Powers start at PL 5
use your Powered Armor to provide you with (d6, d4). Utility Powers may take more than
Life Support that Round by sealing up the one Round to use where that would be logi-
vents and going to internal oxygen, that will cal, e.g. combing a library for clues is likely to
apply to any similar attacks that same round. take longer than a fraction of one Round. If
Even defending with a Power that requires you start to use a Utility Power for something
more active thought than that, say using Ac- that will take several Rounds and decide you
robatics to jump around and dodge, would would rather do something else, you can
70
Utility Powers

stop at any time, though you wont regain Utility Power as a defense unless the attack
any already spent Actions. Whether you can clearly implies a weakness. For instance a
resume your partially completed task later Utility Power UV Scanner that broadcasts UV
or your effort so far will be lost will depend light to look for clues could be used as an
on what would be logical given what you attack against someone who has a Compli-
were doing. A partially-built device will likely cation that makes him take damage from
wait, a partially-delivered speech to rally the UV radiation. Similarly a Utility Power IR Gog-
troops, not so much. gles could be used as a defense against a
Utility Powers are what Kapow! has instead Darkness Bomb because being able to see
of such things as skills or talents that are com- through darkness is clearly going to interfere
mon in other systems. If you are an extraordi- with the Power; on the other hand as a Util-
narily good detective, engineer, or archae- ity Power IR Goggles cant be used as a de-
ologist, good enough that you would regu- fense against Flame Blast, even with an ex-
larly rely on that ability in your fight for jus- planation that they let you better see the vil-
tice, that would be a Utility Power; if be- lain preparing to fire. (As an explanation of IR
ing a detective or engineer was merely a Goggles as a regular Power, that would be a
day job that might crop up once in a while perfectly fine justification, since Regular Pow-
depending on the situation, that would just ers are allowed to be used as attacks or de-
be part of your Background. Having it as fenses without special justification.)
part of your Background doesnt mean you Utility Powers that can be used for move-
are mediocre at ityou might still be world- ment are presumed not to be usable in com-
class, but it does mean that the adventures bat. E.g., you could have an ordinary he-
you have dont typically call on your skills in licopter, or even an extraordinary satellite-
that regard. E.g., Adam Strange is a world- based teleporter, as a Utility Power to get you
famous archaeologist and one of the tops from mission to mission provided it was slow or
in his field, but most of his adventures take cumbersome enough that you couldnt use
place in space on the planet Rann and its it to flit around while fighting. If you wanted
his quick-thinking, rocket pack, and ray-gun
that get him through the adventure. For
him, archeology is just Background. On the
other hand, Carter Hall is a museum cura-
tor and archaeologist whose adventures as
Hawkman frequently involve him using an-
cient weapons on display in his museum and
his knowledge of the ancient world. For
him archeology probably counts as a Utility
Power. If a roll is required to employ a skill
implied by your Background, roll the Default
Skill (d4, d4); if you have nothing in your Back-
ground that might be applicable you roll a
single d4.
Of course, Utility Powers also represent
genuine superhuman abilities such as X-Ray
vision, the All-Seeing Eye of Agamotto, a por-
tal to the Negative Zone, and so on. Pow-
ers that you dont intend to use all the time
should generally be in this category, with the
following caveats: You cannot use a Util-
ity Power as an attack unless the opponent
has a specific weakness; you cannot use a
71
9. D EFINING P OWERS

to be able to fight while using it, you would quire an Action to use. Active Powers re-
take it as Movement Power or a Vehicle in- quire an Action each time they are used.
stead. Automatic Powers never require an Action to
use, but can only be used under certain pre-
defined circumstances. Movement Powers
Minor Powers are usually Active, but only require an Action
if they are being used to attack or defend, or
Minor Powers are Powers that you have for to change Range categories such as when
concept reasons, but at such a low scale characters are fleeing or chasing. You de-
that they are unlikely to prove decisive, at cide whether a Power is Active or Automatic
least when facing opponents on the same when you take the Power.
Scope. For instance, if a character at City
Scope takes Super Strength at Power Level
Active Powers
8 (d8, d8), that is enough to lift a large Ele-
phant. If you wanted to be much stronger Any Power that requires an Action to use
than a normal person, but not as strong as all is Active. Active Powers never trigger un-
that, you can take Super Strength as a Minor less you spend an Action to activate them.
Power. Minor Powers work in all other ways Each Active Power may only be used once
just like other Powers, but they are limited per Round, no matter how many Actions you
to the Default Skill (d4, d4). So at Regional have, though you may use as many different
Scope you could take Super Strength as a Active Powers as you have Actions. Once
Minor Power (PL 4), and it would be sufficient you spend an Action on an Active Power
to heft a Grand piano. Minor Powers are not in order to defend, it will continue to de-
limited the way Utility Powers are; if it would fend you until the beginning of your next turn
be helpful to attack, defend, or move with a (when you would have to spend another Ac-
Minor Power despite its low Power Level, you tion to renew it), even against new attacks.
are free to do so without any unusual justifi-
cation.
Automatic Powers
You may have as many Minor Powers as
seems reasonable, regardless of what Tem- Automatic Powers are used automatically
plate you pick. Minor Powers can never whenever certain conditions are met. What
be combined, not even with other Minor those conditions are and what the Power
Powers. Despite the fact that Minor Powers does are determined when you take the
are free you should clearly define all your Power. An Automatic Power may be used ei-
heros Minor Powers before you play. You are ther for attack or defense, not both. For in-
free to add, change, or remove Minor Pow- stance, Armor might be an Automatic De-
ers between sessions, or during with an ap- fense that would be used whenever you
propriate Primary Rule justification such as re- were physically attacked. Flaming Body
turning to the lab. Minor Powers are perfect could be Automatic Attack that would be
for representing thing such as the groups used whenever you were grabbed. Auto-
gadgeteer whipping up a bunch of breath- matic Defenses defend against every appro-
ing masks when you find that you have to priate incoming attack, Automatic Attacks
head to Atlantis for the next part of the ad- attack everyone, friend or foe, who meets
venture. the proper conditions. Powers that dont
directly attack or defend may be chosen
as Automatic, and will activate whenevers
Active vs. Automatic appropriate; a common example might be
an Automatic sense, which would be active
All Powers are either Active or Automatic, whenever something perceptible was within
depending on when and whether they re- range.
72
Active vs. Automatic

Automatic Powers can combine with other


Powers if the conditions for triggering the Au-
tomatic Power occur at the same time as an-
other Power. That is, if you had Flaming Body
as an Automatic Attack, and Super Strength,
and you grabbed somebody with your Su-
per Strength and squeezed them, the condi-
tions for the Flaming Body would apply and
you could choose to attack by Combining
your Super Strength and Flaming Body. How-
ever, whenever you Combine an Automatic
Power with another, the base power is the
weaker of the two powers. E.g. if your Super
Strength was PL 10 and your Flaming Body
was PL 6, the Combination would be an at-
tack at PL6+1, not PL10+1. You would have
to spend an Action for your Super Strength,
but not for your Automatic Flaming Body.
Automatic Movement moves you when-
ever the proper condition occurs, e.g., a vil-
lain might have an Automatic Teleport that
emergency teleports him back to his lair
when he is put Out; Automatic Movement
Powers can take effect even if youve al-
ready moved that round, or even if youre
Out as in the example, but they can never
be used to attack or defend, nor activated
except by meeting the proper conditions.
An Automatic Utility Power might be a
super-sense that you dont have to concen-
trate on to use (such as Infra-Red vision, but
probably not Telescopic or Microscopic Vi-
sion). You could use it to justify an attack that
you couldnt otherwise make, such as be-
ing able to hit an invisible foe because you
have Radar Sense, but remember that if you
combine it with an attack, the combination
would be based on the lower power of the
two which is likely to be your Utility power.

73
Chapter 10

Using Powers

The Primary Rule can announce that he grabs a nearby lamp-


post and hurls it at the villain. The GM can
The Primary Rule of Kapow! is that actions remind the player that they are currently in
have to make sense in a superhero comic- the Mojave desert, so maybe it should be a
book kind of way. In order to justify using a rock, and the GM can rule that the lamp-
Power, you have to describe using the Power post/rock passes through the villain harm-
in a way that makes sense...at least accord- lessly (because unbeknown to the player at
ing to the genre conventions. Decisions as to the moment, its just a hologram), but the
whether that particular use of a Power ought GM shouldnt override the player to say there
to be allowed rest with the player, though are no lampposts, rocks, or anything else suit-
the GM or other players are permitted to able to throw or that the throw falls short with-
point out if they think the player is pushing out giving the player a chance to roll to see
it; the GM is also encouraged to point out if the Super Strength Power succeeds in over-
circumstances that the player ought to take coming the villains defense.
into account when deciding how to use the The goal of the system it to make every-
Power (such as the villain currently hovering thing simple, fast, and exciting; negotiation
300 feet in the air, or holding a hostage in every round between the players and the
front of him), and its ultimately up to the GM GM as to whats permissible and what ob-
to decide on and describe the effect of us- jects are in the environment and whether
ing the Power on the environment or the foes, any die-rolls are needed to see if the charac-
as long as he does so in a way that doesnt ter can use them just slow things down and
countermand the players description of the break the flow. In comic books theres al-
attempt. ways an object of the right size around to
The player should stop short of describing pick up and chuck if thats what the hero
the reaction, although saying what shes try- wants to do. Similarly as long as the fight is
ing to do is fine: I pick up a car and hurl taking place in an area where there are such
it at Dr. Null or I try to lasso Dr. Null and things as fire hydrants or high-voltage lines,
pull him out of the air are good, while I pick then they are assumed to be within reach
up a car and hurl it at Dr Null, knocking him and ready to be deployed with the appro-
out of the air and pinning him beneath the priate Powers.
car isnt as good. When describing your at-
tempts you should leave room for either the
dice or circumstances unknown to you to in-
The Primary Rule And The Default Skill
tervene. If you need to make a roll and you dont
Another example: if the player wishes to have an appropriate Power according to
hit the villain using his Super Strength, even the Primary Rule, you roll your Default Skill in-
though the villain is 300 feet in the air, he stead. This happens most often when your
74
Uncontested Actions

Defenses arent applicable. In Kapow! you need to beat their Attribute to score a Knock
never resist an attack with your bare At- Out. The villains need to beat your defenses
tribute, you always have some chance of before youre affected. At higher Power Lev-
mitigating the attack somehow. The Default els ties are relatively rare, but at low levels this
Skill also represents using a skill implied by edge is what separates heroes from mooks.
your Background that isnt one of your Pow-
ers, as well as using one of your Minor Powers.
When using your Default Skill this way, roll PL Defending
4 (d4, d4) if theres any way of justifying it by
your Minor Powers or Background, and a sin- When you attack other characters, the de-
gle d4 if you cant. Normal people will roll fenders get to announce what they are do-
PL 4 (d4, d4) in the areas that theyre trained ing to Defend themselves, which can include
in, or have equipment for, and a single d4 for spending Actions on Active Powers to aid
anything else. in their defense. The defenders need to re-
member how many Actions they use and
which Active Powers they employ, so that
when their Turns come around they dont re-
use them; once an Active Power has been
used to defend with, it will continue to de-
fend against any new attacks, Primary Rule
permitting, for the rest of the Round without
requiring any additional Actions.

Example
Captain Strong uses his PL 10 (d10, d10) Su-
per Strength to throw a car at Arachno-Man,
who dodges with his PL 9 (d10, d8) Arachno-
Agility. Captain Strong rolls, getting an 8 and
a 3, for a roll of 8; Arachno-Man rolls a d10,
d8, getting a 4 and a 6. 8 is better than 6,
so the car at least Hinders Arachno-Man; if
Arachno-Mans Toughness is less than 2, hell
Contested Actions actually be Out.

When rolling a Power contested by another


Power, such as an attack vs. a defense,
both Powers roll and the higher number wins.
Uncontested Actions
The amount the higher number exceeds the
lower is the Damage. Zero Damage is still a When trying to perform an uncontested ac-
success for Player Characters, but a failure tion roll the Power and then compare the roll
for NPCs. to the Difficulty set by the GM.
When you roll for the result of an uncon-
tested action, the result is always interpreted
Ties
relative to the Scope of the hero; even if
Ties go to the player, or if two NPCs are mak- two heroes have Super Strength at PL 6, if
ing opposed rolls, to the attacker. Your at- one is Neighborhood Scope and the other
tacks merely have to match the villains de- is Global Scope the latter is able to lift much
fense to have some effect, though you still greater weights.
75
10. U SING P OWERS

When To Roll Uncontested Actions ery Power or every use of a Power will di-
rectly translate into weight or speed, and
Remember, if its obvious that the Power most heroes will have at least some Powers
ought to succeed by the Primary Rule, rolling above the base but the charts give you a
isnt necessary. Much of the time Kapow! general feel for the order of magnitude that
assumes that feats such as picking up cars, Powers of a given level might represent.
overtaking a speeding train, or jumping to
the top of a nearby building are inciden- E.g., Difficulty 6 at Regional Scope is equiv-
tal to the action. Picking up a nearby car alent in weight to a medium car (2 metric
and hurling it at the villain with your Super tons), so a hero at that Scope with Power
Strength isnt two actions, one of attempt- like Super Strength or Telekinesis would roll her
ing to pick up the car and another of hitting Power against Difficulty 6 to lift the car. If
the villain with it; its a single attack that hap- the car were a small car that only weighed 1
pens to be narrated as using a convenient ton, then at Regional Scope only Difficulty 5
piece of scenery in accordance with the Pri- would be necessary, so the hero would have
mary Rule of sounding like a comic book. to roll 5 or more. Obviously, if the heros Power
Chances are that the player taking the ac- was PL 8 (d8, d8) this would be easier to do
tion invented the car being there for that pur- than if they were using a PL 6 (d6, d6) Power.
pose; it would make no mechanical differ- Say your friendly Neighborhood Arachno-
ence if it had been a dumpster, mailbox, or Man wants to lift a medium car, weight 2
just the characters fists, so there is no reason tons: thats a 9 at Neighborhood Scope. If
to interrupt and say Wait, can your charac- he has Arachno-Strength PL 6 that will re-
ter lift a car? Roll for it. The only reason to quire hitting Difficulty 9 on his d6, d6. He
make an uncontested check is when there would need use some combination of Wild
is both a reason to care about the outcome, Shot, Supreme Effort, and possibly Combin-
and genuine doubt about whether the char- ing Powers or getting help from another hero
acter is up to the task. For instance, if the to achieve that. Supposing, though, that his
villain hurls a car and the hero wants to try Arachno-Strength was at PL 10 (d10, d10), he
to catch it so that the passengers arent in- would be able to do it without any special
jured it would be reasonable to check, and effort if he rolls well. If he doesnt roll well
roll if it might be difficult for a character of enough, he can change the roll to a success
that strength. by becoming Hindered. (See Failure Is Not
An Option). Remember, though, that if its
Difficulty not important you shouldnt be rolling.

The Difficulty for exerting your Powers to ac-


complish specific effects appropriate to the
Power (such as using Super Strength to lift an
object) is based off of the Power Levels for
the Scope. The maximum die roll represents
the maximum the Power is capable of with-
out Supreme Effort, Wild Shot, or combining
with another Power.
The chart on the following page summa-
rizes the Base Difficulty Levels for each Scope
(that is, what a power bought at Base PL 6
can do) to give you a quick idea, but you
should see Appendix B for a list of the ef-
fects for each Power level and the real-world
equivalents in weight and speed. Not ev-
76
Uncontested Actions

Difficulty
6
Scope Weight example Speed +1
3: Street 250kg motorcycle 32 kph car on a x1
city road
4: Neighborhood 500kg Grand 64 kph racehorse x4/3
Piano
5: City 1 ton small car 128 kph cheetah x32/6
6: Region 2 tons medium 250 kph fast train x2
car
7: Country 16 tons empty 1000 kph jet x4
bus airplane
8: Global 125 tons blue 2000 kph Concorde x4
whale,
river
gunboat
9: Interplanetary 8 kilotons Godzilla 16000 kph speed of x8
dawn
10: Interstellar 512 kt largest 1million kph to the x16
ship Moon in
3 hours
11: Galactic 32 mt Big Dam 3c 2.6 x32
minutes
to the
Sun
12: Cosmic 2000 mt 1/2 tsp 200c 200 x light x64
neutron speed
star
material

Difficulty for Other Tasks


When in doubt about the Difficulty for a task,
and its not something that the hero clearly
ought to be able to do just through invoking
the Primary Rule, use the following as a rule
of thumb:

Task Could be Done By Difficulty


Normal 2
Expert normal/Agent 4
Superhero 6
Powerful superhero 8
Superhero duo 10
Team of Superheroes 12
77
10. U SING P OWERS

Damage age and its pretty likely you hit various peo-
ple and nearby objects unless your target
Most of the time, opposed rolls take place dwarfs the bus in size.
when one character is trying to damage an- GMs shouldnt slow the game down with
other. If the attack is a success, subtract the checks for Collateral Damage after every
defense roll from the attack roll: the result is single attack; save it for when it would make
the Damage. You then compare the Dam- a difference, such as when the villain is hold-
age to the defenders appropriate score. ing a hostage, or the battle is taking place
For most attacks, that will be their Tough- on top of something important that could
ness; if you have an appropriate Advantage explode or collapse. Trivial damage, such
it might be compared to Will or Stamina in- as hot-dog stands getting knocked over,
stead. The four possible results are Hindered, awnings being busted or car alarms going
Tired, Out, or Overkill. off, can simply be narrated as a result of the
If the Damage is less than or equal to Primary Rule. Save actual checks for Collat-
the Attribute score, the result is Hindered for eral Damage for times when somebody will
Toughness or Will, and Tired for Stamina. If care.
the Damage exceeds the target Attribute, Use the result of the lower die from the roll
the result is Out; if the damage exceeds as an attack against whatever near-by tar-
the target score by 3 or more the result is gets seem appropriate according to the Pri-
Overkill. Kapow! has no specific mechani- mary Rule; those targets then roll their appro-
cal provisions for death; depending on the priate defense or the Default Skill if they have
tone youre going for you can include death none. If youre rolling only one die, such as
of bystanders as a potential result of Overkill, when you are Hindered or taking a Wild Shot,
or as one of the results of applying the Pri- if the GM calls for checking Collateral Dam-
mary Rule, or something that happens once age at that point roll the second die and use
in a while but only as a result of the plot the result even if its higher than the original
(as when the heroes dont arrive in time to roll.
disarm a bomb), or as an additional action The GM should assign Toughness to objects
taken against an Out foe. For a particularly based on how reasonable it is for a hero
grim tone along the lines of a Warren Ellis or villain at that Scope to break the object;
story, you could actually make Out equal to a rule-of-thumb is Toughness equal to the
dead as long as you were prepared to keep Scope that the object would usually appear.
creating new characters. So a hot-dog stand would be Street Level (3),
When you use a Power, theres a chance a car would be Neighborhood level (4), and
that youll cause Collateral Damage. At the so on. An Out from a Power at or lower than
GMs discretion and according to the Pri- the objects Scope will break the object and
mary Rule the lower die roll may be applied render it unusable until repaired; it requires
as damage to nearby people and objects. either Overkill or an Out from a Power at least
one Scope higher in order to destroy the ob-
ject, three higher if the the object is a build-
Collateral Damage
ing or collection of buildings.
Superhero battles are famous for the amount You can avoid the possibility of Collateral
of destruction they wreak on the surround- Damage by taking Careful Aim.
ings. At the GMs discretion attacks made
can be checked to see if they cause Collat-
Hindered
eral Damage. If you hit a foe with your fist,
you probably wont cause Collateral Dam- When you are Hindered all your Active Pow-
age unless you knock him flying into some- ers are reduced until you spend an Action to
thing; if you hit a foe with a bus, at the very undo whatever it was that was hindering you.
least the bus should suffer Collateral Dam- While Hindered all your Active Powers are re-
78
Damage

duced to a single (better) die. Hindered con-


ditions accumulate if you keep getting at-
tacked successfully, and while your abilities
arent further reduced it requires a separate
Action to clear each instance of Hindrance.
Automatic Powers arent affected by being
Hindered unless they have the Can Be Hin-
dered Disadvantage.
E.g., Youre Hindered: your d8, d8 main
Power becomes a d8 Power, and your d8,
d8 Movement Power becomes a d8 Power,
but your d8, d6 Automatic Defense is un-
changed. Youre Hindered again on the
same turn and your Powers arent reduced
teleporting from beneath the rubble, and
further, but now you will need to spend two
so on); it is this that costs an Action. Play-
Actions to clear the status. It might be
ers should be more generous than usual in
helpful to give the player a token, such as
interpreting what is an appropriate descrip-
a poker-chip, each time the character is Hin-
tion for freeing yourself from being Hindered.
dered to help keep track.
Basically, being Hindered costs you an Ac-
Being Hindered represents some specific
tion, its not intended to cost you the rest of
thing that happened to the character as a
your Turn after you become Unhindered or
result of the successful attack that was in-
debilitate the character for the rest of the
sufficient to put the character Out. It could
fight; the presumption should be that some-
be becoming trapped beneath the thrown
how or other you can free yourself as long as
bus, having your hands webbed together,
you have Actions remaining. Using a Power
being groggy from sleep gas, or just gener-
in your description of how you free yourself
ically stunned by the force of the attack
from being Hindered doesnt count as its sin-
if no more specific thing suggests itself. The
gle use for the Round (that would be un-
GM will generally describe what it is thats
fair to Powerhouse Templates, and at any
hindering you, following from how the at-
rate would be easy to side-step by using a
tack was described; go with it. If its really
Minor Power to free yourself instead). No
impossible that your character be Hindered
matter how many Hindered tokens you have
in the way described (the GM forgot that
stacked on you, you can always clear them
your character doesnt need to breath, so
all by sacrificing your Turn (all your Actions)
gasping from smoke wont do) then suggest
for the Round, or by Sheer Determination.
something that does seem plausible to you.
Some Examples Of Ways To Describe Being
One way or another if the attack was jus-
Hindered
tified under the Primary Rule and the result
was high enough to Hinder you, you should Knocked down, or thrown backwards a
be Hindered. distance

Buried in Rubble
Becoming Unhindered
In order to become Unhindered, you should Covered in some sticky or slippery sub-
describe what youre doing according to stance
the Primary Rule in order to get free of Eyes stinging and watering from smoke
the Hindered effect (this could just be shak- or chemicals
ing your head to clear the grogginess if
the conditions was as generic as just being Gasping and choking from water or
stunned, melting your way out of webs, smoke
79
10. U SING P OWERS

Dazed by a hard hit Example: Your ally was put Out by being tele-
ported out of the battle. To bring him back
Distracted by danger to a bystander before three turns are up you would have
to not only spend a full Round, but come
Partially blinded by a bright flash up with an explanation of how you were us-
ing your Powers such using as your Move-
Muscles cramping from electrical shock
ment Power (Super Speed, Teleport) to re-
Shivering from cold trieve him. If you had a Utility Power that was
specifically designed for bringing him back
Exactly how you are Hindered and what you into the fight, such as Teleport Ally Power of
have to do to become Unhindered will de- your own, then you could do it with a single
pend on the description of the attack that Action; note that it has to be a Utility Power,
Hindered you and the Primary Rule. They key rather than a regular Power. (This serves as a
is that whatever was described, being Hin- bonus for taking such specialized Utility Pow-
dered will never do more than make it diffi- ers.)
cult to use your Powers, or require more than Out characters may be further Restrained
an Action with an appropriate description to or put Down for the Count, in which case
become Unhindered. To completely prevent they will not come back into action un-
you from acting or using a Power would re- til those conditions have been eliminated,
quire an Out or special circumstances (such even if one or more of the above are met.
as Disabling a Power, or Countering a spe- Some examples of ways to describe being
cific Power). Out
Knocked clear into the next block, or
Out even County

Damage in excess of the defenders At- Buried under rubble, or underground


tribute...Toughness, Will, or Stamina, as ap-
Trapped in a force bubble
propriate... puts the defender Out. Merely
tying the Attribute does nothing extra, even Unconscious
against NPCs. Out does not have to literally
mean unconscious, merely incapable of fur- Turned to stone
ther combat until aided by another or given Fast asleep
sufficient time to recover or work free. A char-
acter who is tangled and helpless in a web, Lost in the maze of your own mind
fast asleep from gas, buried in cement, or
locked in a force-bubble counts as Out for Struggling in a web
game purposes. An Out character is out of Battling phantoms
the fight until any of:
Writhing in agony
1. Another character spends a full Round
(all Actions) reviving the character or Exactly how you are Out and what others
otherwise reversing the effect of the Out would have to do to revive you from being
in accordance with the Primary Rule Out will depend on the description of the at-
tack that put you Out and the Primary Rule.
2. Another character spends an Action us- For your part, there is nothing you can do to
ing a Utility Power that by the Primary hurry the process of reviving, but it is assumed
Rule is intended for situations such as this that after three of your Turns even if nobody
(e.g., Healing) has aided you as long as the battle hasnt
ended you will have found a way out of it,
3. Three of your Turns have elapsed through sheer force of will if nothing else. Its
80
Damage

not at all unusual to be Out, perhaps more As long as you are continue to spend an
than once, during the course of a superhero Action every Round to Restrain the charac-
battle. Getting Out does not mean that you ter, nobody can bring him back from Out
lose, unless you are the last hero standing, status, nor does the three Turn limit apply. If
and perhaps not even then depending on you stop Restraining him, whether voluntar-
whether the villain has the time and foresight ily, or because somebody has put you Out
to put you Down for the Count or flee; if the or Hindered you, he is still Out until one of
villain is otherwise occupied setting bombs, the conditions for reviving him is met. The
hijacking the airwaves to deliver his demands three Turn count runs concurrently with be-
or chasing off the police then you will be ing Restrained, so if three of his Turns or more
back in action in three Turns. Superhero bat- have passed while he was Restrained, he is
tles are full of reversals and comebacks from no longer Out and may act.
near-certain defeat. Whether minions and bystanders, individ-
Regardless of the Primary Rule justification, ually or taken together as a Mob, are ca-
Out must be reversible; you are not allowed pable of restraining a character whos been
to define powers such that an Out with the put Out depends on the character and the
power is permanent. Even if the Out char- Primary Rule justification theyre using.
acter is magically turned to stone, the result
must be temporary. (Optionally in a gritty Down For The Count
campaign, you may agree that Overkill can
make Out permanent, barring some extraor- You can choose to spend an entire turn,
dinary plot event.) all of your Actions and no Movement al-
lowed, putting an Out character Down For
Dont Count Me Out Yet the Count. If you are attacked during the
turn, even if the attack fails, you do not make
If you have spent three of your Turns out of progress putting him Down for the Count
combat and the combat isnt over, you gets and have to try again. You still need a Pri-
to jump back into the fray. Its no fun just mary Rule justification for him being Down
sitting around unable to play, so if neither for the Count, such as wrapping a steel I-
side can wrap it up after a decent period, beam around the character, cocooning him
you get to come back yelling something like in webbing from head to toe, or simply wind-
Dont count me out yet, Dr. Zoroaster! Of ing up a hay-maker and knocking the living
course, this applies to the villains as well. If daylights out of him. Characters that are
you dont take time to make sure the villain Down for the Count are out of action until the
is Down For the Count, you may be in for an end of combat, no matter how many Rounds
unpleasant surprise later. that takes, unless they are revived.
As with Restraining, whether minions and
Restraining bystanders are capable of putting an Out
character Down for the Count depends on
You can automatically thwart an Out char- the Primary Rule justification theyre using.
acter attempting to recover from being
Out by Restraining him. Restraining requires
Reviving
spending an Action with an appropriate Pri-
mary Rule justification, such as tying the Out Reviving a character thats been put Down
character up, burying him under some rub- for the Count requires the same conditions
ble, etc. as putting them down: the character doing
A character thats being Restrained cant the reviving must spend an entire turn reviv-
return to the battle without outside help: an- ing the character, uninterrupted. A revived
other character will have to Hinder or put the character will no longer be Out (given the
character whos Restraining him Out. conditions for putting him down for the count
81
10. U SING P OWERS

its a good bet that it will have been at least Overkill


three Rounds anyway).
When you do more than three points over
the amount needed to put a foe Out, thats
Out Is Not Defeated Overkill. The exact result of Overkill will de-
Note that being Out is not the same thing pend on the tone of the campaign. Whether
as being defeated. The battle isnt over un- it occurs or not is entirely the GMs option,
til the villains or heroes are Down For The and it might result in the foe being out for
Count or the villains have gotten away or the remainder of combat (disregarding the
otherwise accomplished their goals. Get- Dont Count Me Out rule), a serious injury,
ting Out is a normal part of superhero bat- or even death. Whether Overkill can ever
tles in comics, which thrive on dramatic re- result in death is something that should be
versals and come-from-behind victories, and agreed upon by the group before the rule is
Kapow! tries to allow for this. During a typical ever invoked to inflict it. Nothing can kill the
battle, several characters on either side may fun of a campaign faster than when a player
get Out and come back before the final res- suddenly finds that manslaughter is possible,
olution. and she has committed it. You should always
make sure the players know if Overkill can re-
sult in death, and that they can and should
Tired be using Careful Aim or Pulled Punches if
they want to be sure of avoiding it.
Attacks versus Stamina and Supreme Effort
can result in a character becoming Tired.
You also become tired when Overdrive ends. Disabling Powers
Being Tired is like being Hindered, in that
while you are Tired you only roll one die for Besides attacking to put the target Out, you
your Powers. Unlike being Hindered, being can attack to Disable one of the opponents
Tired doesnt accumulate: you are either Powers. The attacker rolls normally, following
Tired or you are not, regardless of how many the Primary Rule, and the defender rolls the
times you get the Tired result while already Power instead of whatever defense would
being Tired. Tiredness does not stack with be- normally be applicable (so its easier to Dis-
ing Hindered, though you dont get your full able weaker Powers). Characters with Ac-
dice back until both conditions are cleared. tions remaining and a suitable Primary Rule
You cease to be Tired when: explanation may Combine other Powers with
the Power being targeted to help defend it.
1. In combat: you spend three Rounds rest- A Hinder result means the Power is Disabled
ing (not actively using any powers). Out and cannot be used again until an Action
of Combat: you spend a scene recover- is spent restoring it; an Out result means the
ing (not doing anything except explicitly Power is Disabled and cant be used again
resting up) until conditions similar to recovering from Out
are met:
2. You or another character spend an Ac-
tion using a Utility Power that by the Pri- 1. The character or another spends a full
mary Rule is intended for situations such turn repairing or restoring the Power us-
as this (e.g., Healing or Leadership) ing another Power in accordance with
the Primary Rule
3. You trigger your Overdrive. E.g., if your
Drive is to protect the innocent, then 2. The character spends an Action using a
when an innocent is threatened, you Utility Power that by the Primary Rule is in-
can trigger Overdrive to recover from tended specifically for situations such as
being Tired this (e.g., Engineering, Regeneration)
82
Damage

3. The character voluntarily leaves combat guy while punching another, running around
for 3 full Rounds to repair or restore the at super speed punching each guy in the
Power face, or stomping the ground to attack a
whole squad. Even if your explanation of
Disabling Automatic Defenses how youre splitting your power involves mul-
tiple shots, it still only counts as one Action.
When Automatic Defenses are Disabled, When you Split your Power you break up
they dont completely go away: instead the dice as well to cover more targets. To at-
they are reduced to a single die (as hap- tack two targets, just use one die each. After
pens to Powers when Hindered), unless they that each time you lower the die-size by one,
have the Can be Disabled Disadvantage or you double the number of targets that die
are targeted with Power that has the Dis- effects (e.g., d8, d8 becomes 1d8 on each,
abling Only Advantage in which case they then 1d6 on 2 targets and 1d6 on another 2,
behave as with any other Power. In addition, then 1d4 on 4 targets and another 1d4 on
Players should take particular care that the a different 4 targets, etc.). You can never
Primary Rule justification for Disabling a Au- split a Power below d4, and you can never
tomatic Defense makes good comic-book double up by having the two groups over-
sense. E.g. if somebody is made of stone, lap by a single target; if that means that you
it ought to be pretty hard to justify reducing cover less than the maximum (say there are
that Power or taking it away, even temporar- 4 in one group and only 3 left over for the
ily. second group), thems the breaks.
You can use the following table as a
Disabling Non-Powers cheat-sheet.

Disabling also applies to things that arent Table 10.1: Splitting Powers
necessarily defined as Powers. For instance,
if you are attempting to blind a foe with a # Targets per die 1 2 4 8
flash of light, you can treat that as an at- Die-size -0 -1 -2 -3
tempt to disable his sight; if he has no sight
power such as Telescopic or Infra-Red Vision
to defend with, treat it as an attack against
the Default Skill (PL 4). The consequences of
disabling a non-Power this way are left en- And the rest...
tirely to the Primary Rule. E.g. a blinded foe When youre Splitting Powers, after youve
is not Out, but should be constrained by the split the dice to cover as many specific tar-
Primary Rule to doing only such things as are gets as you wish, if its appropriate accord-
plausible given the fact that hes blinded. ing to the Primary Rule you may choose to
Non-Powers can be restored from being Dis- target everybody left over in the area with a
abled the same way that Powers are. single d4. Roll 1d4 for all of them, not each
individual. This is useful in situations where its
Splitting Powers implausible that a crowd of agents or mooks
would be completely unaffected by a large-
The opposite of Combining Powers is Splitting scale attack right next to them.
Powers: you can choose to attack multiple
targets at once by dividing up your Power.
Quick Roll
As usual, you need to follow the Primary Rule
by having a plausible explanation for what Optionally, when rolling for a bunch of identi-
youre doing, whether its firing one gun with cal powers, such as when NPCs are defend-
either hand at different targets, flinging your ing against a power thats been split among
shuriken in multiple directions, kicking one them, instead of rolling for each individual,
83
10. U SING P OWERS

roll the defensive power and treat the high Whether its advantageous to split the dice
roll as applying to half the group, and the low still further to affect more targets is a judg-
roll as applying to the other half. ment call; generally each time you split you
have the potential to affect double the num-
ber of targets, but the average roll goes
Speeding Combat Vs. Minions down by 1 and the maximum roll goes down
by 2.
Against a bunch of identical foes, you can
treat them as a Mob or Quick Roll. To treat Contrariwise, if you are fighting a single foe,
them as a Mob instead of using the Splitting or you have reason to care exactly which
Powers rule, just redefine them as a single foe youre putting down (such as the one
entity, increasing their Power Levels appropri- who is closest to the launch button in the un-
ately. See Mobs 13. derground missile silo), its better to use both
dice against that single foe, and even bet-
E.g., The Indescribable Bulk throws a truck
ter if you can Combine Powers to use larger
at 16 agents of H.E.L.L. As a Mob, you roll
dice. Wild Shot (merging two dice into a
once for the Bulk at d12, d12 and then once
single larger die) is a toss-up: its more ran-
for the entire mob of Agents at, say PL 8 (d8,
dom, so your average roll will be lower, but
d8). As a Quick Roll, drop the die-size for his
the maximum roll will be higher. If you think
PL 12 Strength to d6 against 8 agents and d6
the average is good enough to prevail you
against the other 8 agents. The first 8 Agents
should stick to rolling two dice; if you think
roll their (e.g.) PL5 (d6, d4), using the high roll
that youll only win if you roll close to the max
for 4 and the low roll for the other 4. Then re-
then you should Wild Shot.
peat the process for the remaining 8 agents.
Which way to treat them depends on what
seems convenient to the GM. Generally, it Duration Of Powers
makes more sense to treat them as individu-
als and use Splitting Powers if individually they The duration of the effects of various Powers
are powerful enough to threaten the hero or should generally be determined by the Pri-
there are few enough that the heros power mary Rule. If you make a patch of ice with
could be split to cover them all, and as a one of your Powers, it will last until somebody
Mob if they would be no threat to the hero else uses a Power to get rid of it, or the GM
except en mass, or there are too many to decides it melts naturally. If you make a wall
make it worth even counting how many in- of stone, it will last until indefinitely, or until its
dividuals are Hindered or Out. destroyed. On the other hand, many Power
effects should be presumed to last only until
theyre overcome; if you Hinder a foe by try-
A Note On Tactics ing to encase him in ice, the icy coating only
lasts until he spends an Action to free himself.
If you are fighting a group of identical foes,
such as agents, and you dont really care
which one you put Out, it is always advan- Thwarting
tageous to at least split your Power into two
attacks. E.g., if you have a d10, d10 attack, When somebody is trying do something,
make it d10 against each of two foes. If the whether or not it uses a Power, you can at-
resulting roll is too low to affect the agents on tempt to prevent them from doing it, thus
both dice, rolling both against a single agent Thwarting them. Attempting to Thwart
wouldnt have helped; if one of the dice is somebody takes an Action, and requires an
high enough and the other isnt, you still put Primary Rule explanation of how you are
an agent Out just as if youd rolled against Thwarting them, but it doesnt count as an
one single agent; if both of the dice roll high attack, so you can do it even if its not your
enough, you manage to get two agents. Turn as long as you have Actions remaining.
84
Thwarting

Thwarting somebody is a Contested roll, usu- and re-declare his action, perhaps as an at-
ally Power vs. Power; one or both might be tack on Captain Patriot, or an attack on the
the Default Skill. Mayors aide.
If you are being Thwarted you have three The Red Menace can try to slash anyway,
options: You can either accept that youve but if he loses the Power vs. Power contest
been thwarted and do something else, against the Shield his Action and Power were
plow ahead and attempt to overcome the wasted, and even if he wins he still has to roll
Thwart, or spend an extra Action to try to use his attack on the Mayor.
some other Power to counter the Thwart. Finally, the Red Menace can also attempt
In the first case you just abort your cur- to counter the Thwart by spending an Action
rently declared Action and describe some- and using a different Power, perhaps by mov-
thing else you want to do instead; the new ing with his Rocket Pack so the shield isnt
action cannot be equivalent to the old one. in the way, or by deflecting the Shield with
For instance, if a villain was attempting to his Hammer. If he succeeds in a Contested
shoot the Mayor and a hero tries to thwart roll vs. the Shield power, then he continues
him, the villain cant replace the thwarted and rolls his Sickle attack on the Mayor. If his
shot at the Mayor with an attack on the counter fails then both Actions and Powers
Mayor using a different power... but he can are spent.
change it to shooting at the hero who got in
the way.
If you want to just try to overpower the
attempt to Thwart, you roll for your Power
and the Thwarter rolls for hers; if you win
then the Power has a chance to take ef-
fect normally and you roll again for it (and
for the defenders applicable defense if its a
Contested roll); if you lose, then your Action
has been spent and your Power used for this
Round.
Finally, if you dont think you can prevail in
a Contested roll (for instance youre trying to
push a button with your Default Skill) you can
try to counter the Thwart by spending an-
other Action and using a different Power. De-
scribe how youre using the Power counter
the Thwart and roll your Contested Power; if
you win, then youve spent that Power and
Action, but the original attempt proceeds as
normal; if you lose then both Actions and
Powers are wasted.
Characters may attempt to Thwart or
counter a Thwart with their Movement Pow-
ers or their Default Skill, but it still costs an Ac-
tion.
Example: The Red Menace attempts to
slash the Mayor with his Power Sickle, and
Captain Patriot tries to Thwart him by hurling
her shield to block the sickle. The Red Men-
ace can accept that Captain Patriot has
Thwarted his attack on the Mayor this turn
85
Chapter 11

Tropes

Tropes are special rules that help provide a


better fit for things that are typical of the
genre. Tropes are almost always invoked
by the players, or the GM on behalf of the
NPCs, so they can be used as much or as
little as the players see fit; they are not situ-
ational modifiers, so you dont need to be
constantly checking the list to see if a partic-
ular Trope applies, nor is there any chance
that you played it wrong if you later realize
that there was a Trope that you might have
used but didnt.

Battle Cry
Once per session the player can shout her
personal Battle Cry while attacking and in-
stead of rolling take the highest the dice can
roll. This cannot be used with Wild Shot, and
only counts against a single target even if
the Power has the Area Effect Advantage or
youre Splitting the Power. That is, for Powers
affecting multiple targets for whatever rea-
son, you must pick one target thats dead-
center and bears the brunt of the attack and hero throwing another hero who attacks with
get the benefit of the Battle Cry against that his fists or blades (Fastball Special) or two
target while rolling normally for the rest. You martial artist coordinating their attacks (You
cant use a Battle Cry for defense, move- go high, Ill go low) or one hero grabbing a
ment or utility actions. villain to hold him long enough for another
to hit. A squad of riflemen might combine all
their shots into a single attack. When Com-
Combining Powers bining Powers the combo becomes a sin-
gle attack, and the Combined Power Level
You may Combine Powers to attack or de- is equal to the Power Level of one of the
fend, or even move, given appropriate de- Combined Powers of the attackers choice,
scriptions according to the Primary Rule. A plus 1 Point for each character Combining,
Combined Power might be a super-strong to a maximum plus equal to the number of
86
Careful Aim And Pulling Your Punch

player characters in the fight. Thus, each Combining Your Own Powers
player at the table involved in the fight can
Heroes may also combine up to two of their
contribute, if they choose, but you can never
own Powers, for a +1 as per the standard
get a bigger plus than that. Villains face the
rule, as long as they have a reasonable Pri-
same limit: the number of players in the fight,
mary Rule justification, such as using flight to
not the number of villains. (Limiting the max-
swoop down a villain while swinging an Elec-
imum to the number of players actually in-
tric Mace to add the speed of the dive to
volved in the fight means that heroes arent
the impact of the mace. Each Power con-
penalized for having a big group of players
tributing takes one Action. You cant com-
who are off doing something else while the
bine more than two of your own Powers, or
villains ambush them.)
Combine more than one of your own Powers
The Advantages of the Combined Power
with somebody elses Powers.
will be those of the power thats chosen as
the base for the attack; you cannot mix and
match the Advantages of the different pow- Careful Aim And Pulling Your
ers. Disadvantages are applied separately.
Using a Power as part of Combining Powers Punch
costs an Action, even if the Power is normally
Automatic. There are times when the hero may want to
When you Combine Powers with other be more cautious about using attacks, either
heroes, thats the only attack you can do in to be surer that you hit, or to avoid doing Col-
your Turn: you cannot attack multiple differ- lateral Damage or Overkill. If you take Care-
ent targets simultaneously in the usual way. ful Aim then instead of rolling the dice you
Any unused Actions are still available later in take half the die size of the larger die. E.g.,
the Round to do things other than attacking. on d6, d6 you take 3, on d10, d8 you take
Example: The Blue Bomber and Fasttrack 5. You wont have the chance of rolling re-
decide to Combine their attacks against Mr. ally well, but you wont roll really poorly ei-
Malevolent and his minions; Bomber will use ther. You cannot use this option while you
his Power Level 9 (d10, d8) Big Boom with the are Hindered.
Lesser Area Effect advantage, and Fasttrack
will use his PL 12 (d12, d12) Super Speed.
They announce that the plan is to have Fast-
track run round and round herding the min-
ions in closer to Mr. Malevolent to get in
his way so the Big Boom will be more effec-
tive. If they decide to use Fasttracks power
as the base because it is larger, the com-
bined powers will be PL 12 (d12, d12), +2
points for the two heroes, but the Combined
Power wont have the Lesser Area Effect ad-
vantage; theyll have to choose a single tar-
get, likely Mr. Malevolent, to affect. If they
want to take advantage of the Lesser Area
Effect advantage, then the Big Boom would
be the base, and the combined PL would be
PL 9 + 2, or d10, d8 plus 2 points and it would If you use Careful Aim, then you can
also affect the minions as per the Lesser Area choose not to do any Collateral Damage
Effect rules. Thus if the roll was 8, 5, then Mr. if you wish. An exception is when you are
Malevolent would defend against 8+2 = 10 attacking a bunch of targets at once, ei-
and the minions against 5+2 = 7. ther via a Power with the Area Effect advan-
87
11. T ROPES

tage or by Splitting the Dice; in that case, coming train barrels into it, at Difficulty 6 for
whether you can avoid Collateral Damage your Scope; if you roll less than a 6, you can
through Careful Aim depends on the Pri- choose to still lift the car if you wish, but you
mary Rule justification youre using to ex- narrate that it almost slipped out of your grip
plain how you manage to hit all the tar- (the bad roll), and you had to lunge for it, as
gets. For instance, a character using Super a result youre Hindered.
Speed could say that hes just running up
If you werent in combat, then you may
to each target and punching them individu-
adjust the roll to the maximum, but if the
ally in the nose, so avoiding Collateral Dam-
adjustment is more than your Stamina you
age makes perfect sense; a character using
become Tired; this represents working really
Super Strength whos justifying Splitting the
hard at the task, such as might be repre-
Dice among a number of henchmen who
sented in a movie or comic book by a mon-
are standing within a crowd of bystanders by
tage: exhaustive searches at the library, late
picking up a bus and throwing it at them can
nights at the lab, pounding the streets talking
take Careful Aim to make sure that he hits
to contacts, and so on, until you succeeded,
them (doing half the die-size), but cant rea-
but now youre Tired.
sonably aim so as to hit only the henchmen
and not the people theyre standing among; You may never do this with Contested rolls;
a character with a Rain of Fire Power that instead you would use Supreme Effort. (see
has the Area Effect advantage is similarly un- Supreme Effort)
able to avoid Collateral Damage simply by Failure Is Not An Option may be combined
choosing to use Careful Aim. with other ways of getting bonuses to the roll,
If you wish, you may also declare that such as Combining Powers and Supreme Ef-
youre Pulling Your Punch and then you wont fort, with suitable Primary Rule explanation.
cause Overkill even if the result would nor-
mally be sufficient to Overkill; you cannot
Pull your Punch unless you are taking Careful
Aim. Again, Pulling Your Punch may require
extra justification, particularly if youre using
an Area Effect attack.
Helping The Hindered
Careful Aim and Pulling Punches cannot
be combined with Wild Shot, since the na- You can use your Actions to help a hindered
ture of Wild Shot is giving it everything youve ally. If you spend a single Action you re-
got instead of taking a safer more controlled move all of the Allys accumulated Hindered
shot. conditions, provided that you have a Pri-
mary Rule explanation of how exactly youre
helping (e.g., burning them out of the web-
Failure Is Not An Option bing, lifting the concrete off of them, or slap-
ping their face and shouting Pull yourself to-
If you are trying an Uncontested action and gether!). This makes no real difference if
you roll poorly, you can change the roll into your Ally is only Hindered once (you spend
the maximum roll by invoking Failure Is Not the Action instead of them doing it), but is
An Option. You should accompany this with substantially better if they have a lot of accu-
some explanation of how you managed to mulated Hindered conditions such as when
pull it off. the villains have attacked them over and
If you were in combat, you become Hin- over; as an ally you can clear off all the pesky
dered; this represents some extra time or ef- agents with a single Action, while the hero
fort you needed to put in to change the fail- herself would have to either do it one by one,
ure to a success. E.g., you are attempting by sacrificing a Turn, or through Sheer Deter-
to lift a car off the train tracks before the on- mination.
88
Overdrive

Intimidation high in the air (this would also accom-


plish separating him out from the group
One staple of comics is the heroes and so as to concentrate the Intimidation on
villains are often able to Intimidate others a single target), or even a Automatic De-
through a display of their Powers, particularly fense to Intimidate, perhaps by grabbing
much weaker foes such as normal people or one of their weapons and demonstrat-
low-level thugs. Examples might be grabbing ing that even point-blank nothing they
a gun and bending the barrel, snatching bul- could do could possibly harm you or sim-
lets out of the air and dropping them in front ply looming over them if the Automatic
of the gunmen, lifting them effortlessly with Defense is particularly imposing (Giant
one hand, and so on. In Kapow! such at- Size or Powered Armor, say).
tempts are treated the same as any other
use of Powers, with the following caveats: Other than these points, Intimidation works
as any other attacks do. Intimidation must
1. When the characters you wish to Intimi- follow the Primary Rule, providing an expla-
date are in a group, you must Intimidate nation of exactly how you are using the
the whole group: drop the Power Level Power to Intimidate. Often that will be by de-
by 2 (one die size on each die) and treat stroying a nearby inanimate object. If the re-
it as an Area Effect; unlike a normal use sult of comparing the Power being used to In-
of a Power you cant aim at one spe- timidate and the targets best Power against
cific member of the group. If you want the targets Will is that the target is Hindered,
to perform a more powerful Intimidation then the target at least hesitates and will
(not Area Effect), youll have to isolate a have to spend an Action to become Unhin-
member of the group first. dered; he will probably choose to cooper-
ate if what hes being asked isnt too diffi-
2. Intimidation is defended against by cult or dangerous. If the result is an Out, the
whatever is the targets Power with the target may surrender, runs, cooperate fully,
highest Power Level, instead of whatever or even faint, as the GM sees fit. Out fol-
Power would be used to defend if it were lows the usual rules for recovering as well.
an actual attack. That is, targets evalu- You cant count on long-term cooperation
ate the seriousness of the threat not just from an Intimidated foe; after three Rounds
against its potential to damage them, theyll have gotten over their initial reaction,
but also against how their best Power though they may still decide that discretion is
stacks up against it. This is known as the the better part of valor.
You call that a knife? Now this a knife!
principle. Intimidation is always versus
Will, rather than whatever the Power is Overdrive
ordinarily defined as targeting. You may
Combine your Reputation with Intimida- Any time you encounter a situation that trig-
tion, if you have an appropriate Reputa- gers your Drive (e.g., an endangered inno-
tion, for a +1 to the roll. This is in addition cent when your drive is Protect the inno-
to any bonuses you get if you are Com- cent), you may unleash Overdrive. Upon
bining Powers as part of the Intimidation. triggering Overdrive, any conditions such as
Tired or Hindered that you might have are
3. Intimidation can be carried out with cleared and you are immune to becom-
Powers that arent ordinarily capable ing Tired, even as a result of attacks against
of attacking, provided a justification is Stamina. Your Stamina is also restored to its
offered according to the Primary Rule. full amount if any had been spent. You are
E.g., you could use your Movement not immune to Hindering that occurs once
Power to Intimidate a victim by lifting him you enter Overdrive. Overdrive lasts for one
89
11. T ROPES

Action per Stamina you have. When Over- Disadvantages that balance out). Generally
drive ends, you automatically become Tired. in order to add a new Power you have to em-
In order to use Overdrive, you are required ploy one of your existing Powers as part of the
to say something in character, or narrate it justification, although a sufficiently clever jus-
so that its clear why you are able to call tification might avoid that.
on Overdrive in this situation. Overdrive it in-
tended to represent the situations where the When doing a Power Play, its very impor-
characters are desperately calling on their tant to have a good Primary Rule justifica-
reserves of willpower to achieve the goals tion. For instance, you might justify adding
that matter most to them in the world; it a new Power at the base level with the Ex-
shouldnt be passed by with nothing more otic Advantage and Single Use Disadvan-
than a comment to the effect that youre us- tage by saying you use your Super Strength
ing overdrive, so that clears your Tired sta- to grab the huge Power cable from the reac-
tus and grants you a plus +4 for the next tor and rip it free, shoving the live end directly
3 Rounds. Overdrive is your big moment, into the villain so that 1.21 Gigawatts course
and your chance to emote like a superhero. through his body, but you should strongly re-
Nobody dies! Not on my watch!, I...have sist the temptation to use a halfhearted justi-
had...enough of you!! If youre not comfort- fication like I punch him so hard the shock-
able speaking in the first person while play- wave counts as an Exotic attack. When
ing, then you should at least describe what adding new Powers, justifications might be
your character is saying or thinking that justi- jury-rigging some temporary crazy device, or
fies this sudden burst of raw power. trying a dangerous stunt with something in
the environment, or even just unleashing a
Power you never knew you had (generally
Power Play this happens with mysterious Powers like psi
or mystic Powers).
Superhero battles tend to build towards a
climax; superheroes and villains rarely lead Once you use a Power in a Power Play
off in combat with the absolute maximum you can continue to use it for the rest of
Power they can unleash. In addition, when that scene, after that it Burns Out; if you
their backs are against the wall, superheroes roll a Mishap any time when using a Power
will often be able to dig deep and sur- in a Power Play it Burns Out immediately,
pass their previously displayed level of power, and the Burn Out is semi-permanent. Semi-
overcome their limitations, or even temporar- permanent Burn Out can only be restored
ily manifest new Powers. Presumably they by some plot event, not by waiting three
can only be spurred to their utmost efforts by Rounds: I am The Smash no more...forever!
the struggle itself. To simulate this dynamic, The GM should come up with an adventure
Kapow! has Power Play. that revolves around the character getting
If youve gone for three Rounds against the the Power back. If the Power that burns out
same foes without scoring an Out against is a new one, then the effect of Burn Out is
any of them, your side can do a Power Play; that you lose the use of the Power you used
you may continue trying Power Plays until to justify it, or if none then one of your other
one side or the other prevails, even if you sub- Powers, chosen at random but with an eye
sequently do manage to score an Out. Dur- towards plausibility; if most of your Powers are
ing a Power Play, your character is temporar- psychic and you used a Power Play manifest
ily more powerful: you may increase one of a new psychic Power then Burn Out should
your characters Powers by one Power Level, mean you lose the use of one of your psychic
add one small Advantage or remove one Powers, not the Kevlar costume that justifies
small Disadvantage, or add a new tempo- your Bulletproof Automatic Defense even if
rary Power at PL 6 (plus any Advantages and thats what comes up on the random roll.
90
Sheer Determination

Power Plays may be combined with Wild other.


Shot, Supreme Effort, and Combining Pow-
ers. It is particularly effective combined with
a Battle Cry. Sheer Determination
Example: Red Raven and Thunder-strike
are having a hard time even slowing Gi- As a last resort, you can always free your-
norma down, and theyve gone five Rounds self from being Hindered without spending
without being able to put her Out so they any Actions by using Sheer Determination:
each decide to do a Power Play. Red Raven regardless of how many times Hindered has
decides to add the vs Stamina advantage been stacked on you by previous attacks, or
to using her Flight Power as an attack by what Powers you have, you can clear them
grabbing a cable and flying swiftly around all by expending 1 point of Will. This does not
and around Ginormas neck to choke her; take an Action, but once you reach 0 Will
using Flight as an attack this way is limited you can take one more Action and then are
to rolling a single die (see Movement) but Out. Will can only be recovered at the end
she couldnt come up with a plausible Pri- of an adventure, or by triggering Overdrive
mary Rule justification of using her main at- (See Overdrive).
tack of Claws as vs. Stamina. Note that
she couldnt have added the Exotic Advan-
tage to her existing Power, since its a Big
Sudden Death
Advantage; she could have tried creating Sometimes battles drag on forever, with nei-
a new Power to represent choking with a ther side gaining a clear advantage. To ad-
cable, but it would be at the base Power dress this, either the players or the GM may
level for the Scope. Thunder-strike also de- suggest at any point that the remainder of
cides to try a Power Play and elects to cre- the battle be resolved via Sudden Death. If
ate a new Power, Sonic Shriek; because its you agree to resolve it via Sudden Death,
a new power, he can use the Exotic Ad- both sides describe a single assault, which
vantage (AA) as long has he balances it, can use any of the rules for Combining Pow-
say by adding the Single Use Disadvantage ers, Wild Shot, Supreme Effort, and Power Play
(DD). He defines that it deafens the target and the highest roll wins the battle decisively.
and destroys their sense of balance, requir- The losers are at the mercy of the winners,
ing some form of hearing protection to de- regardless of how the interplay of the Pow-
fend against; he justifies it by saying he grabs ers would normally be worked out accord-
the mike for the PA system and stand in front ing to the Primary Rule. (E.g., even if your
of the speakers use his Electric Blast Power to Automatic Defense would usually make you
supercharge the speakers amplify the feed- immune to the particular Power the villains
back into an ear-splitting howl to bring the are employing, if you choose to use Sud-
giant girl down. den Death, if you lose, you lose and are
Out/captured with the rest.) Ties, as always,
go to the players.
Sacrifice Play
When attempting to Thwart an attack, the Supreme Effort
you can make a Sacrifice Play: you take
the brunt of the Power against your De- If the Power isnt sufficiently strong, but is
fault Skill, but the action is automatically close, you may attempt a Supreme Effort to
Thwarted; the opponent doesnt get to accomplish the task anyway. You add your
abort or attempt to use a different power to Will Attribute to the roll. E.g., Will 3 would al-
avoid being Thwarted. Normals will some- low you to add +3 to the result of the roll. If
times do this to take an attack meant for an- the roll is Uncontested you may combine this
91
11. T ROPES

with Failure is Not an Option (becoming Hin- Example: A squad of 4 goons, each with a
dered as well, to change your roll to the high- PL 4 (d4, d4) attack can Combine their Pow-
est possible). ers into a single (d4, d4)+4 attack; they have
When you make a Supreme Effort, your the option of Wild Shot as well, transforming
Stamina goes down by one temporarily (until the attack into a d6+4 attack.
the end of the adventure or you use Over- Example: A single superhero combines her
drive), and you become Tired. Once you own PL 8 Flight and PL 10 Electric Mace at-
become Tired, you may not attempt further tack and takes a Wild Shot. Thats +1 PL to
Supreme Effort until you recover from being one of the Powers for the Combination, likely
Tired. the Mace. That makes it (d10, d10)+1. Wild
You may apply Supreme Effort after you Shot would merge the d10, d10 into a single
see what the die roll is by spending an addi- d12, then +1 for Combining. Had her Mace
tional Action. This simulates the comic book been PL 11, and Wild Shot would merge the
trope of realizing that youre about to fail d12, d10 into a single d12+1 and +1 for the
and redoubling your effort, even when that Combination would have her rolling d12+2.
effort is something like firing eye-beams. If
instead you choose to apply Supreme Effort
before the role it doesnt take an extra Ac-
tion, but might well be wasted (if the roll is so
bad that Supreme Effort cant possibly help,
or so good that it was not needed).

Wild Shot
Any time you use a Power, you can take a
Wild Shot and merge the dice. The re-
sult is generally a slightly more erratic roll, but
one with a chance of scoring larger hit (max-
imum value increases). Wild Shot does not in
itself require a special Primary Rule justifica-
tion, it just represents trying a harder, riskier
shot.
Two identical dice merge into a single die
one size larger: d8, d8 becomes a single d10;
d10, d10 becomes d12, etc.
In the case where your Power is an odd
level so the dice dont match, you may still
Wild Shot and merge the dice: roll just the
larger die and add 1 to the result. E.g., Power
Level 7 is d8, d6. Using Wild Shot you change
that to d8+1.

Wild Shot And Combining Powers


Wild Shot may be done with Combined Pow-
ers as well. Just apply the Combining Pow-
ers rule normally, and then merge the dice
of the base Power.
92
Chapter 12

Rounds And Turns

The players and the NPCs take Turns, going Rule; you shouldnt try to reprogram a com-
around the table, alternating between the puter, wrestle an alligator, and seduce the
GM and each player. Once around the ta- villainess all at the same time, even if each of
ble is called a Round. those makes sense individually and you have
Your characters Actions attribute deter- enough Actions to cover it.
mines the maximum number of Actions you All your attacks must happen on your Turn.
can take in a Round, and all Active Powers An attack is defined as any action that some
may only be used once per Round. This may other character has to roll to defend against.
not be strictly realistic when one character Trying to put somebody Out is an attack, and
is a super-speedster and another is merely a so is trying to Disable one of their Powers, or
martial artist in a cool costume, but comic Grab something out of their hands, since all
books dont feature 26 pages of The Flash require them to roll a defense to see if you
before Batman gets a panel either. succeed. Non-attack Actions may be done
The GM begins each Round by describing whenever you feel like, as long as you have
the locale as it currently stands, and particu- Actions left and are not interrupting another
larly any conditions that have changed as a character.
result of previous Rounds, such as radioactive If your Turn comes around and you dont
goo spreading across the floor from the stor- want to do anything yet, you can postpone
age tank that was just ruptured, bus-loads your Turn for later; play then moves on to the
of orphans now careening out of control, next player. You may take your Turn later,
countdown timers on doomsday devices ad- but you may not interrupt another charac-
vancing, and so on. Play should then alter- ters Turn except to try to Thwart them.
nate between a player taking a Turn and You may invite other Players to join you in
then the GM taking the Turn of one or more Combined Attacks (or they may suggest it);
NPCs, until every PC and NPC has taken a if they join you, you are considered to be tak-
Turn. The GM should try to space out the ing your Turns simultaneously and they do not
Turns of the NPCs so they go in between get a separate Turn later. If you use multi-
each players Turn, instead of all the NPCs at ple Actions to attack the same foe, you can
once. treat them as a sequence of separate at-
tacks or as a Combined Attack, depending
on how you describe them.
On Your Turn
On your Turn, you can do as many differ-
Not Your Turn
ent things as your Actions, as long as you
dont use any Power more than once. Se- As long as you have Actions left:
quences of Actions have to make sense as
happening rapidly according to the Primary If its somebody elses Turn, you can de-
93
12. R OUNDS A ND T URNS

fend yourself or others, Combine your


Powers with others to help them, or at-
tempt to Thwart an Action.

In between Turns, you can take any Ac-


tion that doesnt involve attacking.

Interrupting
You can only interrupt somebody elses Turn
once theyve announced it if you are trying
to Thwart them, otherwise you should wait
until their Turn is resolved, or offer to help
them by Combining Powers with them.

Tracking Turns and Actions


It can be helpful to give the players a num-
ber of tokens such as pennies or poker chips
equal to their Actions so they can keep track
of how many Actions they have left by set-
ting one aside each time they perform an
Action. NPCs can similarly be given a 3x5
card with their name and stats on it and to-
kens to indicate their actions. Lay them all
out in front of the GM with the tokens on
them, discarding tokens as the NPC takes an
action; when all an NPCs actions are spent,
turn the card over until the next Round. This
makes it trivial to keep track of which NPCs
have Actions remaining.
Dont spend too much time thinking about
the best order to carry out Actions or take
Turnsthe object is to keep the action flow-
ing, cutting back and forth between the
heroes and the villains as in a comic book,
rather than to gain any kind of tactical ad-
vantage.

94
Chapter 13

Special Situations

The variety of Powers and situations that su- the combined values of the individual mem-
perheroes confront, and all the ways they bers; there is no need to calculate this ac-
can combine, is vast. Most of the time, deal- cording to the rules for Combining Powers,
ing with this in Kapow! is straightforward: you just do it directly based on the Scope. E.g.,
apply the Primary Rule to see what sounds a mob of ordinary citizens sufficient to take
sensible in a comic-book and then either it on a Neighborhood-level hero can just be
simply happens (if its unopposed and well given a Main Power (guns and improvised
within the Powers capabilities), you roll and weapons) at Level 6 (d6, d6), a Automatic
compare to a Difficulty (if its unopposed but Defense (multiple bodies) at Level 8 (d8, d8),
possibly beyond the limits of the Power), or Toughness 3, Will, Stamina and Actions 2, and
you roll against the opposing Power. then fight as a single entity. Out can repre-
Nevertheless, some special situations crop sent the mob being dispersed, rather than
up frequently enough in comics that its each individual being Out (though it could
worth treating them slightly differently, both represent that, too, depending on the Pri-
for greater fidelity to the comics and more mary Rule). When fighting a mob as a single
consistency when they crop up. They are entity, there is no need for heroes to split their
largely elaborations on the basic procedure, Powers or use Area Effect Powers to cover the
rather than replacements for it, and the GM entire mob, whether making an ordinary at-
should feel free to ignore them in any situa- tack or Intimidation; the presumption is that
tions where they would make less sense than the coordination or tight packing that allows
the basic procedure. the Mob to be treated as a single entity for
purposes of overwhelming the heroes render
it vulnerable to disruption or scattering with-
Mobs out special effort on the part of the heroes
so long as the basics of the Primary Rule are
Superheroes frequently confront mobs, even followed.
armies, of lesser foes. While the ordinary Mobs are treated the same as single char-
rules for combining Powers (when it comes acters when it comes to rules like Wild Shot,
to the mob attacking) and splitting Powers Supreme Effort, and the like, whether the
(when the heroes attack the mob) are suffi- mob is fighting a single character or an-
cient for small groups, it can become tedious other mob. Mobs may Combine Powers with
if the mob is very large or is interacting with characters, provided they are operating at
multiple heroes at once. In these situations, the same Scope. That is, a single minion
its convenient to handle the mob as a sin- shouldnt be able to combine with the villain-
gle entity, or perhaps one entity per hero. ous leader to give him a bonus, but a Mob of
Simply stat the mob out as if it were a vil- minions large enough to be a threat to the
lain, with Powers and Attributes representing hero should.
95
13. S PECIAL S ITUATIONS

Crossing Scopes on the Scope chart for the appropriate lower


or higher Scope.
Superheroes sometimes face opponents of
different Scopes from their own, whether its
lower-level villains or menaces from a higher Guest Stars and Cross-overs
Scope. Since within a Scope Power levels al-
Superheroes are famous for their guest ap-
ways have the same range from PL 2 to PL
pearances in each others stories and cross-
12, when encountering something from an-
overs between stories, where an adventure
other Scope you have to translate its Scope
that begins in on heros book continues in
to your own. (You should almost always trans-
the others. This isnt a frequent occurrence
late them into your Scope, so you dont have
in most games, since players tend not to be
to do the math on all the players Powers.)
involved in multiple superhero campaigns at
The quick and dirty way to do that is:
the same time, but it can happen, particu-
For each Scope Level the opponent is larly if the campaign has gone on a while
higher, add 1 to its Power Level for PLs and shifted Scopes in the interim. This can
less than 6, add 2 to its PL for PLs greater also happen in a single adventure, where
than or equal to 6. the team gets lifted out of their usual setting
and placed in a situation where the scope
For each Scope Level the opponent is of events is markedly different, such as when
lower, subtract 2 from its Power Level for a more down-to-Earth urban hero takes a
PLs greater than or equal to 6, subtract cosmic jaunt for a few issues, or a Global or
1 from its Power Level for PLs less than 6. higher level hero spends time in a dimension
or bottled city where his usual powers arent
Examples: available. If this happens, instead of using
Facing a foe 2 Scope Levels lower (such as the Crossing Scopes rules for one or the other
Street Scope when you are City) who has a set of PCs, just treat them as all belonging to
PL 7 Power : Street Level 7 -> Neighborhood the same Scope as the adventure. Where
Level 5 -> City Level 4. The first jump in Scope it makes sense, treat the absolute results of
subtracts 2, the second only 1, since at that what the heroes can do in terms of amounts
point its already at less than 6. His Power will lifted, speeds they can move and so forth
be treated as PL 4 when facing you. according to the rules for their native Scope,
Facing a foe 3 Scope Levels higher (such while still treating all the contested rolls as
as Regional Level when you are Street) who straight roll vs. roll of their power vs. the
has a PL 7 Power: Regional 7 -> City 9 -> power of the target. When acting as a mem-
Neighborhood 11 -> Street 13. Each down- ber of the Justice League, Batman cant sud-
ward jump add 2 levels. His PL 7 Power will denly lift tanks or run faster than an airplane,
be treated as PL 13 (d8+5, d12) while at your but somehow his martial abilities and gad-
Scope. gets still serve him in good stead when facing
Facing a foe 3 Scope Levels higher who world-conquering villains.
has a PL 4 Power: Regional 4 -> City 5 ->
Neighborhood 6 -> Street 8. The first two
downward jumps add only 1, since the PL is
less than 6, then the last adds 2. His Power at
your Scope is PL 8.
If you look at the Power Level charts in the
Appendix youll see this is a reasonably good
approximation of looking up what a Power at
a given Scope ought to be able to do and
then cross-indexing to what the equivalent is
96
Chapter 14

Range

Contact. Note that Pursuit Range doesnt


literally mean they are directly visible at all
times, or that you have noticed them, merely
that the Scope of your senses and move-
ment powers are sufficient that you can at-
tempt to locate them; depending on the
Primary Rule that may mean you are criss-
crossing the area at Super Speed rather than
searching for them with X-Ray vision, but in
Range and positioning in Kapow! are highly any case they must win one more Contested
abstract, and are scaled according to the Movement roll before theyve eluded you
Scope of the Campaign. Rather than giving completely.
a range as a concrete number such as 300 At Combat Range all Powers work nor-
meters, and then calculating that based on mally; at Pursuit Range, the you can only
a movement rate of 100 meters per Round roll a Contest of either movement vs. move-
it will take three Rounds to cover the dis- ment or sensory Powers versus hiding or eva-
tance, in Kapow! you would say that since sion; if youve Lost Contact, you cant even
the Scope is e.g., Neighborhood, the villain try to locate the target any moreyou have
being on the next street over puts him at no idea which direction theyve gone or how
Pursuit Range, and it will take one round us- far. What constitutes Combat Range does
ing your Movement Power to reduce that to not depend on the Power in question: claws
Combat Range. Almost all combat takes and laser-beam eyes have the exact same
place at Combat Range for the Scope, ex- Combat Range for a given Scope, they sim-
cept perhaps at the beginning when the ply require different descriptions of how the
sides are just catching sight of each other, or power is used to justify them, with claws more
if one side is trying to elude the other. likely to require extra justification by includ-
Range divides into Combat Range, Pur- ing a description of how the hero runs and
suit Range, and Lost Contact with the dis- leaps on the foe, or slashes a cable hold-
tances depending on the Scope. Com- ing a cargo net to make it fall on him. In
bat Ranges for each Scope are listed be- any case, by the Primary Rule if you cant
low; Pursuit Range is one Scope level higher, come up with a plausible justification given
and Lost Contact is two Scope levels higher. the circumstances, you should refrain from
So a hero operating at City Scope would using the power until it is justified.
treat everything in a single block of build- Each Round you can try to reduce or in-
ings as within Combat Range, up to a couple crease the Range by one category; if the
blocks away in any direction as being Pursuit other side tries to prevent that from hap-
Range, anything farther away would be Lost pening (by fleeing or pursuing) make a Con-
97
14. R ANGE

tested roll of Movement and sensory Powers reach of each others Powers as long as
vs. Movement and stealth powers, depend- theyre at Combat Range or less, as long
ing on whether the quarry is trying to outdis- as they describe what theyre doing ade-
tance pursuit or hide; this takes an Action. quately. Movement is only separate ac-
Ranges are symmetric: no character can tion when youre attempting to change the
attack another from a range too great for Range, otherwise it takes place as part of the
the target to counter-attack. It may be that description of the other actions the charac-
the description of certain Powers implies a ter is taking.
limitation on the range of that Power, e.g.,
a Sword implies that you generally have to
be within arms length of the target. Even so, For instance, if your Movement Power is Su-
if the character chooses to throw the sword, per Speed, and the villain is flying, how do
or move to close with the foe and smack him you get up to him if thats what you want to
one, the range to the foe is no different from do? Can you run so fast that you can run
any other Power. straight up a near-by building? Or spin so
The Combat Range also determines the fast with your arms outstretched that you he-
Difficulty of spotting a target with a sensory licopter into the air? Or do you need to find
power, e.g. something that would require or build a ramp at super-speed and launch
super-senses to spot would ordinarily be Dif- yourself off it? In real-world physics there is no
ficulty 6 , but for a Neighborhood Scope speed that makes any of those except the
superhero to spot it several blocks away last possible, but in comic-book physics any
would be +2 Scope levels, therefor Difficulty could be an explanation if thats how you
8. (see Difficulty for Other Tasks10.) say your Power works, pretty much regardless
of the exact level of the Power and where it
Add 1 to Scope for Pursuit Range and 2 falls on the speed chart.
for Lost Contact. E.g. A National Scope
hero would regard a section of a city such as
SoHo or North Beach as being within Com- Once in a while the situation might make
bat Range, with the entire City as being Pur- it hard to justify using the Power: if the villain
suit Range. A Cosmic being would regard is standing at the other side of a lava-filled
an entire Solar System as being within Com- crevasse and the heros Movement power is
bat Range, something at the far end of the roller-skating the player might feel its implau-
Galactic Arm as Pursuit Range, and anything sible that the hero could jump the crevasse
beyond that as Lost Contact. to touch the villain with her stun glove; ac-
cording to the Primary Rule she should sim-
ply do something else, or combine her at-
Movement And Range tack with another hero who can supply the
needed justification by carrying her over to
Most superheroes, except at the very lowest attack with his Rocket Pack power. In gen-
Campaign Scopes, are capable of travel- eral, though, given the flexibility of pow-
ing much faster than would ever be neces- ers and the leeway given to the players to
sary to get about in combat or reach any invent plausible details of the environment
place within Combat Range within a rela- such as vines to swing on, news copters to
tively short amount of time. You can use the hitch a temporary ride from, rubble thats
Power Level chart to figure out how fast your formed a convenient ramp to jump a motor-
character can go, but most of the time the cycle from, and so on, players should rarely
character is going to be more constrained find themselves at a loss for justifying closing
by the need to justify the movement by the any distance within Combat Range even if
Primary Rule than the actual speed. Char- the Powers description requires they actually
acters in Kapow! are presumed to be within touch their opponent.
98
Chases

Scope Combat Range


Normal large room, such as dining room or conference room
Agent Floor of a building, or a large room such as a club or warehouse
Street Large building such as an office or warehouse
Neighborhood Street and storefronts on either side
City Block of buildings
Region Several blocks of buildings
National Neighborhood of a city, e.g. SoHo or Chinatown
Global City
Interplanetary Region/several states
Interstellar Country
Galactic World
Cosmic Solar System
Galactic Arm Star cluster

Table 14.1: Combat Range By Scope

Chases suers, hes gotten away.


Pursuers can use their ranged Powers to
One frequent occurrence in comics where attempt to Disable the fleeing characters
the superheros speed does matter is in Movement or Thwart his Movement, as nor-
chases: heroes frequently find themselves mal. Mechanically the procedures for Dis-
chasing villains or being chased by them. abling or Thwarting are identical, contested
In this case the relative speeds and dis- rolls vs. the Movement Power, but they dif-
tances are important. During chases partici- fer in terms of Primary Rule justification; for in-
pants in the chase are placed in one of the stance, you might use a power such as Illu-
three ranges previously mentioned: Combat sion to Thwart them by confusing them as to
Range, Pursuit Range, and Lost Contact. which direction to travel, but that wouldnt
Each Round that the character is fleeing, be able to Disable their power. Hindered
the pursued and any pursuers pit their Move- characters flee with only one die of Move-
ment Powers against each other. If either ment if they cant spare an Action to free
is using their Movement Power to attack or themselves; bear in mind that attempting to
defend, they automatically lose the contest increase range itself costs an Action. Char-
that Round. Whenever the pursued wins, he acters whose Movement Power is Disabled
moves one category higher, if he loses he lose that turns contest of Movement auto-
moves one category lower; as always ties go matically.
to the player. While at Combat Range, both You keep track of the distance between
sides can attack and defend against each each pursuer and the pursued separately.
other. At Pursuit Range, neither side can at- It might be helpful to keep track of the dis-
tack the other, just flee and pursue. If the tances by placing a card or piece of pa-
pursued ever gets as far as Lost Contact with per on the table, with tokens representing
one of the pursuers, that pursuer is out of the a the pursued and the pursuers: place the
chase. If he loses contact with all the pur- pursued on the card, and any pursuers that
99
14. R ANGE

are in Combat Range. If they lose a contest, ter is trying to sneak up on you should be a
move their token from the card to next to it, straight-up Contested roll of your applicable
to represent Pursuit Range. If they Lose Con- sensory power vs. their stealth power; trying
tact remove their token entirely. to find an object thats hidden within an area
The pursued can end the chase by turn- is a Contested roll of your searching abilities
ing and fighting at any time; unless the pur- vs. the Difficulty, with any modifiers the GM
suers turn tail and decide they want to run, deems appropriate for particularly hard or
they will close to Combat Range immedi- easy to spot items.
ately. The pursuers can only end the chase
by either putting the quarry Out, or by Dis-
abling his Movement Power; otherwise, even Senses And Range
if they manage to close the distance to zero,
Difficulty for spotting something with your su-
they are still in chase mode.
per senses is relative to how hard it would be
Once a chase begins, any character that
to spot, adjusted by distance according to
doesnt begin to chase after the quarry as
the area that the particular Combat Range
their very next Action has automatically Lost
covers. By the Primary Rule, though, you
Contact, and wont be able to join the
should only have to roll if what youre try-
chase at a later round. This means that
ing to spot might easily be missed, such as
Hindered characters must begin the chase
when its concealed or youre distracted. If
Hindered (using one die for Movement) if
its actively trying to hide, that would be an
they want to participate; after they roll
Opposed Power check vs. whatever Power it
their Movement die they can spend an ac-
was using to conceal itself.
tion to become Unhindered while still chas-
E.g., Something that an ordinary human
ing. Characters involved in a chase can no
could spot would be Difficulty 4, something
longer interact with or use their Powers on
only perceptible to super-senses or equiva-
characters not in the chase; theyre consid-
lent instruments would be difficulty 6, and so
ered to be in separate scenes.
on. (See Difficulty for Other Tasks 10). If an or-
dinary human could spot it when within the
Hide and Seek same large room (Scope 2), then spotting it
from the next block over (Scope 5) would be
Chases can also involve characters attempt-
+3 to the difficulty, or Difficulty 7. On the other
ing to hide without necessarily changing the
hand, spotting it from within the area cov-
distance; it is possible to hide sufficiently well
ered by small room would be -1 to the diffi-
that the searchers pass you by without get-
culty, for a Difficulty of 3.
ting completely out of the neighborhood.
The amount that you make the roll by can
This is treated mechanically the same as
be used to indicate how much information
an ordinary chase, but the results are inter-
your senses reveal. Succeeding by 0 means
preted as attempts to sense vs attempts to
you can perceive whats currently happen-
conceal. In addition to Movement Powers
ing, which is usually sufficient, but many un-
characters may employ sensory Powers (if
usual senses that superheroes might possess
theyre seeking) and Powers that help them
could plausibly be able to reconstruct past
evade or confuse senses (if theyre hiding).
events or perceive minute or subtle details.
In this context Lost Contact means that the
See Investigation Results 15.1 on the next
searcher has lost hope of finding the hidden
page
character unless he chooses to reveal him-
self, for instance by attacking.
Hide and Seek rules should only be used if
characters are actively searching for oppo-
nents who are actively trying to elude them.
Simply noticing whether an Invisible charac-
100
Chapter 15

Investigation

Frequently when fighting crime, before the Roll Exceeds Difficulty By Result
hitting starts the superheroes have to figure
out who to hit, or at the very least where 0 Yes/No
to go to hit them. Some criminals will oblig- 1 1 word
ingly leave clues to lure the heroes into their
trap, in which case the GM can just describe 2 1 sentence
the clues and leave it to the players to fig- 3 1 paragraph
ure out, possibly with the aid of their bases
4 1 page
Crime Computer or their own Utility Powers.
In such cases theres no need to roll, just in- 5 1 picture
voke the Primary Rule to decide who discov- 6 6 pictures
ers the clue and how and move on. (Al-
though, if the players wish to be competitive 7 1 second of video
about their detective prowess you can have 8 6 seconds
them roll against each other with the winner
9 30 seconds
gaining the honor of making the discovery.)
10 3 minutes
11 18 minutes
12 1 days surveillance
13 Exhaustive research
14 Everything known

Table 15.1: Investigation Results


In other cases, the players will want their
heroes to perform investigations and detec-
tive work in order to outsmart or get the jump criminals target is as they are attacking a
on the villains, in which case the charac- museum exhibition, thats something that an
ter should roll the appropriate Power (usu- ordinary person could do (Difficulty 4), so the
ally a Utility Power) or the Default Skill if using detective rolls her appropriate Power vs. Dif-
something from the characters Background ficulty 4. Suppose she gets a 6; she beat it
against the Difficulty of the task (see Difficulty by 2 and the GM should provide about one
for Other Tasks 10), and comparing the result sentence worth of information: The most
to the following table: likely target is the special exhibition of gold
The result is approximately how much infor- insects on the second floor. If she had beat
mation the GM should divulge. For instance it by 5, then the result would be a picture;
if the detective is trying to deduce what the not necessarily a literal picture, but the infor-
101
15. I NVESTIGATION

mation equivalent to looking at a photo of A Note On Investigation


what they intend to steal, which means that
she could ask questions if she wanted such Dont overuse Investigation; in particular
as what kind of display case its in, whether dont turn it into the skill system that Kapow!
there are guards around and so forth and doesnt have. Nothing of value is added to
the GM should try to answer if it would be the game by substituting Investigation rolls for
evident from looking at such a photo. the Spot and Notice checks that some other
games have. If its something that the char-
acter should notice or know because of their
Powers or Background, the GM should just di-
vulge the information. Characters in super-
hero comics dont miss clues, even really ob-
scure ones, and the flow of the game isnt
helped by the players having to play twenty
questions to see if they notice something rel-
evant. Superheroes in particular often have
abilities far beyond those of mortal men, and
even senses that nobody has or can ac-
curately describe. Just go ahead and tell
them all the information they can glean, us-
ing whatever senses and abilities they have,
and let them get on with the far more in-
teresting part of interpreting and using that
information. Reserve Investigation for when
its an activity that will be interesting enough
When the GM is conveying the results of to devote play time to, preferably when the
the Investigation roll, its best if at all pos- players instigate it, for instance by announc-
sible to give the actual clues that the de- ing theyre going to use their bases Crime
tective spotted that lead to the conclusion Computer to try to match the MO of the vil-
couched in terms that make sense accord- lain and predict his next crime.
ing to exactly what Power or skill the detec- It can take some work for GMs to shake the
tive is employing rather than the bare bones habit of asking the players to roll to see if any-
of the information. If a mystic character is body knows a certain piece of information
using her Psychic Sensitivity to try to identify or notices the impending ambush, but it will
a suspect, then the description should be in make for a faster-paced game and help the
terms of psychic impressions, and perhaps characters really shine. A good rule of thumb
lean more heavily towards the feelings and is never use an Investigation roll for something
psychology of the target; a character using that the character would passively notice or
Detective should be given more concrete could see at a glance, and if the player an-
physical description along the lines of From nounces the character is going to perform
the angle of the blow it would have to be a specific activity to try to gather informa-
somebody taller than the victim, and quite tion such as visit the dives around the wa-
strong, either a man or strong woman; the at- terfront to shake down punks for information,
tacker was left-handed, and based on some or research at the university library, consider
threads that were caught on one of the vic- whether the Primary Rule implies they should
tims buttons was wearing a very expensive just be given the information theyre seeking
cashmere jacket. The goal, as always with (if its indeed a plausible way to turn it up)
Kapow!, is to make the descriptions flow sat- without requiring a roll. Reserve rolling for sit-
isfyingly from the Primary Rule being applied uations where its unclear whether and how
to the specific Power used. much information they should turn up.
102
Chapter 16

Experience

As you play the game, saving innocents and Remove one Small Disadvantage, or
bringing villains to justice, you earn experi- change a Big Disadvantage to a Small
ence (XP). Generally superheroes earn one Disadvantage
XP per session, plus one if they were Out
at least once during the session, plus one Add 1 to one of your Attributes
more if the entire group was defeated. (De- Take a New Power at the PL 6
feat is an excellent teacher!) The GM may
choose to award more, up to two or three, Take two new Utility Powers at PL 5
for significant accomplishments, such as fi-
nally completing a story arc that has been You can also spend XP on Assets (Compan-
taking place over a number of sessions. ions, Vehicles, Alternate Forms, Reputation,
A team that has a base with the Training Bases, and the like).
Room Power can earn an extra XP for each One new Major Asset costs 1 Boost (but
character if they carry out a scene in the doesnt increase your total number of Boosts
Training Room that session. for figuring XP cost).
Heroes may earn an extra XP for going on One new Minor Asset costs 1 XP (or you can
patrol. trade for two times as many for each Scope
Each hero starts with 3 Boosts, which can level down), as does adding 1 level to an ex-
be thought of as the results of past experi- isting Minor Asset.
ence. Every additional Boost costs as much Adding a Boost to a Major Asset costs as
XP as the total number of Boosts your char- many XP as that thing has in Boosts, or 1 if it
acter has so far. Remember Assets like Com- starts with 0. E.g., a Companion starts with 3
panions, Bases, and Vehicles do not count Boosts to spend so it costs 3 XP to give that
towards the heros number of Boosts. E.g., Companion an additional Boost. After that
a starting hero has 3 Boosts, so it takes 3 XP its a 4 Boost Companion, and will cost 4 XP
to get an additional Boost. Once the hero to improve again to 5 Boost Sidekick, then 5
spends the XP on a personal improvement XP to get a sixth Boost and so on. On the
the hero has 4 Boosts and so the next Boost other hand, a Vehicle starts with 1 Boost, so
would cost 4 XP. it would require 1 XP to add a Boost, 2 XP for
With one Boost you can: the next Boost, and so on.

Increase a Power by 1 Power Level


The Pace Of Advancement
Increase two Utility Powers by 1 Power
Level each It may seem that heroes will advance very
slowly given this system; it can be several ses-
Add one Small Advantage, or change a sions before a starting hero can increase the
Small Advantage to a Big Advantage level of her main Power or get a new Power.
103
16. E XPERIENCE

This is generally in keeping with the nature of of defeats. In Kapow! its not fore-ordained
the superhero genre. Superhero stories dont that the heroes will triumph, but that can
usually focus on the heroes acquiring more be a source of tension between the tone of
and more personal power, leveling up and most super-hero settings and the events ac-
getting new gear; when superheroes do get tually in the game.
new powers its a big event, often heralded
with a new costume, unless its the nature of
the hero to be constantly tinkering up new Training Rooms
devices. Instead of altering the core of the
Once per session the heroes can practice in
character, as a result of their adventures they
the Training Room of their base (if they have
widen their circle of contacts, aid people
one). Here is where they hone their skills ver-
who may then owe them favors, develop a
sus each-other, or versus traps, or robotic or
reputation, make improvements to their base
holographic enemies, depending on the so-
of operations and all the other things that
phistication of their base. Players can use
Kapow! designates as Assets.
training sessions to explore rules that might
not have come up in regular play, such as
Sudden Death or Power Plays, or just have
On Patrol fun with a quick combat. Players gain an
extra XP for the session if they use the Train-
Once per session, the heroes can declare
ing Room. You might wish to limit whether
they go On Patrol. Stopping routine rob-
they can do this in the same session as going
beries or saving crashing cars or planes are
On Patrol, or you might find the entire session
a staple of superhero stories, but seldom
given over to those two activities.
present enough of a challenge to occupy a
play session. Going On Patrol gives the play-
ers an opportunity to strut their stuff before
getting to the meat of that sessions adven-
ture. If they choose to go On Patrol, they
automatically garner an extra XP for the ses-
sion. You might wish to limit whether they can
do this in the same session as using a Training
Room.
When they go on Patrol, the GM should
present them with some sort of brief en-
counter, that can be resolved quickly, per-
haps without even rolling dice. This can be
an excellent opportunity for them to come
across the beginning of the next adventure,
or to pick up a clue to put them back on One of the players should take the role
track in the current adventure if they seem of GM for running the Training Room; the
to have exhausted all their leads. If neither of player who runs the Training Room session
those seems interesting or appropriate, then gains two XP. (If no player wants to, then the
the GM should come up with some relatively regular GM can, but its really more fun if
straight-forward robbery, mugging, or acci- a player is willing to be running the room.)
dent that they can deal with. The things they The training session should be short, finish-
encounter while on patrol can help reinforce ing in a few Rounds. As long as the Pri-
the notion that they are competent, effec- mary Rule is followed in terms of what sort
tive, and are doing good in the world, even of equipment the bases Training Room is
while the main adventures are seriously chal- likely to have, the player running the Train-
lenging or they have recently run into a string ing Room should just make it up as it goes.
104
Training Rooms

A Street Level group meeting in an aban-


doned warehouse probably wont have a
Training Room equipped with state-of-the-art
battle bots or hard-light holograms; instead
they are more likely to train against martial-
arts-style wooden practice dummies, but the
player shouldnt bother making up the num-
ber and stats for all the dummies in advance.
Winging it is key.

105
Chapter 17

The Environment

In superhero stories the environment provides raised platform that takes up the entire back
things for superheroes to break or use as of the room, there is some sort of metallic ta-
weapons against each other, and things that ble with restraints and three huge ominous
are dangerous to the heroes. Other aspects ray devices pointing at it. Light is coming
of the environment merely provide fodder for from standard panels in the ceiling, like the
using the Primary Rule and plot and charac- rest of the base, and there is another closed
terization for the adventures. Blast Door at the far end past the platform.
Players are free to assume that there are
features that arent explicitly mentioned, as
Environment Description long as they make sense given what theyre
told is there, but they should exercise some
The GM should take care to describe the restraint when it comes to unusual, too con-
environment in sufficient detail to provide venient, or bizarre features. A mad scientists
the players with a good sense of the ways biology lab certainly has glassware, might
that they can employ the Primary Rule when have rats or even monkeys in cages, but al-
taking their actions. Its not necessary to most certainly doesnt have a pool full of hip-
be obsessively detailed, and a battle mat popotamuses unless the GM has mentioned
and miniatures are almost certainly overkill it or its somehow in keeping with the villains
(though if you want to and have the action persona.
figures lying around, go for it), but a bit of
extra time fleshing out the scene slightly is
well worth it. Dont just say When you blast
through the door, you see a hi-tech lab and
NPC Vehicles
a bunch of technicians. If you can, add
some salient details: Along the right side of NPC Vehicles follow essentially the same rules
the room are a bunch of bubbling tanks with as PC Vehicles. Vehicles always start with
shadowy figures suspended in them; a myr- Movement and an Automatic Defense @ 6
iad of tubes criss-cross the ceiling and de- (d6, d6) for their Scope, Actions, Stamina
scend into the tanks. In the middle of the and Will at 1, and Toughness equal to their
room a group of about seven scientists in lab Scope.
coats and goggles are working at some ta- In combat, Vehicles movements should be
bles with Bunsen burners, various chemical interpreted as one Scope higher, so when
glassware, and microscopes. Along the left looking up the speed for a PL 6 helicopter,
side of the room is a bank of computers and use PL 6 from the Regional Scope (250 kph)
monitors, and three agents in armored jump- instead of City Scope (125 kph).
suits, with bandoleers and sidearms are work- Vehicles out-of-combat movement is de-
ing on them. At the rear of the room, on a fined by the Scope in which they operate:
106
Buildings

Vehicle Scope a Power at a lower level than the Vehicles


Scope. To destroy a Vehicle requires either
1. Normal: wheel chair.
Overkill from a Power at the Vehicles Scope
2. Agent: Segway. or an Out from a Power at the Scope at least
one higher than the Vehicles Scope (so a
3. Street: bicycles, skateboards, City-Scope Power can destroy up to a car
rollerblades. or truck in a single hit, but it takes a Region-
sized Power to demolish a tank or helicopter
4. Neighborhood: cars, motorcycles, in one shot), or for a character to finish it
trucks, trains. off by spending an entire Round demolish-
5. City: tanks, helicopters, jet-packs, boats. ing an Out Vehicle, as with putting an Out
character Down for the Count. Bottom line is
6. Region: planes, ships that heroes and villains cant ordinarily de-
stroy Vehicles at their own level in a single
7. Nation: fighter jets, bombers. shot.
8. Global: ICBM, rockets, space shuttle.

9. Interplanetary: space ships. Buildings


10. Interstellar: star ships with warp drive. Buildings are similar to Bases, but will usu-
ally lack any Powers except a Automatic De-
11. Galactic: star gates, star ships with with fense and Toughness, which will start at PL 6
instantaneous jump drive. and the Scope Level respectively, but can
be higher for special-purpose or hardened
12. Cosmic: star gates, extra-dimensional
buildings such as prisons or armories. As with
portals.
Vehicles, merely getting an Out on a Build-
ing with a Power on the same Scope as the
The Scope level for a Vehicle defines the
building doesnt destroy it...it breaches the
area in which that Vehicle can generally ar-
buildings security and perhaps a wall. To be
rive in time to an emergency; travel between
able to destroy a building in a single blast re-
areas in a larger Scope is perfectly possible,
quires scoring an Out with a Power 3 levels
within limits, but will take hours instead of min-
higher in Scope. E.g., it takes a Power on
utes and so the heroes will usually only ar-
the Cosmic scale to potentially destroy the
rive in the aftermath. A team in Boston that
whole world in a shot, or Power on a National
gets an emergency signal from San Fran-
scale such as a fighter jet to destroy an entire
cisco can take a commercial jet, but will ar-
sky-scraper. You can destroy a building with
rive 6-7 hours later. A fighter jet or the equiv-
lesser Power, if you keep applying it, such as
alent superhero Vehicle will arrive in minutes.
a tank destroying a large sky scraper, but its
Characters are free to define their vehicles
up to the Primary Rule to determine how long
as souped-up versions of lower Scope vehi-
it takes or if it can be done at all...after all a
cles, so the City-scope Captain Chiroptera
single M1 Abrams tank cant expect to de-
can define his vehicle the Chiroptermobile
stroy an entire city by itself in any reasonable
as a car that nevertheless operates as a City-
amount of time.
scope vehicle that gets him to the scene of
the crime as fast as a helicopter would.
When it comes to taking damage, a Hin- Building Levels
dered result reduces the Vehicles move-
Buildings all start with an Automatic Defense
ment to a single die as usual. Out means
of PL 6 (d6, d6) and a Toughness equal to
the Vehicle cant move, though it can still at-
their level.
tack if it has a suitable attack Power. Vehicles
cant be destroyed by any single attack by 1. Normal: Apartment.
107
17. T HE E NVIRONMENT

2. Agent: Single family home. Particularly tough objects, such as bank


vaults, should be given the benefit of the
3. Street: Row of houses/warehouse. three levels rule as if they were buildings, and
possibly an actual Automatic Defense; real-
4. Neighborhood: Several blocks of istically a bank vault would probably survive
homes/large sky-scraper. the complete destruction of the bank, so it
5. City: Entire city. would be somewhat implausible for a villain
who couldnt destroy the building to be able
6. Region: Region/Several states. to smash the vault in a single blow.

7. Nation: A country.
Hazards and Obstacles
8. Global: The whole world.
The world is full of dangerous things that can
9. Interplanetary: A solar system. injure or inconvenience the unwary hero:
rivers of bubbling lava, perilous crumbling
10. Galactic: An entire Galaxy. cliffs, tanks containing sharks with frickin
laser beams on their foreheads, and other
11. Cosmic: The Universe.
perils too numerous to mention. Hazards are
treated as Automatic Attack Powers. Obsta-
cles are treated as Automatic Powers that at-
More Stuff To Break tempt to Thwart certain actions. A patch of
Besides buildings and Vehicles, the world is oil that attempted to Thwart any movement
full of stuff for superheroes to break. Most across it would be a Obstacle; a patch of oil
of the time this can be handled by simple that was on fire would be a Hazard.
application of the Primary Rule, particularly
when the hero is setting out to break it. If
a Street Level hero wants to smash through
an ordinary interior door using his Powers,
the door should smash. Sometimes, though,
its questionable whether the hero has suffi-
cient Power, such as when a Street Level hero
wants to smash through a bank vault door.
Power Level 6 is enough to lift a motorcycle,
but to break open a bank vault?
As mentioned in the Collateral Damage
rules, random objects generally have Tough-
ness equal to the Scope at which they ap-
pear, and the Default Skill (PL 4) for resisting
attacks. Hot Dog stands and fire hydrants The GM should assign a Power Level based
are Street Level (3), News stands and cars are on a combination of how difficult to avoid
Neighborhood Level (4), and so on. Attacks or how deadly or effective it is. A rivulet of
at the same or lesser Scope will break the ob- lava only 2 feet across will probably have
ject on an Out, but not destroy it; and de- a lower Power Level than a cloud of sleep
stroy it on Overkill (twice the objects Tough- gas that completely fills the room. A patch
ness). Attacks from a higher Scope charac- of loose gravel that made running difficult
ter will destroy an object with an Out, though would have a lower Power Level than an oil
it takes three levels higher to destroy a build- slick, even if it covered a much larger area.
ing or similarly huge object (or collection of When the characters interact with the Haz-
objects, such as a city block or office park). ard, such as when a room is filled with sleep
108
Hazards and Obstacles

gas or if dumped in among the sharks, treat is lava, treat it as a Combined Obstacle act-
as an attack against their defense. The Haz- ing to Thwart his leap. This works out slightly
ard should act against the character once to the characters favor, but speeds things
per Round, generally on the characters Turn along.
to make it easier to track. Note that since Hazards count as Auto-
When characters interact with a Obsta- matic Attacks theres no limit to how many
cle, the Obstacle should attempt to Thwart times they can attack in a Round as long
their actions whenever they narrate some- as the conditions that trigger the attack are
thing that would interact with it, such as rid- met. The Hazard will only attack a given
ing their motorcycle across the oil slick; treat character on its own initiative once per
it as a normal attempt to Thwart, where they Round, but other characters can try to in-
have the usual options of aborting to save corporate the Hazard into a Combined At-
their Power and Action, rolling against it to tack as many times as they like, provided
see if they succeed anyway, or spending an they can justify it by the Primary Rule. For in-
Action to use some other Power to counter it stance, you might combine Martial Arts with
(such as shooting a nearby sandbag to spill the room filled with sleep gas by saying you
sand across the oil slick before trying to ride were punching the foe in the gut to force him
over it). to breathe some in. Remember that com-
Hazards are often non-lethal. Non-lethal bining attacks with Automatic powers such
Hazards can still potentially put heroes Out, as Hazards always use the lesser power as
either by actually knocking them out, or the base, and add to that. E.g. Martial Arts
by removing them from combat for three PL 8 and Sleep Gas PL 6 would combine to
Turns. E.g., if a dam bursts and inundates a PL 6+1 attack not a PL 8+1...but since the
the hero, scoring Out against the appropri- Sleep Gas is the base, if it had any advan-
ate defense could represent the hero be- tages like vs. Stamina those would apply to
ing washed away down river and needing the combined attack, just as the martial artist
three Turns to return rather than being un- intended.
conscious. If something cant reasonably Hazards and Obstacles might behave as if
put a hero Out, only inconvenience them or they had certain Advantages and Disadvan-
block their actions, treat it as a Obstacle in- tages, such as being Area Affect, or Exotic,
stead. Slippery floors, or clouds of obscuring or Single Use, just as if they were a normal
gas are almost always Obstacles, not Haz- Power.
ards. If the hero tries to eliminate the Hazard or
Some things might be treated as both: a Obstacle, say by freezing the lava in place,
river of lava might be a Obstacle if you at- treat that as an attack to Disable the Power.
tempt to cross it, and a Hazard if you fail Its possible that a Hazard or a Obstacle is
and fall in. Use the Primary Rule to decide so dangerous or permanent it cant be elim-
which, given the circumstances. Such things inated, for instance a sea of lava in a Neigh-
should typically have different Power Levels borhood campaign; in that case dont even
as a Hazard or a Obstacle: being extremely assign it a number, just say its beyond the
deadly does not automatically make some- characters abilities.
thing nearly impossible to avoid or over- Like all Powers, Hazards and Obstacles fol-
come, and vice versa. low the Primary Rule. It doesnt matter that
Hazards and Obstacles should never use the river of lava is defined as a Obstacle, if
Wild Shot, or exert Supreme Effort, but simul- the hero has flight she can just fly over it with-
taneous perils might Combine Powers, and out having to roll her Flight Movement Power
clever characters might try to combine their versus the lavas molten Thwart. If she de-
Power with them. If the ceiling of the secret cides to dive in it to see if theres something
lair is caving in at the same time that the hero at the bottom and her only defense is Super
is trying to leap to safety over the bubbling Acrobatics, then the lava doesnt need to
109
17. T HE E NVIRONMENT

rollshes going to get burned.

Creating an Obstacle or Hazard


Characters can create Obstacles or Hazards
with their Powers. Generally, treat these as
if they have the same Power Level as the
Power used to create it. If a character uses
his PL 6 Ice Mastery Power to create an ice
slick on the floor, that becomes a PL 6 Ob-
stacle to anybody trying to cross it. The char-
acter wont have to continue to spend Ac-
tions in subsequent Rounds; instead the Ob-
stacle should last a reasonable amount of
time, generally until the end of the scene un-
less somebody takes action to eliminate it.

Out by a Hazard
One important difference between a Hazard
and a villain is that when it comes to be-
ing Out, in most campaigns villains will let up
rather than attempt to finish the job if for no
other reason than they have bigger fish to fry
than beating on a helpless hero. Hazards,
particularly when theyre environmental fac-
tors like high radiation or poison gas, will con-
tinue as long as the hero remains exposed,
putting the hero Down for the Count on the
second Round. This can present a problem
if you want a low-lethality campaign, as is
generally the case with superheroes. The GM
should give the heros companions ample
opportunity to rescue the hero before any
permanent harm is done, if necessary help-
ing along by narrating the Out in such a way
that rescue is still plausible (e.g., falling vic-
tim to the fumes on a small outcropping sur-
rounded by the lava rather than plunging
right into it). If they fail to do so, and theres
no plausible way for the character to jump
back in after the usual three Turns then the
character is Missing, Presumed Dead. The
player should decide whether to leave the
character in that state for a while, playing a
different character in the meantime, or have
the character return almost immediately. In
any case, in order to return, the player needs
to come up with an explanation for the char-
acters miraculous escape.
110
Part III

Game Mastering Superheroes

111
Chapter 18

Game Mastering Superheroes

How To Use This Part doesnt mean thats what the campaign fo-
cuses on.
Game Mastering consists of advice and food
for thought for running a satisfying superhero
campaign. It doesnt have any of the rules,
and its not necessary to read it completely
before beginning to play, though you should
probably at least glance at the section on Prevalence of Supers
The World unless youre planning on running
a one-off in a generic setting or have a fairly
complete idea of the setting you want to How common are super-powered folks in the
use. setting? Are the PCs the only known super-
heroes in the world (or at least the first), or are
there a few in each country, or each sizable
city? Is it like Alan Moores Top Ten where ev-
The World erybody has super-powers but the vast ma-
jority live as ordinary citizens? You can usu-
Before you begin to play, youll need to de-
ally work backwards from how many super-
cide some things about the world besides
beings you want the players to encounter in
just the Scope.
the Scope theyre working in to how many
super-powered people exist per thousand or
Adventure Scope million. You can also do it the other way
around: decide that supers are, say, liter-
The Scope influences the scope of the ad- ally one-in-a-million and work forward to rea-
ventures, of course, but its not all there is to son that means about 8-10 in Manhattan, 3
it. An Agent campaign can consist of globe- hundred or so in the US and about 7 thou-
hopping adventures, just one where travel sand world-wide. An important considera-
time between locations is a significant ob- tion is how much variety do you want in the
stacle and where the problems encountered villains your players meet? Unless you want
are resolved mostly with fisticuffs, guile, and it to be like a Saturday-morning cartoon,
ordinary weapons instead of flame blasts ca- where the heroes meet the same 7 or 8 vil-
pable of melting a tank or leveling a city; lains over and over, that implies a fairly large
a Galactic campaign could be primarily pool of super-powered folks to draw from.
about the day-to-day relationships and in- You can fill out the ranks with non-unique ad-
teractions of the galaxys mightiest super- versaries: minions wearing mass-produced
team within the confines of their headquar- powered armor, adversarial races of aliens,
ters. Just because you are capable of cross- shark-mutants from Atlantis, mystical crea-
ing the Solar System under your own power tures summoned or created by spells, etc.
112
Reaction to Supers lums? One thing to watch out for, as men-
tioned elsewhere, is the Joker Syndrome:
How do ordinary citizens regard super- players will likely not put up with murderous
heroes? Do they regard them as danger- psychopaths escaping ad nauseam. It rubs
ous? Inspirational? Lucky stiffs? Does how their noses in the futility of their actions; if
theyre regarded vary depending on the ori- they dont respond by killing villains, or if you
gin of their Powers, or only on their behavior? keep reviving the villains via one of the time-
For instance, in Marvel comics people hate honored comic-book techniques, they may
and fear mutants, while people whose Pow- disengage from any emotional investment in
ers come from being bitten by a radio-active the campaign or even end it. If you want to
spider largely get a pass except when the have a Rogues Gallery of villains that keep
local paper is crusading against them. Do escaping, its best to keep the stakes com-
people even believe in superheroes? Over paratively low.
the DC Universe at certain times people be-
lieve that the local bat-themed vigilante is
an urban legend, while calmly accepting Fictional Cities
that a strange visitor from another planet is Another decision is whether to use real cities,
the greatest hero of the age. Mostly such New York, Boston, etc. as does Marvel, or
disparate takes on superheroes come from fictional counter-parts, such as Metropolis or
different writers on different titles writing at Gotham City, as does DC. There are advan-
cross-purposes; your campaign setting will tages to both approaches. Real cities need
likely have a more consistent approach. little or no explanation, and can add a sense
of verisimilitude to a genre that, lets face it,
The Authorities can use some grounding in reality; on the
other hand real cities can bog some players
How do the authorities deal with superheroes down in discussions of the details of whats
and supervillains? Do they rely on super- where, how long it would really take a get-
heroes to police supervillains, or do they em- away car to go from point A to point B and
ploy super-powered cops and soldiers, or other such trivia, particularly if the players
some mix of the two? Do superheroes have arent all equally familiar with the city the
official legal status and authority, are they il- action is set in. Big comic-book sized disas-
legal vigilantes, or somewhere in-between? ters striking real cities may also cut too close
Is it a matter of how they behave, or the type to home for some players, particularly in the
of Powers they have? Are there agencies wake of 9/11. Real cities means the GM will
and police that oversee superheroes? All of never be at a loss for maps or photo refer-
them, or are there some that operate out- ences, which can make great aids to help
side the law? Is being a superhero even le- the players visualize whats going on.
gal? In most superhero campaigns the an- Fictional cities require more exposition on
swer is obviously yes, but you could run an the part of the GM, but grant more free-
interesting campaign where superheroism is dom to arrange things to suit; if the city is
no more welcome or tolerated than vigilan- clearly analogous to a real world city, such
tism is today... Batman and Spider-man have as Gotham City standing in for New York,
sometimes been depicted as operating in or Coast City for LA then the players can
that kind of atmosphere, where the author- have the advantage of knowing in general
ities regard them at best with suspicion if not terms the location and character of the city,
actively hunting them down. while leaving the GM and players free to fill
Are the authorities basically competent in the details however they like. Do all the
and well-meaning? Can they reliably lock subways converge to a single central sta-
away villains that have been captured, or tion? They do if you want them to. Its
do they run revolving-door prisons and asy- also possible to name the cities after real
113
18. G AME M ASTERING S UPERHEROES

ones while reserving the right to change land or a futuristic utopia, but in any case is
the history and details, though at that point nearly as different from our own world as in
the uncertainty introduced in the players any pseudo-medieval fairy kingdom fantasy
about where they can assume their real- game.
world knowledge leaves off and the fiction Thats not to say that you cant have super-
begins might be more confusing than sim- hero, or superhero-like, adventures in such
ply inventing a new city. Fictional cities allow settings...indeed actual comics such as the
imaginations to run riot, and have resulted in Legion of Superheroes or Amethyst, Princess
some of the most interesting comics in the of Gem-World have done exactly that. But
past few decades, such as Kurt Busieks Astro its very different from standard superhero
City or Alan Moores Neopolis from Top Ten. adventuring, and the GM and players should
It need not be all one way or the other, of all be on board with that before you begin.
course. A setting can have fictional cities There is no hard-and-fast line as to how
and real cities mixed, as when DC comics much the superheroics has to bleed into ev-
replaces most American cities with fictional eryday life before it becomes a Science Fic-
counterparts, but includes Washington, D.C., tion campaign. Its really a matter of the
and leaves most foreign cities like Paris, Lon- players tastes and what they find plausible
don, and Rome in place. When theres a in terms of consequences. Its relatively easy
mix, its usually the cities that serve as the for most players to imagine that tech (and
home base of the heroes that are fictional, magic) stay in the hands of the super-beings,
since theres not much point to populating or secret government organizations without
the world with fictional cities while setting the much explanation of how or why the knowl-
action in the single real one. edge doesnt diffuse throughout society as
long as the GM doesnt shine a spotlight on
how implausible specific aspects of it are. Its
Is it Science Fiction?
much harder for them to be asked not to
Will the setting be treated according to typi- take advantage of things that they know in-
cal genre conventions or more like Science character, just to keep the setting congru-
Fiction? A comic-book genre approach ent with the real world. For instance, if an
avoids asking or answering questions as to NPC ally of the players gets crippled by a
why the world hasnt changed in this way or supervillain, and the world contains magic
that because of the existence of supernatu- and tech capable of healing that, expect
ral creatures, aliens from another world, arti- the players to try to employ it no matter how
ficial intelligences and so on; a Science Fic- interesting or realistic a story it might make for
tional approach tries to work out the con- the ally and the heroes to have to come to
sequences of certain kinds of technology terms with it.
or proof that magic works and literal gods It can also be interesting and rewarding
walk the Earth. Most superhero comics take for the players to know their characters have
the former approach, in order to keep the made a permanent positive change in the
world recognizably our own, except for su- world, beyond merely preserving the status
perheroes. Serious attempts to reason about quo. If part of their story, either back-story
the consequences of the kind of technol- or as a result of playing, involves discover-
ogy that Reed Richards or Superman could ing something like a clean, cheap source
give to the world, or the actual likely pub- of power, or an improvement to fire-fighters
lic reaction to a disaster where a supervillain safety equipment, or cure for a major dis-
destroys an entire city, or even what would ease, then even in a firmly non-Science Fic-
happen to church attendance if Satan and tion campaign it can be a good idea to al-
his minions and the angelic powers opposing low that and its immediate consequences.
them were indisputably real, can easily lead The trick is to keep it limited: replace nuclear
to a setting thats an apocalyptic waste- power plants with Ultradyne energy plants,
114
but dont try to work out all the ramifications didnt Superdude end World War II? is going
of reduced reliance on oil, cheap energy to bug your players, thats what you need an
in emerging nations, unemployment among explanation of, even if Would World War II
coal miners and so on. Just remember to say even have happened, or the nations of Eu-
Ultradyne energy plants instead of nuclear rope have existed in the form we know them
plant when you stage a fight in one. with beings like The Apostle in the world?
Some superhero worlds attempt to explain might in some sense be a more basic ques-
the lack of bleed-over from superheroes to tion.
the rest of society in a concrete fashion, such
as having organizations such as the Men
in Black who are charged with concealing
the presence of things that would disturb The Campaign
the current paradigm, or just a natural phe-
nomenon that causes mundanes not to be Proactive vs. Reactive
able to accept the evidence of their senses
when confronted with things too far outside Superhero stories, like mysteries, are usually
their understanding. Others rely on ad hoc about reactive protagonists: something bad
explanations to dampen the effects of the happens, and the heroes attempt to set
most severe disruptions, such as a spell cast it right and restore the status quo ante as
at the end of the adventure that erase ev- much as possible. This works very well for
erybodys memories of the month that the gaming, because the GM can usually plan
world spent regressed to medieval times and on introducing a disturbance and expect
ruled by Morgan le Fay. If thats what it takes that the players will choose to confront it.
to make the players comfortable buying into Some players might prefer their heroes to
a no Science Fiction setting, then its worth take a proactive stance, and set out to
it if thats what the players want to run. Its change the world for the better instead of
possible, though, that those explanations just wait for something bad to happen; this gives
highlight the contradictions further; it may be their characters a greater scope for action,
more satisfactory for the players just to agree but has pitfalls for role playing games.
not to think too hard about finding gaps and Not only do the characters have to be
contradictions in the setting. self-starters with clear goals, the players will
If you do decide to treat the setting as Sci- have to agree that their characters share the
ence Fiction, be sure to get the players in- same goals and theyll find working towards
volved in working out the plausible conse- them interesting if you dont want the group
quences of how superheroes have changed to fragment and pursue separate agendas,
the world. Its impossible to fully realize a or end up at cross-purposes if they disagree
world with as many differences in physics on solutions. Superhero stories tend to be
and cosmology as a typical superhero world driven by active antagonists; its not very
implies in all its details; you are going to interesting to play out trying to end world
have some gaps and contradictions, and hunger, say, with super-science unless there
you need to make sure that they wont un- is somebody trying to prevent you from do-
duly bug the players who are supposed to ing that...the general problems of running a
believe in the science of the world. The huge Utopian project and dealing with un-
best way to do that is to get them to point intended consequences can make an inter-
out the things that they believe are the obvi- esting story in the hands of a skilled author
ous consequences of this or that Power, his- but dont usually present enough interest-
torical event, cosmic being, and similar ele- ing, consequential decisions for the players
ments of the campaign. You need answers to make a satisfying gaming session. SimCity,
to the questions that your particular play- the RPG, would be very hard for a GM to pull
ers and yourself will be bugged by. If Why off.
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18. G AME M ASTERING S UPERHEROES

This sort of pro-active activity is best han- hectic schedules, particularly if the episodes
dled as background: what the heroes are are short, one or two sessions each, since a
doing when theyre in between adventures. particular characters absence from the cur-
The extent to which their off-screen activity rent adventure doesnt tend to need much
works back into their adventures depends on explanation or leave a huge hole in the plot.
to what extent the campaign is Science Fic- This makes superhero games ideal back-up
tion; ending world hunger might have no vis- campaigns for when you dont have a quo-
ible effect, while ending all wars might mean rum of your regular players, for when you
that scenarios involving the military stop hap- have a guest player or two, or just a pick
pening...or that villains suddenly have in- up game.
creased access to military hardware through On the other hand, if players prefer an epic
the huge black market in now-surplus gear. style campaign, where there is a single over-
The best solution to providing players with arching plot or antagonist and everything
the opportunity to run a proactive hero builds to a big climax dealing with that, its
group where the focus in the game is on their certainly possible. One thing to watch out
proactive projects is usually to have a setting for, besides the usual issues of players feeling
where the status quo is unendurable. The im- rail-roaded and unable to affect the plot
plicit assumption of the standard approach except in minor details, is making sure that
is that the status quo is worth fighting for: that the epic wont be short-circuited by the play-
even if its not Utopia there is enough peace, ers defeating the Big Bad prematurely.
freedom, and prosperity that the heroes en- Unless youre cheating, if its possible for
ergy is well spent catching murderers, stop- the players to defeat the Big Bad without us-
ping would-be world conquerors, rescuing ing a Plot Device, then its possible that
people from natural disasters and similar dis- can happen any time they encounter him,
ruptions. including the first time in what was intended
The proactive campaign should probably to be the prelude. If you want an epic cam-
upend that assumption, and begin with a paign without cheating in favor of the bad-
status quo which demands change. If the dies you should make sure that the players
aliens have already conquered the planet, cant come to grips with the main villain un-
or nuclear war or a zombie apocalypse has til the climax, that the villain can only be fi-
destroyed civilization, or the sun is about to nally defeated with a Plot Device (e.g., can
go nova and the planet must be evacuated, reconstitute himself given time unless slain
then the heroes have a compelling reason to with the Sword of Final Slaying, which the
band together and work towards a particu- heroes have to embark on an epic quest
lar proactive outcome, and to ignore most to recover), or that the plot can roll merrily
of the usual things that superheroes deal with along even without him to guide it. Perhaps
as being trivial in comparison. the villain has set something in motion that
his capture wont stop (You may have de-
feated me, but the Earth shall plunge into
Episodic Or Epic?
the sun regardless! Bwa ha ha ha!), or per-
Superheroes lend themselves well to the haps there is a lieutenant or secondary bad
episodic style of campaign, where each ad- guy waiting in the wings to step in when the
venture has a clear beginning, middle and original instigator is dealt with.
end. There may be ongoing plot threads It is also possible to combine the two: have
and themes from episode to episode, but an epic campaign in the big picture, leav-
the major focus of the episode comes to a ened with one or two-session adventures
definite conclusion, with the villains scheme that relate tangentially or not at all to the
thwarted even if the villain hasnt been cap- over-arching plot. This is the Buffy the Vam-
tured and put behind bars. Emphasis on pire Slayer model of story arcs: over the
episodes can mesh well with players often course of a season of twelve or even more
116
sessions there is a major villain working to- tures that go I use my Mind Reading to see
wards a final Earth-shattering scheme, but which of the suspects is the murderer, then
aside from a bit of foreshadowing in each we arrest him. Next adventure.
episode the big scheme proceeds in fits and
starts while most of the adventures deal with
largely unrelated schemes by different bad
guys. In fiction, the heroes may be com-
pletely unaware of the presence of the chief
bad guy of the arc until its time for the cli-
max, with only the audience seeing how
step-by-step he gets closer to his goal; in
an RPG that doesnt work as well, unless the
players are unusually open to having cut
scenes of out-of-character knowledge just
for flavor. A better model is for the heroes to
be slowly acquiring the clues needed to fig-
ure out the plot or pieces of the Plot Device
to defeat the main threat.

Forbidden Powers
There are some Powers that can be a lot
of trouble for the GM, especially for certain
kinds of campaigns. For instance, it can be
very hard to run a campaign that focuses
on solving mysteries if one of the heroes has
Mind Reading, or a psychic Power that al-
lows him to peer into the past to see the
crime being committed. Its not impossible,
particularly if you know exactly what Pow-
ers the heroes can bring to bear, and it can
be fun to try to construct mysteries that can
withstand those sort of cheat codes but
its definitely a lot of work. If youre worried
about any particular Power, you should dis-
cuss it with the players. You can request that
if they take such Powers, they take the Un-
predictable Disadvantage or a Complica-
tion that makes them reluctant to use it all
the time (such as when they open them-
selves to psychic vibrations via Mind Reading
theres a chance that they are possessed by
a hostile entity), though that can lead to a
situation where they have a Power that they
never seem to get any benefit from. A less
tricky route would be to forbid that Power to
Player Characters. Players are usually happy
enough to oblige; there are, after all, a myr-
iad of other Powers to choose from, and few
players are particularly interested in adven-
117
Chapter 19

Villains

should be of the same Scope as the heroes


for a reasonably difficult fight. Kapow! is de-
signed so that heroes have a slight edge
when facing equally powerful enemies, but
luck is a large enough factor that they could
easily lose such a confrontation. Its often
Villains are in many ways the point of hav- the case, however, that the heroes will fight
ing a superhero game. While you could a larger group of lower Scope villains, or a
probably run an interesting campaign where handful, or even just one higher Scope vil-
the heroes specialized in rescuing people lain...sometimes much higher, as when the
from disasters and never met an actual vil- Fantastic Four faces Galactus. In such cases,
lain such campaigns would be the excep- a straight-up fight is not an option, and the
tion. Most of the time being a superhero is adventure will actually revolve around find-
about defeating supervillains. ing a way to deal with the villain without
Supervillains are created using the same fighting, or at least discovering the villains
basic rules as the superheroes, and can be weakness so the heroes can have a fair fight.
created either according to the Templates Its also a good idea to have the heroes
or just ad-hoc by assigning numbers. In any run into easy fights; not every villain or
case, there is no need to limit villains to the henchman should be perfectly scaled to the
base level for the Scope, or even to have heroes power level to present a nail-biting
all the villains fall within the Scope for the fight. One of the pleasures of playing a
campaign. Its also permissible to allow a superhero is being reminded that you are su-
villain to have one or more Powers that fall per, and capable of feats far beyond those
outside of the Scope that the villain belongs of ordinary men. Players dont derive much
to; the Power Levels of the villains should be comfort from being more powerful than all
adjusted to keep the action interesting, and but a handful of beings on the planet if only
the heroes on their toes. As far as villains come up against foes who are more pow-
are concerned, the character creation rules erful still. As GM you should give the play-
are guidelines, more like suggestions really. ers plenty of opportunity to strut their stuff,
Theyre there to tell the GM whether a partic- whether its stopping a robbery or mugging
ular villain will be hard or easy to fight, not to on their way to the meeting at their head-
enforce fairness or balance. A GM who was quarters, or plowing through scores of min-
of a mind to could always defeat the players ions in the villains lair before they run into a
with fair fights just by throwing them at the lieutenant who can put up a decent fight.
players one after another. Most villains shouldnt use the Down for the
Generally, when heroes fight a team of Count option, unless all the heroes are al-
roughly equal number of villains the villains ready down and they need to capture the
118
heroes to put them in the overly-elaborate
death trap. Even if the villains can spare the
time and attention to perform the maneuver
while there are still active heroes about, the
effect of Down for the Count is to remove the
player from play.

119
19. V ILLAINS

Motives
Motives are the reasons the villains are com-
mitting crimes. Motives may be simple
or complex. An interesting motive can
make an otherwise unmemorable villain re-
ally stand out. On the other hand, not every
villain needs a complex, tortured history. Vil-
lains with simple, classic motives like Greed
or Power provide are nice and comprehen-
sible, and let the unusually motivated villains
stand out more.
Motives: Desperation, Fanaticism, Greed,
Loyalty, Madness, Mercenary, Monster,
Nemesis, Power, Reluctant, Revenge, Show-
boat, Sportsman, Superiority

Desperation
I only do what I must.

The desperate villain feels compelled to his


acts by desperate circumstances. These can
be innocuous or even laudable, such as try-
ing to save his own life or the lives of others,
or self-serving or despicable such as trying
to save his own fame or fortune, but in any
case lead the villain to acts he wouldnt nor-
mally contemplate. Desperate villains may
be sympathetic, perhaps even former allies,
or weaselly and corrupt. Heroes can some-
times resolve the situation by addressing the
cause of the villains desperation instead of
defeating the villain; this allows the GM to
use villains that the heroes cant beat in a
straight out battle.

120
Motives

Fanaticism necessary to advance the aims of their


leader/master/lover; on the other hand, they
A fanatic is one who redoubles his might be so blinded by their devotion that
effort when he has forgotten his no crime is too great or act unthinkable if it
aim. - George Santayana
might earn them praise. Villains whose mo-
tivation is loyalty may often be finessed by
dealing with the object of their devotion in-
The fanatic villain is dedicated to a cause. stead. E.g., if their master is captured they
As with the desperate villain, the cause may surrender, or flee in hopes of rescuing
might be sympathetic in isolation, but the him some other day.
villain is willing to undertake deeds that no
hero would countenance no matter how
just the cause, e.g., a villain who wishes to Madness
stop global warming by wiping out human-
Mad, am I? Ill show them! Ill show
ity. More often than not the cause itself is
them all!
corrupt, such as world domination by the
fanatics faction or perhaps the summon-
ing of dark elder gods. Fanatics can make
useful villains because they cant be rea- Madmen are driven to villainy by their
soned with or swayed; the heroes are go- crazed obsession(s). They may be com-
ing to have to throw down with them to stop pletely bananas, displaying neither rhyme
them. Even in relatively sophisticated super- nor reason in their madcap crimes (e.g.,
hero campaigns its good to have some situ- early versions of Ambush Bug, or other
ations that need to be resolved by a sock on wacky villains), or relentlessly logical in pur-
the jaw. suit of their insane goals (e.g., the version
of Mr. Freeze whos obsessed with bring-
Greed ing back his dead wife, or various villains
who wish to destroy the world to prove they
Im a greedy slob; its my hobby. can or to revenge themselves upon human-
ity), normal except when provoked into an
episode, driven by sick, twisted cravings,
Greed is a fairly self-explanatory motive for but their motives are nothing so mundane as
a villain. Greed can make for comical as well wealth or power. Madmen may be amus-
as nasty or horrifying villains. Greed is also ing, frightening, pathetic, or all at once, but
easy to understand, and to predict, which they cant be understood or predicted un-
can allow players to feel like theyre actu- less you know about their particular madness
ally detectives when they correctly antici- and how it plays itself out.
pate the greedy villains next move. Madmen make useful villains because
even the most bizarre schemes can be jus-
tified by pointing out the perpetrator is mad
Loyalty (e.g., when the Joker sought to patent his
joker-fish). Many of the harder-to-swallow
Yes, master.
superhero tropes, such as elaborate death-
traps, can be conveniently explained as be-
ing the product of unstable minds. On the
Some villains are intensely loyal to a per- other hand, used too freely this can de-
son or cause, and commit crimes because generate into a lazy cop-out. At the very
they are directed to do so rather than any least, the GM should strive to have Madmen
personal ambition or pathology. They may be consistent in their individual madness, so
even be reluctant to go farther than is strictly that their actions do seem to stem from their
121
19. V ILLAINS

own inner demons and not from what the Mercenaries commit crimes because
GM finds momentarily convenient. The serial theyre paid to. They might be in it because
killer who preys on nurses shouldnt suddenly it provides them with an opportunity to
come up with a scheme to hold the city indulge in their taste for mayhem, or just
hostage by threatening to poison the water because its the most lucrative use for their
supply; the obsessive compulsive who col- particular talents, but the important thing is
lects Egyptian artifacts shouldnt start stalk- theyre getting paid. To the extent theyre
ing nurses or strapping bombs on baby- loyal to their employer, its because its bad
carriages. business practice to get a reputation for
Madmen can easily be justified at any being easily bought off. On the other hand,
Scope, and with nearly any Powers. And if dead men cant spend money so mercenar-
they werent mad when they got the Pow- ies will never willingly sacrifice themselves for
ers, it may be that which drove them to mad- a hopeless cause; once it becomes obvious
ness. One thing to be cautious about is giv- they cant achieve their objective, theyll
ing Madmen with high levels of power par- cut their losses.
ticularly sadistic or horrible drives if you dont Mercenaries might be solo operators, such
want the campaign to become quite grim. as hit-men, small squads of powered-armor
Some campaigns might want to avoid hav- heavies hired to beef up a Masterminds
ing a serial killer at all, but even if you go forces, up through entire mercenary armies
there a Street Level serial killer might realis- participating in galactic wars. Depending
tically claim very few victims before being on who hired them and why, the heroes
caught. A Madman with the same drives might find themselves fighting on the same
but at the National Scope will mostly likely be side as the mercenaries, at least temporarily.
able to rack up a death-toll in the hundreds Mercenaries tend towards Powers that are
before the heroes can bring him to justice, innate, technological, or martial. Its a rare
and a Madman who is just trying to kill as mercenary whose origin involves hours of soli-
many as possible as fast as possible at that tary study of the black arts, or being granted
Scope may be able to destroy entire cities. power by a spirit or deityunless that spirit or
If youre not prepared to deal with that, the deity is tied to warfare.
larger Scope villains need subtler or at least
grander ambitions: e.g., destroying all of hu-
manity at one go via a doomsday device,
Monster
going back in time to eliminate Abraham Lin- Grr! Argh!
coln, and that sort of thing.
Madmen do not work well with others; they
may have underlings, but they get along like
cats in a sack with peers that dont share Monsters are driven by primal
their agenda...and youd have to be mad urges...usually to feed or defend terri-
to share their agenda. They may form tem- tory, though sometimes to mate or protect
porary alliances with other supervillains, but their young. Intelligent monsters might be
heroes can expect to take advantage of tragically at odds with their urges, or use
the cross-purposes of the villains, if the villains their intelligence to further their aims, but if
dont end up at each others throats without they are fully in control of themselves then
any nudging. theyll more naturally fall into one of the
other categories of villains (or even heroes).
A real monster rampages when the urge is
Mercenary upon him.
Monsters can occur at all Campaign
Eh, its a living. Scopes (Galactus or the Sun Eater are ex-
amples of Cosmic Scope monsters) and are
122
Motives

often either supernatural or the result of a to a player character, unless you want all the
scientific accident. Occasionally they can characters to become infected. Infected
have been deliberately brought about as characters might remain under the players
part of an experiment, and then let loose or control as tragic monsters, or become NPCs
escaped, but except for the strange case of for the duration, depending on the nature
Dr. Jekyll, its rare for somebody to use tech- of the infection. Werewolves, for instance,
nology to deliberately turn themselves into a are usually the former, while zombies tend to-
monster. wards the latter.
If the monster is a traditional supernatural Giant-sized monsters capable of attacking
horror such as a vampire, werewolf or zom- entire cities may require a MacGuffin or spe-
bie, the GM should decide how much of cial Complication that the heroes can ex-
the lore the players might know actually ap- ploit to defeat, appease or divert the mon-
plies. Do vampires burst into flame in the sun- ster if the heroes are of lower Scope. Mon-
light? Does it depend on how old they are? sters of lower Scope than the heroes may
Are they stopped by running water? Are require a similar plot device for the heroes
werewolves allergic to silver? Are there other to stem the tide, particularly if they are in-
were-creatures? Superhero worlds tend to fectious. Since monsters usually have fairly
be expansive, so its entirely possible that simple motives and behavior patterns, sim-
there are more than one kind of various ply beating them up doesnt make for much
creatures. For instance, you might have of an adventure, but they are prime can-
some zombies who can only be brought into didates for investigation-oriented adventures
being through Voodoo rituals, and others where the source of or cure for the monsters
that are the result of some horrible conta- are the real focus of the adventure.
gion. Characters with the appropriate Back-
grounds should probably know at least some
of the details of such lore as it applies to
the game world. Horror games will usually
start with the player characters as part of the
mundane world, perhaps not even believing
in supernatural beings until they encounter
them in game, but in a superhero game you
might well have characters who are masters
of the mystic arts or have trained as mon-
ster hunters, and unless youve elected to run
a campaign where there is a conspiracy to
conceal the bizarre, even ordinary civilians
probably know whether are such things as
vampires even if they never expect to en-
counter one.
Monsters may have special Powers not reg-
ularly found in any other sort of character,
such as contagious bites that eventually turn
the victim into a monster. Most superhero
comics would have such transformations be
reversible, though perhaps at cost or follow-
ing a difficult adventure, though more seri-
ous or tragic campaigns may make it perma-
nent. Monsters that are contagious should
usually require an Out or even a Down For
the Count maneuver to transmit the infection
123
19. V ILLAINS

Nemesis Reluctant

To the last, I grapple with thee; He must needs go that the devil
From Hells heart, I stab at thee; For drives.
hates sake, I spit my last breath at
thee. - Captain Ahab
The Reluctant villain feels compelled by cir-
cumstances to commit his crimes. The com-
pulsion might be external, such as blackmail
A Nemesis is dedicated to exacting retribu- or extortion, or internal, perhaps caused by
tion on a particular person, organization or a curse or dual personality. Werewolves who
even sometimes a kind of person. A villain- rampage when the moon is full, but are full of
ous Nemesis is usually insufficiently discrimi- regret when theyre in human form are clas-
nate in the targets, or desires retribution out sic examples of Reluctant villains. Reluctant
of all proportion to the supposed crime. As a villains can make for some excellent adven-
motive Nemesis differs from Revenge in that tures, since stopping the villain is often only
it usually has some kernel of justice, however the first step towards dealing with whatever is
twisted, and Nemesis tends to be more per- compelling him; its even possible that one of
sonally oriented, devoting itself exclusively to the Player Characters can be driven to take
a single target. on the role of a Reluctant villain by Com-
plications or circumstances that arise during
the campaign. Its not a gambit that you
want to overuse, and might be be a good
Power idea to sound the player out before spring-
ing it on her, but if the players are willing it
Kneel before Zod! can be a lot of fun.

Revenge
Power is another simple, recognizable, mo- You killed my father, prepare to die!
tive for a villain. A villain seeking power might
be after personal power, or power over oth-
ers appropriate to the Scope; villains at the
Villains bent on revenge want to get even
Neighborhood Scope are rarely would-be
for some wrong or slight, possibly imaginary.
world conquerors. A villain interested in per-
Revenge is often directed against an entire
sonal power might be seeking materials to
category of people, or an entire list, rather
upgrade his super-suit, or ancient tomes to
than a single specific target, and among vil-
unlock secrets man was not meant to know.
lains its common for it to be displaced from a
A villain interested in power over others might
particular person who wronged them to any-
be seeking to rule the citys underworld, or
body who shares certain similar traits, such
to become President of the United States, or
as doctors, red-heads, faculty of a certain
Emperor of the World. Villains seeking to ex-
school, members of their graduating class at
pand their power may often have a scheme
High School, and so on.
to operate beyond their normal Scope, in
fact its often the lack of personal power
to simply seize what they want that causes
them to put their schemes into motion. A vil-
lain personally capable of destroying cities in
a single attack probably has no need to run
for office; his sights are set higher.
124
Motives

Showboat
Im gonna live forever
Baby, remember my name.

The Showboat is looking for fame, or at


least notoriety. Money, power, even winning
are incidental to the quest for glory. Show-
boats will always go for the biggest, flashiest
crimes, fight in the most public venues, is-
sue the boldest challenges. They might not
even be interested in committing crimes, ex-
cept as a way of forcing the heroes to ac-
cept their challenge, or garnering attention
from the press. Showboats might even be ri-
val heroes, not criminals at all, though they
might become criminally reckless in their ef-
fort to eclipse the player characters. Gener-
ally, though, to the Showboat theres no such
thing as bad publicity, as long as they spell
the name right.

Sportsman
The hunt is on!

To the Sportsman (or woman) its a game,


and the heroes are the opponents. Every-
thing is incidental to testing ones mettle
against fitting opponents. Unlike the Show-
boat, the Sportsman doesnt care whether
anybody else knows or acknowledges his
prowess, or who his opponents are as long
as they give him a good game. A Sportsman
hates to be bothered with weak foes, but
might be moved to show mercy for a valiant
attemptparticularly if there is the possibility
of a rematch in the future.

125
19. V ILLAINS

Superiority Brute
Brute Smash!
Now I am the master!

Brutes know that if force isnt the answer,


youre asking the wrong question. Most villain
Villains motivated by superiority want not teams will have at least one Brute to do the
just to win, but to be seen to win, and ac- heavy lifting. And hitting. Brutes arent nec-
knowledged for their victory. They might be essarily stupid, but they almost always prefer
trying to demonstrate the superiority of their the direct approach, because when youre
school of martial arts, or scientific theories, that powerful finesse is just a waste of time.
or their alleged racial or species superiority. Hit em, and if theyre still standing, hit em
They will tend to favor public challenges, and harder. A Brute is a Brute even if the Powers
fights where they can be guaranteed spec- are psi or magic instead of physical strength;
tators. They will often spurn the opportunity the defining aspect of the Brute is the lack of
for sure-fire victory if it would occur in secret, finesse and guile, not physical strength.
or using methods that wouldnt demonstrate Brutes make good enemies because they
their superiority (e.g., the master martial artist can be markedly tougher than the individ-
shooting a helpless foe with a pistol). They ual heroes, or even the whole team, without
might even take it as far as needing the hero being impossible to take on. Give them high
to survive and know that hes beaten; any- Toughness and/or defenses and a small num-
thing less would be a hollow victory. Superior- ber of Actions, and the players will have a lot
ity can be a very entertaining motive for an of opportunity to get fancy in thwarting them
Arch-Enemy to have. A Showboat will take and attempting to bring them down. High
a lucky or sneaky victory, or even credit for Defenses will make Brutes hard to even Hin-
something he didnt do, as long as it doesnt der, while simply having a high Toughness will
tarnish his fame, a Superior villain never. make them reasonably easy to Hinder, but
difficult to put Out. You should probably not
give a Brute a particularly high main attack,
unless you make him fairly weak defensively,
Modus Operandi or you risk him Knocking Out one hero per
turnpossibly more if he can Split his attack
or it is Area Effect.
Modus Operandi, or M.O., describes the vil-
lains general approach to crime. These
arent absolutes, and villains may sometimes Cat and Mouse
act atypically, but it is usually more satisfy-
ing if the villains operate true to their type. Heres Johnny!
This lets the players, once they get some ex-
perience with the setting and its villains, start
to recognize the handwork of various villains Cat and Mouse villains like to torment and
and reason in-character about who might play with their prey. They will forgo easy wins
be behind the scheme theyre investigating in order to prolong the fun, and have no
or predict their likely next action. Villains truck with fair play...picking on weaker op-
M.O.s and Motives may mesh, but they are ponents is their favorite thing. If it looks like
separate things and can generally be mixed its going to be a fair fight or the tables are
and matched to suit. turned, the Cat and Mouse villain will find dis-
M.O.s: Brute, Cat & Mouse, Compulsive, cretion is the better part of valor and flee to
Leader, Mastermind, Pro, Schemer, Sneak seek easier prey. Cat and Mouse villains can
126
Modus Operandi

often be distracted from their ostensible goal Leader


by the thrill of the chase, which can be a
good opportunity to trick them or lead them You have your orders, now go!
into a trap.

The Leader relies on underlings to do most


Compulsive of the work. This may be because the Leader
is personally weak, but it could well be that
the scope of the Leaders ambitions is such
How Purrrrfect!
that even a powerful character cant carry
it out single-handedly, such as the invasion of
an entire country. The underlings may range
from cannon-fodder, through agents slightly
The Compulsive villain will stick rigidly to his weaker than the heroes, to lieutenants as
M.O. and theme; he wouldnt cross the street powerful as the heroes, all the way up to
to steal a fabulous unguarded diamond if giant monsters in their thrall that can mop
his obsession is coins or cat-related objects. the floor with the entire group of heroes;
Compulsive villains provide a good opportu- such underlings may occur in any combina-
nity for the heroes to be detectives and rec- tion. Often the only way to thoroughly de-
ognize the villain by M.O., or anticipate up- feat the Leader is to deal with the Leader
coming crimes. Its good to establish the pa- personally; other times it is nigh impossible to
rameters in advance, if possible; the players come to grips with the leader, and the key
will get a bigger kick out of figuring out that to thwarting the Leaders current scheme lies
The Pharaoh will probably try to rob The Trea- elsewhere, such as destroying the MacGuf-
sures of Tutankhamen exhibit if the fact that fin, freeing the rightful heir, turning the giant
its currently at the local museum was subtly monster against the Leaders troops, and so
established during a prior adventure. on.

Mastermind
Expert
My mind is a-glow with whirling
transient nodes of thought,
Your Kung Fu is pretty good.
careening through a cosmic vapor
of invention!

The Expert is master of his particular spe- The Mastermind has a plan. The Master-
cialty...even if his specialty isnt very nice. Ex- mind always has a plan, a backup plan, and
perts are often over-specialized, and their two contingency plans for if the backup fails.
pride in their expertise may lead them into With a plan and enough competent minions,
overlooking or discounting possibilities that the Mastermind will move the world...or rule
dont fit in with their area of expertise. They it. Competent minions are usually the rub.
may also be prideful, and easy to taunt into Masterminds make perfect foils for the
accepting a challenge while losing sight of heroes, because they always have the most
their ultimate goal; in this they differ from the interesting, if sometimes needlessly elabo-
Pro, who is very much goal-oriented. Experts rate, schemes, and the heroes can make
are an excellent foil either for rival experts, steady headway against the streams of
or for overlooked characters that the Ex- minions punctuated with occasional knock-
pert dismisses as unworthy of consideration down drag-out battles with lieutenants while
because of their lack of expertise. their investigation of the plan proceeds
127
19. V ILLAINS

apace. Its easy to balance battles against of the session based on the assumption that
Masterminds because most of the time there the Mastermind really did make that error; if
is no worry that a few bad rolls might cause youre going to retcon do it as soon as any-
the heroes to lose decisively and the world body, including the GM, realizes the Master-
to end. Its usually detective work and insight mind went beyond making a plausible mis-
by the heroes into the nature of the scheme take and into nobody would really be that
that brings the adventure to a climax, not just dumb territory. On the other hand, if your
winning the battles. Often the Mastermind Masterminds are constantly taking advan-
is no match for the heroes physically, and if tage of the GMs ability to rearrange the
they figure out how and where to confront world in response to the players plans or
the schemer, he will be forced to surrender knowledge that the GM has but the Mas-
or flee. Sometimes the biggest part of the termind shouldnt the players can come to
challenge is figuring out the identity of the feel that its really the GM theyre battling,
Mastermind, or, having figured it out, find- not the Mastermind. They might respond by
ing some way to prove that the Mastermind refusing to make plans and just improvising,
is behind the crimes. It can easily take sev- or to make plans but conceal them from
eral adventures before the heroes reach the the GM, or having their characters become
point of actually putting the Mastermind be- completely paranoid since the Mastermind
hind bars, if they dont come up with specific can either read their every thought or has a
plans to trick the Mastermind and get solid mole in the group, or even suggest you all
evidence that will hold up in court. If they play a different game.
never take that step, you should still proba- Cheating on behalf of the NPCs is one of
bly bring the arc to a conclusion by having the touchiest issues that can crop up, and
the Mastermind, goaded beyond bearing can result in genuine hard feelings at the ta-
by the continual interference of the heroes ble. For this reason you should probably re-
with his plans, make the fatal mistake of be- sist letting the Masterminds cheat their way
coming personally involved in trying to end to omniscient planning. Do your best to plan
the thorn in his side. out the Masterminds plots and contingency
Something to watch out for when using plans in advance, taking advantage of the
Masterminds: it is tempting to emphasize the Masterminds budget and patience only be-
Masterminds superb foresight and planning ing limited by the outer edges of plausibility
ability by cheating. The GM merely waits for (which can take you pretty far in superhero
the heroes to come up with their plan, and setting) and uncanny ability to predict the
then devises the schemes as if the Master- likely reactions of all the NPCs to make him
mind knew it all along. A certain amount come across as cunning. In other words, let
of this may be unavoidableafter all the GM the Mastermind cheat against the setting,
may overlook an obvious flaw in a plan once but not the players.
in a while, but the Mastermind shouldnt un- If the Mastermind isnt physically up to
less you want the players to think hes a yutz. combat with the heroes, avoid putting the
If that happens, once the players point out Mastermind in the same locale with them un-
the flaw you can invent an excuse on the til the climax. In Kapow! it can be difficult to
fly, secretly patch it so the flaw is part of throw enough minions in between the heroes
the plan, or openly retcon it depending on and the Mastermind to prevent them from
which does the least damage to the play so getting in a blow and ending the battle be-
far. fore the villain even has time to monologue
Most players will be quite forgiving of the if theyre willing to ignore the minions com-
occasional need to say, oops the Master- pletely. It can be done, with enough ex-
mind obviously wouldnt have made such pendable or powerful minions, but its easier
a boneheaded error as I, the GM, did...at and perfectly in keeping with the nature of
least as long as they havent played most Masterminds to avoid presenting the heroes
128
Modus Operandi

with the opportunity. The Masterminds can them of the impending theft. Schemers are
still interact with the heroes or taunt them often honorable enemies, or at least scrupu-
by such means as closed-circuit televisions, lous about meeting their self-imposed chal-
robot duplicates, holographic projections or lenge conditions or sticking to their M.O. If an
even the threatening note written on a mirror unrelated emergency cropped up during a
with lipstick. heist that called the hero away, a Schemer
might well postpone it for a rematch rather
than accept a win by forfeit.
Pro
Id like to get in, get on with it, get Seducer
it over with, and get out. Get it?
Got it. Whatever Lola wants,
Good. Lola gets,
and little man,
little Lola wants you...
The Pro wants to accomplish his aims with
the minimum fuss or chance of anything
going wrong. The Pro cant abide screw- The Seducer operates by indirection. Se-
ups and amateurs, and finds sloppiness and duction is usually the method to get what he
waste almost as distasteful as failure. The Pro or she wants, not the goal in itself. Seduction
hates to team with Madmen. The Pro might need not be sexual or romantic, people can
be frighteningly ruthless, willing to kill scores often be seduced by money, power, fame,
if thats what it takes, while still finding it a flattery, or ideas. Seducers can make inter-
personal affront to have to kill anybody he esting opponents both because those they
didnt intend to. The Pro usually has an em- are using as tools might not be intrinsically
ployer, and Mercenary is probably his most bad, and in fact might be allies, friends or rel-
common motive, although others are cer- atives of the heroes, and because a clever
tainly possible, such as Revenge driving a Pro Seducer might not be obviously villainous at
from the side of good to evil. first. Seducers often appear initially in the
guise of allies or benevolent forces, such as
friendly aliens seeking to establish relations
Schemer
and share technology...until the cookbook is
I love it when a plan comes discovered. Its even possible to play Seduc-
together. ers such that they are genuinely benevolent
from their point of view, but their goals are
somehow tragically incompatible with the
heroes.
The Schemer is also a planner, but unlike
the Mastermind the Schemer almost never
has minions or an organization. Schemers Sneak
prefer to operate solo, or as part of a small
team, or perhaps with a couple of dispos- The perfect crime is one where
able Rent-A-Thugs to do the heavy lifting. nobody even suspects its been
committed.
Schemers are hands-on; their satisfaction
comes from carrying out their plan using their
wit and abilities. They are prone to setting
themselves goals that serve to up the chal- The Sneak doesnt want a fight; even if
lenge and make it more interesting: not just his goal is murder, hed prefer to accom-
stealing the idol of MacGuffin, but doing plish it without the victim having the oppor-
so after sending the heroes a note warning tunity to fight back. Sneaks will usually flee
129
19. V ILLAINS

rather than fight, which means you can of- Arch-Enemies


ten safely give them powers at levels that
would be too dangerous or frustrating if they So we meet again, old foe!
were bent on murdering the heroes; its also
possible to go the other way and give them
powers that while well-suited to their M.O. Motive: Any except Loyalty, or Mercenary.
would allow them to be trivially defeated by MO: Any.
the heroes...if the heroes could ever come The Arch-Enemy exists in direct opposition
to grips with them. In any event, you want to the hero or hero group. Either he lives
to make sure that the heroes do have some to mess them up or prove their world-view
way of either tracking or laying a trap for the wrong, or for one reason or another they are
Sneak, lest the campaign become about the only ones who stand between him and
reading how the Sneak pulled off another the fulfillment of his dreams. Arch-Enemies
daring caper in the next days papers. should be particular; a single villain shouldnt
serve as the Arch-Enemy to more than one
hero unless hes the enemy of the entire
group the hero belongs to. Even if your Arch-
Enemy should fight another foe, his heart
shouldnt really be in it, and he should make
it plain by pointing out the inadequacies of
his current opponent compared to his true
enemy.
Arch-Enemies should be designed with the
hero in mind. They need not have spe-
cific Powers and weaknesses that tie per-
fectly into the heroes, though they shouldnt
be push-overs or find the hero a negligi-
ble threat. Whats important is that the
Arch-Enemy fits into the tone and milieu of
the hero. The dark, brooding urban hero
shouldnt have an Arch-Enemy who lives
under the ocean and whose plans all re-
volve around seizing control of Atlantis, or
a practical-joking imp from the 17th dimen-
sion. Nor should the star-faring cosmic hero
have an Arch-Enemy whos a drug-lord on
Common Villain Types the lower East Side...even if the drug-lords
personal Powers put him on the same Cos-
mic Scope. Those sorts of enemies can make
The following are some commonly met villain a nice change of pace, at least if they oth-
types, with notes as to their likely Motives and erwise fit with the campaign, but the Arch-
MOs. Villains with unusual Motives and MOs Enemy should have a tighter fit than that.
for their types certainly can exist, but proba- Be careful not to over-use the Arch-
bly require some extra back-story to explain Enemies, or the entire campaign can come
why, e.g., the characters Arch-Enemy is a to revolve around them, and the players can
Reluctant villain. easily get frustrated and feel that no mat-
ter how many times they defeat them in the
Types: Arch-Enemies, Assassins, Con- end its futile because the Arch-Enemies will
querors, Cultists, Mobsters, Ninja, Organiza- just get away or escape and crop up again.
tions, Overlords, Pirates, Thieves Heroes should be able to not just defeat the
130
Common Villain Types

Arch-Enemies, but capture them or thwart the fact that assassins can strike nearly any-
them so hard that they wont dare show body at any time and lots of major charac-
their faces again for a good long time. Of ters will die. You can attempt to draw the line
course, if the entire campaign does revolve in a different place, with assassins nearly un-
around thwarting the Arch-Enemies plan-of- stoppable, but refusing to examine the con-
the-week, you can ignore this...but you will sequences, but most campaigns will be bet-
probably want to make the campaign a lim- ter off with heroes getting adequate warning
ited run or a once-in-a-while thing. of assassination attempts so that the heroes
Arch-Enemies make great reluctant al- can thwart them unless they get unlucky or
lies, or even better reformed enemies. Its play poorly.
a good idea to let the relationship as ene- For similar reasons, assassinations are often
mies gel for a while first before embarking best performed off screen rather than right
on an adventure along those lines, to make under the player characters noses.
the contrast more meaningful. Finding your-
self fighting alongside an enemy in order to
Conquerors
defeat an even worse menace wont have
nearly as much punch if the putative enemy Tomorrow the world!
has only ever appeared in your back-story
before the team-up.
Give Arch-Enemies enough Defense or
Toughness to withstand at least an average Motive: Any except Loyalty, or Mercenary.
roll by the heros biggest attack. Dont give MO: Any except Sneak.
them a big enough main attack that the av- Conquerors are classic supervillains. Their
erage will put the hero Out, unless you also ambitions may be regional, national, global,
give it a disadvantage like Slow or Erratic. or even greater in scope. They may be
powerful enough themselves to take on the
greatest heroes of the Scope single-handed,
Assassins or they may employ legions of henchmen, or
perhaps threaten the world with a dooms-
Give me a blade long enough,
day weapon if the nations do not bow to
and a place to stab, and I will
move the world.
them. They make seek to rule openly or
through covert means, manipulating world
leaders like puppets. Conquerors may come
from another planet, dimension, or time, or
Motive: Fanaticism, Greed, Loyalty, Merce- they may be home-grown as it were, and
nary. their motives range from the purely personal
MO: Cat & Mouse, Pro, Sneak. desire for power, to attempt to restore the
Successful Assassins can be bad for the glories of a defeated or forgotten regime or
tone of the campaign. While assassina- civilization, to a twisted sort of benevolence.
tion attempts can be good clean fun, if it Conquerors are often of a higher Scope
stretches your credulity that the heroes al- than the heroes, or they wouldnt stand
ways manage to stop them you should think much of a chance of actually accomplish-
about the ramifications of having them suc- ing their goals, unless theyre of the sort
ceed before you introduce too many of that intends to extract obedience through
them. Given superpowers it can be hard to the threat of a doomsday weapon. As
see how you can prevent the assassination of with other villains more powerful than the
important public figures, people close to the heroes, there should be some way to thwart
heroes, or even the heroes themselves with- them outside of a straight-up brawl. Con-
out either stretching the world quite out of querors with doomsday devices are partic-
shape with security precautions or living with ularly prone to this sort of thwarting, but all
131
19. V ILLAINS

Conquerors should have some vulnerability


in their schemes, perhaps related to one of
their Complications.
Conquerors may have other supervillains
as lieutenants, and possibly entire armies at
their disposal. If the heroes directly engage
entire units of the Conquerors armed forces,
they should probably be treated as mobs.
Conquerors make good Arch-Enemies,
and typical motives are Power (if sane) or
Megalomania (if Mad). Conquerors are al-
most never Mercenaries or simply Greedy.

Cultists Mobsters
Ill make him an offer he cant
refuse.
Ia! Ia! Cthulhu fthagn!

Motive: Generally Greed, Loyalty, or Mer-


cenary.
MO: Generally Pro, though led by a Leader
or Schemer. The mob may also employ in-
Motive: Fanatic. dividuals with varying M.O.s, either as mem-
MO: Any. bers of the mob or hired for specific capers.
Mobsters commit crimes in order to earn a
Cultists are Fanatics. They are basically a
living, but as proprietors of a criminal enter-
type of Organization, focused on one partic-
prise, not just hired muscle like mercenaries.
ular, possibly irrational, goal. Cultists are typ-
Mobsters prefer ongoing operations, like vice
ically involved in the supernatural, either at-
and extortion, to one-off jobs, and prefer in-
tempting to bring about the reign of some
timidation to violence when possible. Theyll
dark elder gods, or tampering with forces
resort to violence in order to make an ex-
that man was not meant to know to achieve
ample, or as a tool against rivals, but open
power. Technologically oriented cultists are
warfare and too much attention from cops
also possible (e.g., substituting aliens for the
and heroes is bad for business. Mobsters may
dark elder gods), but it wouldnt be a cult if
obey a code of honor, though exactly what
it didnt inspire irrational devotion.
the code entails and whether it applies to
Unlike most other villains and villain orga- outsiders will vary from mob to mob.
nizations, Cultists often actively recruit from Mobsters make good enemies for lower
the general populace, and sometimes even Campaign Scopes, though they can be
among the heroes allies. Cultists may even powered up by being led by supervillains or
operate openly and perfectly legally, at least even consisting of supervillains. A star-faring
to outward appearances. In order to qualify society of beings that would count as su-
as villains, above-ground Cults should have pers on Earth may well have star-faring su-
either a secret horrible agenda or question- per mobsters, unless its a Utopian society
able recruiting methods. somehow free of crime and vice. In the
132
Common Villain Types

middle Scopes, their fairly modest ambitions play superheroes is so they can be as power-
may put them beneath the notice of heroes ful as ten ninja. The difficulty is that you also
that are more focused on world-threatening want the opponents to seem cool and at
menaces, but they can sometimes fall un- least somewhat menacing in their own right,
der the sway of a Conqueror or Mastermind so that beating them seems worthwhile. Two
who forges them into a threat worthy of the methods to deal with this are comparison,
heroes attention. and escalation. With comparison, you let
Mobsters can also be a good source of the players gauge the effectiveness of the
information or become untrustworthy allies new foes by observing them battling known
of the heroes. Mobsters can generally be quantities; if the players have fought the
counted on to favor the status quo, and agents of The Shadow Council many times
take a dim view of villains who cause too before, then introducing the new ninja clan
much chaos or bring too much heat close by having them handily defeat as many or
to their enterprises. Its harder to sell pro- more of the Shadow Council than the PCs
tection when psychos are blowing up entire usually fight establishes them as a force to be
blocks in your territory, and it can be expe- reckoned with. With escalation, you let the
dient to point the superheroes in the right PCs themselves fight the enemies to get their
direction, simultaneously getting rid of the measure...and then you throw a bunch more
threat and keeping the heroes too busy do- of them at the PCs to make them sweat.
ing other things to mess up their operations.
Organizations
Ninja
Evil, Inc. How may I harm you?
...

Motive: Fanaticism, Greed, Loyalty, and


Motive: Loyalty and Fanaticism are the Power.
hallmarks of the ninja. MO: Any.
MO: Sneak, Pro. Many villain organizations are either the
Ninja generally operate as Cultists, Merce- minions of another type of villain, such as the
naries, or Mobsters, depending on the mo- Conqueror or Mastermind, or follow the pat-
tivations of their clan leadership. Beyond terns of such villains in their own right (e.g., at-
that being a ninja is mostly a stylistic thing, tempting to conquer the world in the name
emphasizing spying, subterfuge, and stealth. of the organization rather than the leader).
Ninja or Ninja equivalent can occur at any The difference in the latter case is that de-
Scope. Remember, one ninja is a deadly feating the leader is often not sufficient to
menace, ten ninja are a nuisance, and a thwart the organization: another leader will
hundred ninja are a joke. The problem, rise from the ranks to carry on. This can make
which is common for many low-level threats organizations a useful ongoing threat without
is that in comics and action movies the ex- risking the sense of futility that a single super-
pectation is for a fair, or at least interesting, villain who keeps on escaping to plot again
fight. Since its not entertaining to watch can engender.
a dozen men jump on and easily beat up Another form of organization is the villain-
a single man, as soon as the audience (or ous support organization. Such organizations
the players) see a single man confronting a tend not to have ambitions of their own, and
dozen enemies they assume that the man may not even directly commit crimes; in-
is as powerful as the dozen enemies put to- stead they content themselves with provid-
gether. Generally, you want to play into that: ing the gear, hide-outs, uniforms, and other
a big part of the reason the players want to services that supervillains require. They can
133
19. V ILLAINS

directly come into play against the heroes


when new leadership changes the direction
of the organization, say to seek domination,
or targets the heroes in order to acquire ac-
cess to some of the heroes resources for
sale to villains. They can also serve as useful
targets for pro-active heroes who wish to
bring the fight against crime to the enemy.

Overlords
My word is law.

Motive: Power, Superiority, Madness.


MO: Any except Sneak.
Overlords are Conquerors whove won, Pirates
and are now the de facto and likely de
I dont think much of our profession,
jure rulers of their territories. To the usual
but contrasted with respectability it
complications of dealing with Conquerors,
is comparatively honest
heroes have to add the fact that opposing
the Overlord may actually be illegaleven
according the laws of their own countries
or various international/interplanetary/inter- Motive: Any except Monster or Fanaticism.
dimensional bodies. At the very least, the Showboat and Greed are particularly likely.
heroes are likely to find the local authorities MO: Any except Sneak.
arrayed against them, either because they Pirates generally count as Mobsters, with
serve the Overlord loyally or because defi- a slightly different emphasis. Pirates often
ance has proven to have too high a price in have cool Vehicles that let them operate
innocent lives. In the latter case, the heroes well above their ordinary Scope. Pirates may
might be able to win them over, but only if be scum capable of any depravity, or have
they can assure success; a failed effort to their own rough code of honor. Pirates are
overthrow the Overlord may leave the citi- particularly likely to be somewhat sympa-
zens worse off than before. thetic when operating against a backdrop
Overlords may be acting in the best in- where the authorities are themselves evil or
terests of their subjects, at least according corrupt. Outlaws such as Robin Hood and his
to their lights, and may even enjoy popular men are essentially this sort of pirate on dry
support, but they wouldnt be villains if ei- land.
ther their means or their ends werent morally
questionable, or they had a wicked hidden
agenda. Thieves
Heroes may also, from time to time, find
Because thats where the money is.
themselves not directly opposing the Over-
- Willie Sutton, on being asked why
lord but needing to operate in his territory for
he robbed banks
some reason or other; in such cases they may
need to keep a low profile to avoid attract-
ing his attention, or may even find a way to
make common cause with him against some Motive: Any except Monster, Fanaticism, or
greater threat. Power. Greed and Mercenary are typical.
134
Casting Supervillains

MO: Any, though Leader is somewhat less should have some chance of cropping up
likely unless the thefts are big enough to jus- whenever they meet the heroes.
tify all that manpower. Supervillain Complications also provide
Thieves are in it for the money, and pos- an opportunity to emphasize the heroes
sibly the thrill of it, but mostly the money. themes and interests. Classic examples are
Thieves can occur at any Scope, as long the villain whose origin parallels the heros,
as the scope of their crimes is commensu- but motivated him towards evil-doing (e.g.,
rate. Street Level thieves should be knock- an ecologically-motivated hero facing a vil-
ing over liquor stores, or heisting jewels from lain who wishes to save the planet by sab-
fancy-dress parties; Cosmic thieves should otaging factories, or in the extreme case by
be stealing entire planets, or the Stone of wiping out humanity) or the villain who some-
All-Knowing. While Thieves can be violent, how is fixated on the hero, or the heros alter-
even psychopathic, Thieves also represent a ego, or one of the heros friends or relations.
good opportunity to have a non-violent vil-
lain. In the real world, there may be no honor
among thieves, but in comics the Thief is the Casting Supervillains
most likely to have a code of honor, or at
When creating villains, particularly for a
least scruples, and the most likely to eventu-
superhero game, it helps to make them
ally reform.
memorable...not just in their theme and cos-
Because Thieves need not be combat spe-
tume, but their personality and mannerisms.
cialists to accomplish their goals, they can
A quick and easy way to do that is to men-
often have interesting and unusual Powers
tally cast an actor or fictional character who
besides the obvious ones involving stealth
is playing your villain. You dont have to be
and movement, and are good candidates
a good actor yourself, or any kind of actor at
for Powers like mind control that can really
all, to make use of this. Simply picturing your
spoil the players fun in the hands of more vi-
villainess as being played by Uma Thurman
cious or ruthless villains. Thieves often have
will give you a different take on her than if
themes, which taken to an extreme can
she was played by Agnes Moorehead. The
make them Madmen; usually its simply a
point is to help you as GM have a crystal-
stylistic preference, such as a cat-themed
clear picture of the villain in your mind, not
Thief with Powers like a cat and a penchant
to entertain the players with your imitations.
for stealing cat-related objects.
In fact, it can be distracting to the players
if theyre trying to guess who the villain is, so
you probably dont want to really do an imi-
Supervillain Complications tation, or even describe the villain as having
a shtick that is too recognizably that of a cer-
Supervillains also have Complications,
tain actor or character. For that reason, you
though in their case its not an invitation
probably also want to avoid having your vil-
to the GM to come up with situations that
lain lift quotes from movies or books that the
touch on the Complications; instead their
actor or character has appeared in. Alter-
Complications will generally revolve around
natively, you could just come right out and
their motivations for being a supervillain, their
describe the villain as being Alan Rickman in
modus operandi, and their weaknesses. In
a suit of powered armor, if your group is the
other words, its things that will come up as
type to appreciate the visualization hint.
the players interact with them and serve to
make them more interesting to the players.
Villains should have as many Complications
as it takes to be interesting, and theres
no need to classify the Complications as
Major or Minor since villains Complications
135
Chapter 20

Adventures

The structure for most superhero adven-


tures is quite simple: villain embarks on
scheme, heroes discover scheme, heroes
thwart scheme. Most of the apparent com-
plication in superhero stories comes from in-
terleaving several adventures at once, so
that the heroes are disentangling several
threads of schemes or uncovering evidence
of a different scheme while combating the
first. In fact the only reason to separate out
the villain embarking on the scheme as its
own stage is so that the GM can plot the
seeds of the next adventure while dealing
with the current one; from the heroes point
of view its just uncover, thwart, rinse and re-
peat. Such sophistication as superhero ad-
ventures have comes from the Complica-
Schemes
tions, and the way that they interact with, The core of the adventure is usually the vil-
reflect, and comment on the basic events lains scheme. What does the villain want
of the adventure. Occasionally adventures to accomplish, and how does he go about
deal with the aftermath of failing to thwart a it? Many villains in comics commit mun-
scheme, or the heroes attempting a scheme dane crimes by unusual methods, but many
of their own, but those will tend to crop up as schemes that superheroes are confronted
a result of play instead of the GM planning with could only take place in fiction. Typical
them in advance. schemes include:
Schemes: Altering Reality, Blackmail, Chal-
lenge, Conquest, Counterfeiting, Destruc-
tion, Extortion, Frame-Up, Kidnapping, Imper-
sonation, Murder, Theft, Time Travel

Altering Reality
The villain wants to reweave the fabric of re-
ality to something more to her taste. Some-
times the revised reality is subtle, with the
world being the familiar one with one cru-
cial difference, such as the villain being the
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Schemes

absolute ruler or having godlike powers or a The GM should consider what should hap-
loved one never having died; sometimes the pen if it turns out the characters, or at least
revision is drastic, such as the world being some of them, prefer the new reality. If the
transformed into a fairytale medieval king- players prefer it, then presumably the GM
dom or an Edenic paradise. Usually such can keep running it, but if the players are
transformations will be hard to achieve, un- the type who seriously consider what their
less they operate over a small scope such as characters desires might be separate from
a single town or city, and the heroes will face their own you might be faced with a situation
the task of stopping the villain from gather- where the players want the world to revert
ing the components or completing the ritual but dont think the characters would pursue
that would allow her to produce the desired that...its good to have a back-up plan in
change; quite often the villain will be able such cases, such as other folks who wish to
to achieve the alteration for a time before restore the world and who can convince or
the heroes find a way to reverse it, so the compel the recalcitrant heroes to go along.
GM should be prepared to run the game in Another variation is where somebody
the altered reality at least for a little while. shows up, claiming that the reality that the
One interesting variation is for the session to heroes have been experiencing all along is
start with the alteration already having taken the altered reality, and asking for their help to
place, sometimes with the heroes not even restore the (unknown) status quo ante. Are
realizing it; in the latter case figuring out that they telling the truth? Even if they are, do
the world has been changed can be the fo- the heroes have an obligation to in effect de-
cus of the adventure, or it can take place stroy the current world? This sort of thing can
gradually over the course of several sessions be used to reboot a stale campaign, or take
as the players accumulate clues that some- it in a new direction for a while. By making
thing isnt quite right and the world is out of the change reversible, you create the oppor-
joint. tunity to take the revised reality for a test
If the players are aware the world has drive before committing to any long-term
changed, they may be the only ones who change.
are; even the villain might think the new real-
ity is the way its always been. The heroes
may be unchanged, or have been trans-
formed into analogs that fit in with the new Blackmail
world; if they havent been changed, they
might encounter the new reality versions of The villain threatens to expose certain infor-
themselves, which can be quite entertain- mation about the victim unless paid off; the
ing. payoff can be a variety of things or services,
as with extortion. Generally this wouldnt
be the kind of crime that superheroes would
detect or combat unless it was part of a
larger scheme or was directed against the
heroes themselves, either because one of
the heroes is the victim, or the payoff is for the
victim to somehow interfere with the heroes.
For instance, a hero might be blackmailed
into attacking them, or a police chief into
attempting to frame one of them. Another
possibility is the heroes are brought in by the
victim, which implies considerable level of
trust by the victim or perhaps that the heroes
are for hire (super private-detectives).
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20. A DVENTURES

Challenge some component of a larger scheme, or


something unusual like the authorities turn-
The villain calls out the heroes. Some-
ing a blind eye towards some activity of the
times the villain will combine this with other
villains such as his exacting revenge upon
schemes to ensure that the heroes respond
certain heroes. This category covers classic
to the challenge, such as by kidnapping
schemes ranging from threatening to blow
somebody or threatening to blow something
up buildings to threatening the nations of the
up unless the heroes face them; sometimes
world with a weather control satellite, all the
they will just start smashing things to force the
way to threatening the destruction of the en-
heroes to respond. In some cases, the chal-
tire cosmos unless the villains demands are
lenge may be a ruse, intended to distract the
met.
heroes while the villains accomplices carry
out the real mission.
Frame-Up
Conquest The villain frames someone, usually the
The villain wants to take over a certain terri- heroes but sometimes an important NPC, for
tory, or sometimes organization. Many mul- a crime. Framing the heroes can present
tipart schemes involving other crimes have the good guys with interesting challenges as
conquest as their final goal. In an evil set- they work to clear their names while avoiding
ting, such as a future dystopia, the heroes getting on a permanently bad footing with
home setting after conquest by a villain, or the authorities by resisting arrest or incarcer-
a foreign territory thats dominated by a vil- ation too forcefully (its a rare hero who will
lain, the heroes can be the ones planning for simply submit to arrest and trust the system
conquest or liberation. to work it all out). Framing an NPC can add
an element of uncertainty to the heroes de-
liberations, since they can no longer be quite
Counterfeiting as sure that the NPC really is innocent.
In low Scope campaigns, counterfeiting of
currency or things like sports memorabilia Impersonation
or trademarked clothing is another sort of
crime that the heroes can investigate. At The villain pretends to be somebody hes
higher scopes, counterfeiting can be aimed not. This can cover both pretending to be
at wreaking economic havoc by hostile for- a person who doesnt really exist (nobleman
eign powers or villains. In superhero set- of a country nobody is familiar with in order
tings, counterfeit drugs can have unusual to gain access to posh events), and specific
side-effects, such as causing innocent peo- real people, such as impersonating a CEO,
ple to display bizarre behavior, go on ram- the mayor or chief of police, on up to the
pages or even become monsters. President. The villain may be using powers
such as shapeshifting or mental illusion, or be
a master of disguise, or may be construct-
Destruction ing robot duplicates or clones. On common
The villain just wants to smash stuff up, or variation on this is for impersonation to be of
smash certain things up (such as a factory, one of the heroes, either to gain the trust of
monument, building, organization), either for the other heroes before betraying them, or
revenge or just for kicks. to discredit the hero by committing crimes in
his guise.
Villainous duplicates can spice up a cam-
Extortion
paign, but overuse can make the heroes or
The villain threatens to do something unless at least the players too paranoid to function
paid off; the payoff can be money, power, effectively. It can also stretch the suspension
138
Schemes

of disbelieve all out of shape. If the play- Murder


ers encounter a hostile race of shapeshifting
aliens who can perfectly duplicate anybody, The villain wants to kill someone. As pointed
it becomes hard to avoid asking why they out elsewhere, given the nature of super-
havent already infiltrated and replaced ev- powers this can be very hard for the heroes
ery Earthling in a position of power. And to stop unless warned in advance. One of
if it turns out that they have, that usually the reasons that superheroes often deal with
completely changes the nature of the cam- serial killers, or at least murderers with a list of
paign. Usually the GM can head this off by intended victims, is that repeating the crime
making a reason that the imposters are easy give them an opportunity to at least stop the
to detect once you know how (where learn- villain before he kills again. Pure mystery sto-
ing how can be the focus of one of the early ries usually start with the crime already over
adventures) or there is some limitation such with; while its possible to structure superhero
as the amount of time it takes to produce a adventures that way, a steady diet of it may
good duplicate or how long one lasts that leave the players feeling more like cops than
makes it impractical on a scale that would superheroes.
be impossible for the heroes to deal with.
Theft
Kidnapping The villain wants to steal something, either
The villain abducts someone; in some ways for its intrinsic value, or to satisfy his mania,
a combination of theft and extortion, it de- to fulfill a contract, or as a component of
serves a special mention just because of how a larger scheme. Theft makes an excellent
common it is in superhero stories. People relatively low-stakes scheme; since the vic-
as objects of theft are inherently more inter- tims can usually be made whole again when
esting than the jewel-encrusted statuette of the heroes succeed in tracking and captur-
the god Mac-Gu-Fin, and it can be made ing the villain, it tends to matter less if it takes
more interesting still when the person is im- them a number of tries before they under-
portant to one of the heroes. Kidnapping stand the pattern of the crime, and allows
is also a reliable way to get some leverage them to try plans like putting a homing de-
on the heroes to extort them to do (or refrain vice on the swag and deliberately letting the
from doing) something in order to further the villain get away so they could trace him to
villains greater scheme. Villains should al- his lair, which would be grossly irresponsible
most never kill kidnapping victims, at least if lives were at stake. Theft can also be a
the ones that are important to the PCs, un- prelude to a bigger scheme, thus nearly any
less youre going for a very dark tone in your type of villain might be found engaging in it.
campaign. Theres not a lot the players can Either the villain can require funding for the
do to prevent NPCs from being kidnapped, bigger scheme, or the object or information
but they can easily decide not to care so that he needs to complete the master plan
much; unless they enjoy wallowing in angst cannot be obtained any other way.
(which some players do), dont push them
in that direction. An important sub-category Time Travel
of Kidnapping is Break Out, where the victim
is somebody whose been incarcerated; de- In some cases, this is just a variation on Al-
pending on the circumstances the victim ternate Reality, just limited to plausible out-
may even cooperate in escaping. In some comes from making particular changes to
cases it may even be the heroes Breaking the time stream. Variations include hav-
out a companion who has be incarcerated, ing to chase the villain through various time
perhaps unjustly by the lawful authorities or periods, or villains who can summon min-
simply being held prisoner by a villain. ions and pets from other time periods. Di-
139
20. A DVENTURES

nosaurs are a favorite here. Sometimes there rections; for another, mapping corridors and
is no villain behind it, and instead its an ex- listening at doors isnt what superhero action
periment gone awry or an unusual natural is about, and quickly becomes tedious.
phenomenon. One variation that is easier
to achieve in fiction than in games is the Instead the lair should be conceived of in
villain can use time-travel reliably for short terms of areas suitable for the heroes to take
hops, so instead of being in effect a gate- action; that doesnt have to mean battles,
way to somewhere else entirely, he can try though it often will, but each area should
a scheme, and then if it fails hop back and have a reason that it exists from the point
re-run it, fixing the flaw the heroes exposed of view of interacting with the heroes and
in the last iteration. This could be handled their Powers. For instance, if the heroes are
in two ways: one would be to cheat in the searching for a formula for an antidote to the
villains favor in the way that was recom- plague thats devolving the populace into
mended against in the discussion of Mas- apes, then there should be an area for the
terminds, excusing it by saying the villain safe or computer banks that contain the for-
genuinely can cheat and effectively know mula. Then, since the villain wouldnt leave
the players plans before they happen; an- such a thing unguarded, there should be
other, which would require the players being some guards or traps, or at least an alarm
much more willing to play along and fire- to summon the villain and his henchmen.
wall their knowledge, would be to actually
stop and rerun parts of the adventure from
earlier points. The latter makes it clear to the Moving from area to area should be han-
players whats going on, which will probably dled by the players invoking the Primary Rule
increase their enjoyment of it, provided they to justify how they decide where to go next
dont find it annoying that they have to keep and how they get there.
playing with the characters in perfect igno-
rance of why the villain is always one step Paranoid or cautious Villains will often build
ahead and lucky breaks always go his way. things into their Lairs to give the heroes trou-
In either case, the GM should have a clear ble, such as automated defenses, reinforced
plan in advance of a way that the char- doors, patrols, etc. Some, such as force-
acters can discover and thwart the time- fields or magic-dampening fields, might pre-
jumping ability despite the rewinds, such as vent certain Powers from working altogether.
by distracting the villain so that one of the Theres nothing wrong with this, though it
heroes can imperceptibly mess with the time gets tiresome if every villain has taken every
travel device so as to render it useless or trap conceivable precaution. A force field that
him. prevents a hero with the Power to become
intangible and move through objects from
escaping from a cell makes perfect sense,
Lairs particularly if the cell was designed specif-
ically to hold him, but its a bit much if it
Lairs are primarily places to have interest- protects every wall in the base, and if it be-
ing battles. Theres no need to carefully comes standard equipment on all the walls
map out a Lair, or to have the heroes ex- of all the villains Lairs the player will feel that
plore it corridor by corridor. For one thing, the GM isnt actually giving him the bene-
superheroes will almost always have at least fit of his chosen Power. If as GM you feel
one team member with special movement that certain Powers such Intangibility or Tele-
Powers, senses, or skills that make navigating port are game-breaking, you should discuss
through an unknown building easy, or at the forbidding them entirely with your players in-
very least have the ability to grab one of the stead of allowing them but rendering them
ubiquitous guards and intimidate him for di- useless whenever its important.
140
Preparing for an Adventure

Typical things for a Lair to have Often the second two steps can be
swapped: pick the villains and then come
Control Center, Security Center, Brig, Labo-
up with the broad outlines of a scheme that
ratory, Garage or Hangar, Power Plant, Liv-
they might be attempting.
ing Quarters, Barracks, Arena, Monster Pit,
Ducts, MacGuffin Chamber, Throne room, In-
ner Sanctum, Escape Route Review Complications
Since Complications are in essence hints to
Preparing for an Adventure the GM about the kinds of stories that the
players want to see their characters involved
1. Review Complications in, before coming up with the adventures
you should review the heroes current Com-
2. Devise a Scheme plications. Remember they can change
their Complications between adventures if
3. Decide on a Villain or Villains theyre getting bored or thought of some-
thing new they want to explore, so you need
4. Sketch Out Locales
to keep up-to-date. There isnt a fixed quota
5. Invent Obstacles of Complications that you need to aim for
each adventure, but you should keep them
6. Fill In Details in mind, paying particular attention to Big
141
20. A DVENTURES

Complications that havent been touched Beowulfwith or without the heroes eventu-
on recently. If theyre fresh in your mind then ally having to face Beowulfs mother.
even if you dont focus the adventure on Even if the players recognize the underly-
them, you can try to work them in as the ing story, since superhero stories are by and
opportunity arises. Reminding yourself be- large about archetypal heroes involved in
forehand that the player wants an ongoing archetypal events, their interest in the story is
problem to be Benjamin Buttons adventures likely to be enhanced instead of diminished;
as The Bouncing Brawler interfering with his at any rate, at a sufficient level of abstrac-
relationship with Lina Lake lets you spot the tion and once youve worked in ongoing
opportunity to insert a scene where he has plot threads, NPCs and villains the heroes my
to make excuses about why hes not taking have encountered before, and the heroes
her to the prom when out of the blue the Complications its unlikely the players will rec-
players propose to spend the next three days ognize the source you swiped the Scheme
of game time flying off to Dr. Brains remote from unless you deliberately hint at it, e.g. by
tropical island to investigate whether the lair calling the corporation whose Headquarters
they destroyed two sessions ago is still aban- the heroes are defending Heorot, Ltd.
doned.
Reviewing Complications also lets you
make sure that the villains are prepared to Decide On Villains
exploit the heroes weaknesses, where ap-
propriate. You wouldnt want to realize that Who are the villains the heroes will have to
you missed a golden opportunity to make face? Sometimes the Scheme will suggest
the Iron Golems player deal with his weak- a particular villain or set of villains, or youll
ness to salt water while fighting Captain have decided on the Villains first for other
Squid because you both forgot about that reasons, but many Schemes could be car-
Small Complication since it had been so long ried out by any number of villains. Do you
since it last came up, would you? want to create a new villain for this partic-
ular Scheme, or go with a villain the heroes
have already encountered? Usually early in
Devise A Scheme
the campaign you want to have new villains
Figure out what the villains are going to try to for each new adventure, so the setting feels
accomplish, in broad strokes. If nothing im- larger and less claustrophobic (sometimes,
mediately occurs to you, look at the section though, the point of the setting is that the
on Schemes and see if any tickle your villain- heroes will keep butting heads with a par-
ous fancy. You can also mentally run through ticular Villain or Organization until the story
various schemes that you might have en- arc and the campaign are resolved). Later
countered in fiction and see if one of them on, you will probably want to return to some
might do for your heroes, with the serial num- of the earlier villains. One of the joys of the
bers filed off, of course. campaign structure is the sense of shared his-
Often going farther afield than superhero tory that gets built up over time; if you never
stories can provide fertile ground for the revisit old villains you never give the players
seeds of an adventure, either ramping it up the satisfaction of being able to recall de-
by adding supervillains, or toning it down tails from their previous encounters in order to
by changing the gods and heroes of myth recognize the handiwork of the villain or use
to more ordinary villains. For instance, you some knowledge they acquired of his weak-
might have a modern-day Fagin organizing nesses to defeat him. You can, of course,
a bunch of super-powered kids to steal for fake that sort of thing with NPC exposition or
him, or have an individual or agency whose letting the players have such knowledge as
headquarters is threatened by repeated at- part of one of their Powers or Backgrounds,
tacks by a monster recruit the heroes to play but it isnt the same.
142
Preparing for an Adventure

Villains can be created quite easily from Combining Powers against them might work,
the Templates, or simply by assigning them or a Power Play, but it should take quite a bit
Powers and Power Levels; as long as you of luck to take them down with an ordinary
keep an eye on the Templates to keep things attack. Several Scope levels higher, and the
reasonable, theres no real reason to go as heroes will need to find a Complication to
far as using the character creation rules; as use against the villain or take steps to thwart
everybody knows, villains cheat. (Or at least, the Scheme itself instead of expecting to put
villains might well have gotten quite a bit the villain Out.
of experience before initially encountering Another feature, though, is that while in the
these particular heroes.) When designing long run the Scopes represent distinct levels
a villain, try hard to make the villain mem- of power, in any given fight the luck of the
orable. Two villains with identical Powers dice can play a large role. A Street Level
should be completely distinguishable by their thug rolling d4, d4 will sometimes be able to
Motives, and M.O.s, and ideally even villains beat a roll on d12, d12 by 3, which could
with similar Motives and M.O.s can be distin- even be an Out if the target had left the At-
guished by personality, speech patterns, and tribute at the Base Attr; its not likely (less than
other such details. 1/3 of a percent chance), but its possible.
The next thing to decide is how tough a Its not until PL 13 (d8+5,d12) that it becomes
fight the villains should be, singly or together. literally impossible for a PL 4 (d4, d4) attack to
Particularly in campaigns where death is succeed. This encourages players to be con-
rare, theres no reason to go easy on the fident in their Powers, while still leaving the
heroes; some of the best, most memorable possibility open that a cocky hero could get
adventures can occur where the heroes are taken down a peg. While you cant go too
out-classed and need to come up with a far wrong in assuming that equal number of
cunning plan in order to win. You want a villains as heroes at the same Scope is a bal-
balance, though. If the heroes are always anced fight, the large role luck plays means
facing impossible odds and triumphing, the that you dont have to be too precise: no
players will tend to assume that youre just need to calculate the average attack roll of
going easy on them and their victory wasnt the whole hero group and compare it to the
really their own doing; on the other hand average defense roll of the villains, then mul-
if they keep getting squashed, because af- tiply by a challenge factor or anything of the
ter all the odds were impossible, theyll get sort.
bored or frustrated pretty quickly. Ideally you Note that even though the heroes might
should be balancing the villains so that most have encountered these villains before, you
of the time it seems challenging but possi- should still take a moment to think about
ble, some of the time its a piece of cake (to their current level of power. The power level
remind the players that they are indeed su- of the heroes doesnt stay static throughout
per), and once in a while they face some- the campaign, so theres no reason for the
thing that months afterward they still cant villains to remain the same either. Perhaps
believe they won against. the reason the villains are up for a rematch
Kapow! has a number of features to make is theyve just recently boosted their power,
this easier to GM. For one thing, the Scope or their current Scheme is to upgrade them-
levels give the GM a rough idea of how chal- selves...and if the heroes cant stop them
lenging a particular fight will be. If you keep theyre in for the fight of their lives!
the minions a level or more below the heroes After identifying the villains and deciding
in Scope, the heroes should be able to plow on their Power Levels, think about the villains
through them fairly easily, though they can Complications and how the villains might in-
still pose a threat if they Combine. Villains a teract with the heroes Complications. Vil-
Scope level or so above the heroes will be lains Complications generally provide the
quite tough to defeat in a stand-up battle; motive for their villainy, some limitations on
143
20. A DVENTURES

what lengths they will go to, things that ture (or be careful not to rupture), comput-
give them a unique approach or personality, ers to hack, alarm systems to bypass, vault
and weaknesses that the heroes can exploit doors to tear off their hinges and hurl like Fris-
the latter being particularly important if you bees, animals or other caged creatures that
want the heroes to eventually be able to de- might get free? Are there people around
feat a more powerful villain. See if theres that might need to be protected from all
something about the villains that can tie in the chaos? Jot these things down in ad-
to one of the heroes Complications. vance, and itll be a lot easier to work them
This is also a good time to think about into your description of the locale when the
dialogue for the villains, particularly villains heroes get there, and for the heroes and vil-
who are prone to monologuing or grandil- lains to take advantage of them during the
oquence. Flee puny mortals, or feel the scene. Remember, though, just because you
wrath of Krognor, Master of the Dark Horde, didnt detail it initially doesnt mean the play-
Scourge of Worlds unleashed! does a lot ers cant add it to the scene on the fly; as
to convey the style of the villain, but is a bit long as it fits the Primary Rule and doesnt
more than most of us can come up with on throw people out of enjoying the game with
the fly while worrying about whose Turn is its absurdity, you should try to just roll with the
next, how many Actions has the villain used, features that the players imagine being there
and all the other things the GM has to keep as well.
in mind while running the game. Quips are Bear in mind that a lot of locales can be
also good to prepare in advance, particu- reused or re-purposed, so time spent in brain-
larly for villains (and heroic NPCs) who are storming details of a locale is almost never
prone to thematic punning. Not every style wasted, even if the heroes dont visit it this
of campaign requires it, but even sounding adventure. Not only is one bank interior
like a bad-ass and making chilling threats much like another, even completely unique
can usually benefit from a bit of forethought. locations such as the flying headquarters of
Jot down a couple of things the villain is likely the international security agency can be re-
to say given the opportunity on the charac- visited later on as long as theyre not de-
ter sheet, and even if you dont get to de- stroyed...and sometimes even then, thanks
liver the lines word-for-word during the game, to such commonplace occurrences in super-
youll have done a lot to help establish the hero settings as time travel and parallel di-
villains tone in your own mind, which will help mensions. Returning to locales that the play-
you convey it to your players. ers have experienced before helps to an-
chor the campaign in shared experiences,
and is a big aid in giving the setting continu-
Sketch Out Locales
ity and concreteness that superhero settings
You dont literally have to sketch them, but sometimes lack. Its good to have touch
you should consider some of the locales that points the players can rely on to help bal-
are likely to come up in the course of the ance the anything goes nature of some of
adventure, such as the scene of the crime, the wilder superhero settings.
the villains lair, perhaps the homes or work- Even if the locale is a clone of one that
places of some of the NPCs the heroes might youve used before, try to give it one or
want to question if theres a mystery to solve. two touches that make it unique and mem-
Picture the scene in your minds eye (or crib orable. Maybe the mayors office and the
from movies and comics) and make note of office of the CEO of Mega Corp are es-
the things that the heroes and villains are go- sentially the same, with the same sort of
ing to want to interact with when invoking large executive suite furnishings. You can still
the Primary Rule. What are the things to rip give the one a couple of large flags and a
up, throw, hide behind, fall into, set fire to? Is big autographed picture behind the desk of
there glass to smash, propane tanks to rup- the mayor shaking hands with the President,
144
Preparing for an Adventure

while the other has a huge glass globe with and wanting a rematch, people needing the
Mega Corp holdings worldwide picked out time or attention of the heroes or of their se-
in little red lights projected onto it from the cret identities, potential leads to some long-
base. standing issue that the hero has been pursu-
When its actually time to play, dont worry ing but doesnt have time for at the moment,
about whether you work all the details in. Its or anything else that might divide the heroes
not necessary, and probably not helpful, to attention or complicate the situation. Other
write out a block of flavor text for each lo- obstacles might be repercussions from prior
cale and then read it out loud to the players adventures, such as the teleportation grid
when the heroes arrive. The important thing still being on the blink after the fight inside
is the smooth flow of the game, not whether the base last week against The Kraken, or
you got everything right. Right is when the a warrant out for the arrest of one of the
players have fun and have enough sense of heroes because they never did straighten
the place to make effective and entertain- out that case of mistaken identity. Just be-
ing use of the Primary Rule. Try to describe cause a hero didnt take an explicit Compli-
all the most noticeable features of the room, cation doesnt mean that the GM has to ig-
but keep it brief; particularly if the villains are nore or downplay any of the possible fallout
already there and in action, the players are from prior events in the campaign.
going to want to hear about what theyre Its not only the heroes plans that never
doing, not how the room is decorated. If it survive contact with the enemy...the villains
doesnt make the first pass at describing the should run into obstacles as well. Perhaps
scene, therell be time enough to note the the mob boss they leaned on resents it
big globe when one of the villains grabs it enough to phone an anonymous tip to the
and tries to hit a hero with it. heroes. Perhaps the intrepid reporter being
held hostage manages to secretly turn on his
cell-phone and hit speed dial for the heroes
Invent Obstacles
HQ. Maybe the scientist they kidnapped to
The next step in preparing the adventure is force to work for them unbeknownst to them
to brainstorm what the obstacles the heroes is actually a retired villain himself. Perhaps
might run into when trying to anticipate the the device theyre trying to steal is unstable,
plan and catch the villains. You want to and in a critical phase where the least dis-
avoid making every adventure Heroes find ruption could result in unexpected catastro-
villain to fight; heroes fight villain. Or at least phe...or opportunity. After all, a scientific ac-
dress it up a bit so its less bare-bones. Heres cident is a great way to introduce new vil-
a good place to try to work in the appro- lains or heroes.
priate Complications. If one of the heroes
has Claustrophobia as a Complication, will
Fill In Details
a vital clue or an NPC that needs rescuing
be at the bottom of a narrow shaft? If the Sketch out some of the NPCs that the heroes
hero has to look out for her intrepid reporter and villains are going to encounter, and
boyfriend, will he be one of the people the what ways they might hinder or help. Come
villains seize as a hostage while he was cov- up with names, brief descriptions of their
ering the launch of the new satellite they in- appearances, personalities, and perhaps
tend to steal? This isnt picking on the play- background. Figure out how will they re-
ers, this is tweaking the adventures to en- act to the villains if left to their own de-
gage them through their chosen Complica- vices. Would the millionaire prefer to pay
tions. the ransom for his daughter and hope for the
Obstacles might take the form of emer- best? If thats not what the heroes would ad-
gencies arranged in other parts of the town vise, will he trust their judgment, or try to go
to distract the heroes, villains showing up around them? How will the police react? Do
145
20. A DVENTURES

the heroes have any Reputation or other As- less youve all agreed to play a grim, un-
sets that might influence things? forgiving campaign, losing a fight or getting
Are there ways in which the heroes Back- outsmarted should rarely result in a hostage
grounds can be brought into play? Is one of being killed, let alone the world getting de-
the heroes secretly a millionaire playboy who stroyed.
might know the father of the kidnap victim, Look for ways to foreshadow future adven-
or perhaps has dated the victim? Do any of tures, or incorporate call-backs to previous
the heroes have an in with the police, even adventures. Re-using NPCs, MacGuffins or lo-
if it doesnt amount to a Perk or Contact? cales where appropriate can help empha-
What are the exact details of the villains size the continuity of the world, which is a
scheme? Will the heroes arrive as the kid- big part of the attraction of superhero cam-
nap attempt is going on? Does it depend paigns. Too much can make the campaign
on what Powers and Backgrounds the heroes claustrophobic, the villains shouldnt always
have? If the kidnapping has already taken be raiding the same super-science labs, but
place by the time the heroes are brought in, a healthy dose of familiar faces and places
or if they show up but fail to stop it, what are can be a big aid both the to the GM and the
the clues that the villains might have left be- players. Familiar details are grist for the mill of
hind that would let them track the villains to the Primary Rule, and familiar personalities
their hide-out. How is the ransom exchange particularly if the GM has taken the trou-
going to take place? Where will the villains ble to make them distinctivegives the play-
head once they have the money? Will they ers the pleasure of being able to anticipate
release the hostage as promised or will the and perhaps even take advantage of their
heroes have to find her and rescue her be- understanding of the setting and the char-
fore its too late? You want to consider this acters. Foreshadowing future plot develop-
sort of thing in advance, so the villains can ments, perhaps by introducing an NPC or lo-
take the obvious precautions, but you prob- cation as a minor that will be front and cen-
ably dont want to make it bulletproof or rely ter in a planned future adventure lays the
on exotic abilities unless thats part of the groundwork for richer, more satisfying adven-
particular villains MO. tures. Also be on the look-out for details that
You dont need to be obsessively de- capture the players attention and imagina-
tailed, with contingency plans piled on con- tion even if they were made up on the fly.
tingency plans and every last line of dialog E.g. if the players unexpectedly stop to talk
the NPCs might utter scripted, but you should to the museum curator before rushing in to in-
know enough to always come up with what vestigate the goings on in the museum and
happens next, and to be able to describe on the spur-of-the-moment you make the cu-
what the villains and other NPCs are doing or rator a strikingly beautiful blind woman with
what happens as a result of the heroes ac- a Russian accent, and the players start to
tions in accordance with the Primary Rule. speculate among themselves as to what her
The goal is always to present the heroes story is, make a mental note to come back
with a challenge; they may sometimes to that some time. If they come up with a
fail the challenge, but they shouldnt be clever use of their Powers, not only should
thwarted at every turn. Make sure that you you expect to see them return to that again,
dont accidentally set the stakes such that you should consider whether villains might in
the campaign will be ruined if things dont the future do something similar...or at least
go the heroes way. Unless you plan on run- start to anticipate the heroes doing so.
ning the campaign so that the heroes liter- Try to plan out what the villains are likely to
ally can never fail, you should spend some do if things go against them, or even if things
thought on what happens if they fail, with an go unexpectedly well such as all the heroes
eye towards giving them another chance to being Out at the beginning of the battle.
salvage something or put things right. Un- Superhero campaigns tend to require a lot
146
Preparing for an Adventure

of improvisation by the GM. With some ad-


vance consideration of the possibilities you
can reduce the burden of making decisions
in play; in particular this can be important if
you want the villains to seem clever or pro-
fessional. Dont get too wedded to a par-
ticular plan or sequence of events, though.
The whole point of playing is to see what
the players do, and particularly in superhero
games where the players can call on a vast
array of powers and use them in completely
unexpected ways you have to be prepared
for the plot of the adventure to rocket off in
directions you never considered as you pre-
pared it.

Plot Devices
Often the villains scheme will hinge on un-
leashing some effect or Power thats vastly
beyond the Scope of the campaign. For in-
stance, a City or Neighborhood Scope villain
might have constructed as part of a particu-
lar scheme a Shrink Ray capable of shrinking
an entire city in one go. Its not part of his
usual Powers, its the plot for the adventure.
Such Powers are Plot Devices. Despite the
fact that Kapow! would let you calculate ex-
actly what PL would be required to do that,
and what the target difficulty would be for a
whole City, dont bother. If the scheme be-
gins with the villain shrinking the entire city,
heroes included, just describe whats hap-
pened and move on to the adventure of
the shrunken heroes making their way out
of the city and through the villains to-them-
gigantic lab, searching for a way to reverse
the effect.

147
Part IV

Appendices

148
Appendix A

Random Character Generation

Sometimes it can be difficult to come up with


a unique character concept. Often you can
take an existing character from some story
you like and tweak it to make it your own,
but there are times when you prefer not to, or
feel like youre stuck in a rut. This can be par-
ticularly true of GMs, who need to come up
with many interesting and memorable NPC
characters. The tables in this Appendix can
help. They are intended to be aids to creativ-
ity, not a fixed procedure, so use them any
way you like: work your way through, rolling
as instructed, roll on some tables and choose
from others, or just read them and pick what
sounds interesting.
Once you have a concept, translate it into
a character following the steps in Creating
a Superhero on page 19. Start with a Pow-
erhouse Template, giving it a main power,
an automatic defense, and a movement
power, then see if you can think of other ob-
vious powers youd like to have; if so, swap
to a Standard or Jack-of-all-Trades Template
depending on how many you come up with.

149
A. R ANDOM C HARACTER G ENERATION

Theme entirely of the element, which could pro-


vide for interesting Complications, such
The following are broad categories of the as needing some kind of suit in order to
themes that superheroes often have; each be able to interact with the environment
theme will have a table with additional sub- normally.
themes and possibly examples. Many heroes
are combinations of more than one theme; Iconic heroes represent types of heroes that
just keep rolling on the tables or picking from occur frequently in existing superhero
them until you find a satisfactory combina- stories. Often the reason players wish
tion, such as an Ancient Greek God of Wa- to play a superhero campaign is they
ter, an Alien Soldier, or a Chimp who is also a are inspired by an iconic hero; the trick
Detective. to creating one is to make it different
enough to be interesting, not just a car-
Roll d10 Theme
bon copy. Unless thats really what you
1 Anachronistic want to play. We wont stop you.
2 Animal
3 Elemental Ideal heroes are inspired by, or sometimes
4 Iconic represent or even embody a particular
5 Ideal concept, principle, or ideal. A hero or
6 Legendary villain will represent one side or the other
7 Professional of the dichotomy, unless the hero is dual-
8 Signature Weapon natured.
9 Technological
10 Unique Legendary heroes may be actual gods and
creatures out of legend, people whove
Anachronistic heroes might literally be from somehow tapped into or inherited their
another time, or they might just dress that power, or just people who are inspired to
way. Another common theme is an up- emulate certain aspects of the legend,
dated version of otherwise anachronistic perhaps because of the similarity of their
hero, such as a French Musketeer with a powers.
high-tech electrified rapier, or a Roaring
Twenties G-Man with a laser Tommy-gun. Professional heroes might be a member of
Animal heroes might have powers granted the profession, with special powers and
by the animal in question, or simply in- abilities to be more effective, somebody
spired by them. Animal heroes might whose background was in that profes-
even be the particular animal, evolved sion and despite now being a superhero
into a humanoid, or in its natural state. still sees the world through profession-
colored glasses, or just a hero whose
Elemental heroes represent very broad ba- costume is inspired by the stereotypical
sic principles, or materials, not necessar- dress of the profession.
ily just the classical Greek Elements. Ele-
mental heroes may be able to manipu- Signature Weapon heroes has a particular
late the element, or create it from noth- weapon that, whether or not it is the
ing; in the latter case they often can source of most of the heros powers, is
only control the element that theyve the emblem of that hero. If you see that
created (e.g. a Flame power would let weapon come hurtling in, you know that
the hero shoot flame, or make things hero has arrived on the scene. Signature
like cages with it, but not necessarily Weapons are often magically or techno-
grab fire from a nearby building and use logically enhanced versions of the histor-
that). They might even be composed ical weapon.
150
Theme

Technological heroes use high tech,


whether realistic or completely over-
the-top science fictional. Usually this is
depicted as being gadgets they oper-
ate or gear they wear, but sometimes
the devices are built-in or they are
themselves technological artifacts.

Unique heroes fit in none of the above cat-


egories. There is no table for Unique
heroes, since that would make them less
unique.

151
A. R ANDOM C HARACTER G ENERATION

Roll d20 Theme


1 Classical (Ancient Greece
or Rome)
2 Medieval European
3 Ancient Norse/Viking
4 Feudal Japan or China
5 Ancient Egypt
6 Ancient Africa
7 Biblical Middle East
8 Renaissance European
(e.g. Musketeers,
Cavaliers)
9 American Old West/Civil
War
10 Napoleonic
European/American
Revolution
11 Pre-Columbian
Mesoamerica/South
America (Inca, Aztec,
Maya, etc)
12 World War I
13 World War II
14 Roaring Twenties America
15 18th Century Pirate
16 Cold War
17 Alternate Dimension
18 Alternate Time-line Earth
19 Post-Apocalyptic
20 Far Future
Table A.1: Themes

152
Theme

Roll d20 Animal Type Examples


1 Fish Bass, Clownfish, Dolphin, Eel,
Lionfish, Marlin, Puffer, Shark
2 Bird Crow, Dove, Egret,
Hummingbird, Ostrich, Parrot,
Raven, Robin
3 Insect Ant, Bee, Beetle, Butterfly,
Centipede, Cricket, Flea, Fly,
Moth, Wasp
4 Arachnid Mite, Scorpion, Spider, Tick
5 Rodent Bat, Capybara, Gopher, Mole,
Mouse, Rat, Squirrel
6 Canine Dingo, Dog, Fox, Hyena,
Jackal, Wolf
7 Feline Cat, Cougar, Leopard, Lion,
Lynx, Ocelot, Puma, Tiger
8 Bovine Antelope, Auroch, Bison, Bull,
Buffalo, Gnu, Ox, Yak
9 Marsupial Bandicoot, Kangaroo, Koala,
Platypus, Possum, Tasmanian
Devil
10 Pachyderm Elephant, Hippo, Rhino
11 Raptor Eagle, Falcon, Hawk, Owl,
Osprey, Peregrine
12 Amphibian Frog, Newt, Salamander, Toad,
Turtle
13 Aquatic Mammal Beaver, Manatee, Orca, Otter,
Porpoise, Whale
14 Reptile Alligator, Crocodile, Gecko,
Gila Monster, Iguana, Komodo
Dragon
15 Snake Anaconda, Boa, Cobra, Coral
Snake, Mamba, Viper
16 Dinosaur T Rex, Ankylosaur, Triceratops,
Allosaur, Pteranodon, Raptor
17 Extinct Giant Sloth, Mammoth,
Mastodon, Saber-tooth Tiger
18 Primate Ape, Baboon, Chimp, Gibbon,
Gorilla, Lemur, Monkey,
Orangutan
19 Equine Camel, Deer, Donkey, Horse,
Reindeer, Zebra
20 Invertebrate Jellyfish, Octopus, Sea
Anemone, Sea Urchin, Squid,
Starfish
Table A.2: Animals

153
A. R ANDOM C HARACTER G ENERATION

Roll 20 Elemental Theme


1 Earth
2 Air
3 Fire
4 Water
5 Ice
6 Light
7 Dark
8 Stone/Metal/Gems
9 Weather
10 Void/Vacuum
11 Steam/Mist
12 Plasma
13 Radiation
14 Plants/Wood
15 Crafted Materials (e.g. Paper, Brick, Glass)
16 Sound
17 Magnetism
18 Gravity
19 Electricity
20 Force Field
Table A.3: Elements

154
Theme

Roll d20 Icon In a Nutshell


1 Amazon Woman warrior
2 Brick Tough, Strong
3 Detective Crime buster
4 Energy Projector Blasts things
5 Feral Acts like an animal,
may even be one
6 Gadgeteer Gizmos for every
occasion, often builds
them on the fly
7 Healer Fixes you up
8 Illusionist Fools you
9 Know-it-all Polymath,
super-scientist, Mr.
Exposition
10 Marksman Bullseye every time,
may use gimmicked
weapons
11 Martial Artist Fights unarmed or
with low-tech
weapons
12 Monster Powers (un)natural to
kind
13 Mystic Magic spells or items
14 Ninja Sneaks around
15 Psychic Mind tricks/psi powers
16 Shapeshifter Flexible, master of
disguise
17 Size Changer Gets big, or small, or
both
18 Soldier Fights with best
(possibly tech or
magic) gear
available
19 Speedster Super-speed
20 Super-patriot Emblematic of native
country or region
Table A.4: Icons

155
A. R ANDOM C HARACTER G ENERATION

Roll d20 Ideal


1 Freedom/Slavery
2 Peace/War
3 Love/Hate
4 Justice/Injustice
5 Harmony/Conflict
6 Forgiveness/Vengeance
7 Progress/Devolution
8 Creation/Destruction
9 Technology/Nature
10 Life/Death
11 Order/Chaos
12 Right/Might
13 Beauty/Horror
14 Courage/Fear
15 Victory/Defeat
16 Safety/Danger
17 Skill/Luck
18 Virtue/Vice
19 Light/Dark
20 Heaven/Hell
Table A.5: Ideals

156
Theme

Roll d8 Legend Type Examples


1 Deity African, American
Indian, Christian (e.g.
Angel or Demon),
Greek, Hindu,
Japanese, Norse
2 Classical Basilisk, Cockatrice,
Dragon, Faun,
Gryphon, Kraken,
Manticore, Nymph,
Sphinx, Unicorn
3 Exotic Kappa, Kirin, Kraken,
Naga, Oni, Yuki Onna
4 Fairy Tale Big Bad Wolf, Boggart,
Brownie, Elf, Genii,
Giant, Goblin,
Mermaid, Ogre, Pixie,
Pooka, Redcap, Red
Riding Hood, Witch
5 Fantasy Barbarian, Cleric,
Dwarf, Elf, Gnome,
Kobold, Orc, Paladin,
Rogue, Warrior,
Wizard
6 Fiction Don Quixote, Fu
Manchu, Odysseus,
Paul Bunyan, Pecos
Bill, Robin Hood,
Sherlock Holmes,
Tarzan, William Tell
7 Historical Alexander, Aristotle,
Boudicca, Confucius,
Joan of Arc, John
Dee, Lao Tse,
Napoleon,
Nostrodamus,
Socrates, Solomon,
Tutankhamun,
Vercingetorix, Xerxes
8 Horror Frankenstein, Ghost,
Ghoul, Mummy,
Swamp Creature,
Werewolf, Vampire,
Zombie
Table A.6: Legends

157
A. R ANDOM C HARACTER G ENERATION

Roll d12 Profession


1 Doctor
2 Engineer
3 Fireman
4 Librarian
5 Miner
6 Nurse
7 Pilot
8 Police
9 Reporter
10 Sailor
11 Scientist
12 Soldier
Table A.7: Professions

158
Roll d20 Weapon Examples
1 Armor powered armor, various historical armors
2 Axe battle-axe, hand-axe, hatchet, labrys, tomahawk
3 Bow short bow, crossbow, crosspistol, long bow
4 Cestus brass knuckles, cestus, stun-gun
5 Chain chain-and-sickle, ball and chain, lasso
6 Club baton, billy club, blackjack, club, shillelagh, singlestick
7 Exotic bolas, boomerang, improvised weapons, playing cards, toys
8 Fantasy double-headed axe, flying guillotine, magic ring, shapeshifting weapons,
swordchuks, wands
9 Gun(s) blasters, pistols, rifles, machine guns
10 Grenades concussion, darkness, EMP, flash, glue, sleep, stun
11 Halberd glaive, halberd, naginata
12 Knives bayonets, claws, switchblade
13 Mace/Maul baseball bat, hammer, mace, maul, morningstar, sledgehammer
14 Martial Arts jitte, kama, kusarigama, nunchaku, sai, tonfa
15 Shield buckler, hoplon, kite, targe, thrown
16 Spear lance, spear, partisan, pike
17 Staff bo, quarterstaff, sectional staff, jo
18 Sword broadsword, bastard sword, gladius, katana, longsword, rapier, saber,
scimitar
19 Throwing Knife/Star darts, shuriken, throwing knives
20 Whip bullwhip, chain whip, meteor hammer
Table A.8: Signature Weapons

159
Theme
Roll d12 Technological Type
1 Steampunk Hi-tech devices, but powered by steam or coal instead of
electricity or atomic power.
2 Retro Hi-tech, but as imagined in the 30s and 40s. Jet-packs,
ray-guns, bubble helmets.
3 Cyberpunk Hi-tech, generally visible, body mods. Mirrorshades, in-skull
computer jacks.
4 Biotech Based on biological principles, often built-in
5 Mechanical Actual semi-realistic machines that you wield or wear.
Powered armor with pistons and hydraulics.
6 Forcefield Tech that involves energy field projections, visible or invisible
barriers, magnetism.
7 Robotic Build and control robots, or you are one
8 Jury-rigged Built out of readily available parts, often on the fly.
9 Nanoscale Uses microscopic machines, usually to build or repair
(including healing)
10 Speculative Based on speculative SF. Wormholes, cold fusion, uploading
A. R ANDOM C HARACTER G ENERATION

personalities, quantum entanglement


11 Pseudoscience Based on discredited theories: phlogiston, luminiferous ether,
orgone energy
12 Superscience Inexplicable, might as well be magic. Shrink rays,
extra-dimensional portals, transmutation.
Table A.9: Technology

160
Roll d12 Origin Source of your powers
1 Accidental Something unexpected imbued you with them.
2 Alien Everybody has them where you come from.
3 Artifact You possess a device, usually unique, that the powers come
from; often losing the device would mean losing your powers.
4 Bestowed Somebody gave them to you
5 Construct You were built with them
6 Found You found or stumbled across some thing or circumstance that
grants powers.
7 Innate You were born with them, unlike others of your kind.
8 Invention You designed and built them, or the process that gave you
them.
9 Purchase You/your organization bought them; unlike Artifact, you can
usually repair or replace the source of your powers relatively
easily.
10 Study You researched how to get them, such as by studying magical
lore, or the way in which some creature gets its abilities.
11 Training Hard work, practice, and dedication gives you your abilities.
12 Upbringing You were raised from an early age to have them; unlike
Training it is probably not possible for somebody not raised as
you were or part of your lineage to have them.
Table A.10: Origins

161
Theme
Appendix B

Tables

162
163
B. TABLES

164
165
B. TABLES

166
Appendix C

Options Summary

167
C. O PTIONS S UMMARY

Attack Spend an Action. Roll 2 dice, take Overdrive Throw off Tired/Hindered, be-
higher. come immune to Tired for number of Ac-
tions equal to Stamina, then become
Use Power spend an Action. Roll vs. GM- Tired. Must be triggered by your Drive
assigned Difficulty to succeed; can opt
to become Hindered to change roll to Chase Spend an Action to change
highest possible range; may be Thwarted by a Move vs.
Move/Search vs. Hide contest. Ranges
Defend Defend with an Automatic or are Combat Range, Pursuit Range, Lost
spend an Action to defend with a Reg- Contact
ular Power. If Attackers roll beats yours,
you are Hindered; if it beats it by more Power Play After 3 Rounds, may sacrifice
than your Attribute, you are KOed for 3 Power for new Power or Advantage or to
Rounds remove a Disadvantage

Aid Spend an Action to completely Un-


Thwart Spend Action to roll Power
hinder an ally.
against Power to prevent it succeed-
ing; thwarted character can choose not Revive/Put Down for the Count Spend all
to contest the roll but abort instead your Actions in a Round to bring an ally
(reuse the action and power for some- back from KO, or to prevent an enemy
thing else), or can spend an extra Action from recovering from KO
to use a different Power to contest the
Thwart roll Battle Cry Get maximum result on Attack
roll (once per combat)
Combine Each participant spends one
Action per power they are contributing. Intimidate spend an Action to Attack vs.
Roll dice based on which Powers Ad- Best Power and Will to cow foe, (Hinder
vantages you want to use, +1 per Power = hesitates/considers cooperating, KO =
involved (Max bonus = number of play- surrenders/flees); each die reduced by a
ers, no more than +1 from any one char- die-size if vs. multiple foes at once
acter) Sudden Death Both sides agree to re-
solve entire confrontation in straight up
Wild Shot Swap 2 matched dice for 1 die
roll; higher side wins decisively, losers are
next size higher (or drop low die for +1 on
captured or otherwise out of the picture
high if mismatched)

Splitting Powers Split roll into single die at


two different targets, -1 die size for each
doubling of number of targets after that.
(4 targets is -1, 8 is -2, etc.)

Careful Aim Take half the largest die in-


stead of rolling; no Collateral Damage.
Not while Hindered

Pull Your Punch No Overkill

Supreme Effort Add Will to die roll. May


try Supreme Effort after roll is made if you
spend an extra Action. Become Tired;
Stamina drops by 1
168
Appendix D

How To Be A Good Player

Give your character a personality It neednt youre playing solo. Loners arent nec-
be anything elaborate, and you dont essarily jerks, but in Kapow! your char-
have to put on an accent, change your acter is going to be part of a team,
speech patterns, or even speak in the even if its not a formal team, and it
first person (though all those can add screws up the game if the character
something), but its more fun for every- keeps going off away from everybody
body at the table when the characters else and makes the GM split attention
are memorable, and people can de- between what the loner is doing and
rive a lot of satisfaction out of recogniz- then what the rest of the party is do-
ing when a character is doing something ing. Every team needs a Hawkeye, as
that typifies the characters established Kurt Busiek once wrote, but the thing is
personality (Oh, thats sooo Merath!) even though he might have groused, or
and even more when they manage to even quit, when it came time to act he
predict and take advantage of that (I was there and pulling his weight. If your
knew Merath would go along with that character needs some alone time to be
plan, because she gets to dress up as the true to the character, see if your GM is
princess and boss everybody around). amenable to doing that between play
sessions. That might be brief play-by-
Dont make your character a jerk unless email, or it might just be a couple of sen-
youre absolutely sure of your ability to tences at the start of the session In the
entertain the other players and GM with six months between the end of the last
the characters jerkiness. Its OK to be adventure and now, Doc Bronze went
the character that everybody loves to back to the monks of Lhassa Apso and
hate, but its not cool for anybody to ac- meditated and trained, The Crimson
tually hate it when you play that char- Fox has been operating solo, striking ter-
acter. When youre gaming with friends ror into the drug gangs of Dockside, or
theyll probably put up with your charac- even just My avatar of Gaea has been
ter making everything less fun for every- communing with nature.
body but you, at least for a while, but
thats no excuse. Even if you are sure
that its entertaining and not too disrup- Make the character a self-starter and give
tive, it would be wise to limit the jerk as- her a clear Drive. Everything is easier for
pect to specific situations (the character the GM if the character can be counted
goes on a bender after successful ad- on to have certain buttons that can be
ventures) and not just be all-around un- pushed. On the flip side, dont give
pleasant. the character Drives that are incompat-
ible with the plot or tone of the game,
Make your character a team-player unless at least without consulting the GM and
169
D. H OW TO B E A G OOD P LAYER

other players first, unless youre quite pre- who can accomplish the overarching
pared to play out how the characters campaign goal), but it beats making
goals are frustrated. If the campaign is yourself and everybody else miserable
about cleaning up the crime problem with your square peg in the round hole
in Bay City and stopping the drug wars character.
between rival gangs, its perfectly fine
if your characters Background is exiled Stick to genre and tone Especially in the
ruler of an underground Kingdom, but if superhero genre there are going to
your Drive is to get restored to the throne be certain assumptions as to what the
it can amount to an attempted hijacking game is about, and what sort of things
of the campaign if you dig in your heels its appropriate to do and what things
and ignore the plight of the Bay City res- arent, and what characters fit the set-
idents while trying to turn every adven- ting and what dont. Dont push the
ture into a quest to return to your realm. boundaries, at least until youre used
to playing in that setting and with that
Dont be a afraid to retire a character If group. Yeah, fine, a villain whos just
youre a design-in-play player who cant pretending to be a hero until he can
really set out to make a character with a betray the team might be a cool idea,
given personality or approach, some of but save it for when youre sure you can
the above advice might seem hard to carry it off without wrecking what every-
carry out. You might not have set out body else is hoping to get out of the
to create a jerk or a loner, but as play game. Similarly for a hero who would
progressed you found thats what the just as soon execute the villains to pre-
character has become. If that happens, vent recidivism when its established that
and you cant see a way to nudge the in this campaign neither heroes nor vil-
character youve envisioned into some- lains kill. It can be amusing for everyone
thing the other players can enjoy play- if your hero sometimes grumbles about
ing with, its time to let that character taking a harder stance...but if you just
go. The loner can go off and be alone, start decapitating the captured villains
and you can create a new character over the protests of the other players,
and try again. And even if youre not youve crossed the line.
design-in-play, and had the character Play the system appropriately Kapow! is de-
all figured out with a ten-page back- signed to promote a certain style of play,
story before you sat down at the first ses- which gives a large amount of freedom
sion, if youre at all into thinking about to the players to help define game-world
the inner life of the character there may reality; this can be difficult to get used to
come a point where events in the game at first if youre accustomed to just an-
mean that what the character would nouncing your bonuses and rolling the
do is leave the group. Characters quit- dice, or searching for the tiniest ambi-
ting teams and eventually returning (or guity to turn into a tactical advantage.
not) is a staple of the superhero genre. Contribute to the game in the spirit that
So let the character leave, and maybe everybody else is playing, even if its
youll pick it up again if in-game events not your preferred style. If you have a
bring the characters goals or location real problem with the style that every-
and the partys back in sync. Some- body else is enjoying, you can bring it up
times this will require some out-of-game for discussion, but maybe you should be
finagling with the GM and other players playing a different game.
(too many plots are written that make
the party a sealed group with a com- Dont hog the spotlight, but dont shun it ei-
mon origin or the only ones in the world ther The only real limitation in the game
170
is not how powerful or effective the char- Ultimately, most of this advice boils down to
acters are, but how much time they a principle of courtesy. Keep in mind that
get to strut their stuff and be the cen- everybody at the table shares the respon-
ter of attention. Thats the real cur- sibility of making the game fun and enter-
rency of the game: how much time do taining for everybody involved. Be willing to
you get to show your character doing make sacrifices as far as what would be your
his stuff. If you suck up all the avail- ideal ultimate solo gaming experience in or-
able time, thats bad, but its also bad der to keep everybody involved and having
if your sole contribution to the groups a good time. Be flexible in what and how you
enjoyment is getting your turn out of the play, and dont play if youre not having fun.
way as expediently as possible, whether
out of shyness or boredom. If youre
not doing anything more than saying
I attack every time somebody points
out its your turn, youre not contribut-
ing as much to the entertainment as you
could be. If you feel like your charac-
ter is ending up with too much spot-
light time, you can often share the spot-
light with other characters by engag-
ing them in-characterparticularly if you
know something about their Complica-
tions. If youre feeling starved for atten-
tion to your characters doings, make
sure that you offer the GM good char-
acter and plot hooks through your
Complications...and remember that in
Kapow! you can change your Compli-
cations if you wish.

Discuss your preferences with the other


players If your preferences arent being
met, discuss that with the other players.
Be open about what you want, theyre
there to entertain you as much as youre
there to entertain them, but dont try to
unilaterally change things more to your
liking. If you want more combat you
can tell the other players that, or you
can have your character grouse about
inaction and lust for battle, but dont
just have him attack when theyre trying
to negotiate to force their hand. If you
cant come to an accommodation, you
cant play their way or come up with a
character that youll have a good time
playing and they cant enjoy your pre-
ferred style, then find a game that will
satisfy you, dont subvert theirs.
171
Index

Actions, 93 Combining, 76
Splitting Powers, 83 Combining Powers, 76, 86
Thwarting, 84, 85 Advantages and, 87
Active, 32, 34 Disadvantages and, 87
Active Powers, 72 Example, 87
Advantages, 37 Failure Is Not An Option, 88
Combining Powers, 87 Intimidation, 89
Advantages and Disadvantages, 37 Limit two, 87
Agent, 19 Maximum bonus, 86
Area Effect Once in a Turn, 87
Battle Cry only vs Single Target, 86 Combining Your Own Powers, 87
Careful Aim, 87 Complications
Pulling Your Punch, 88 Note On, 51
Assets, 103 vs. Disadvantages, 52
Attributes, 34 Concept, 27
Automatic, 32, 34 Contested Actions, 75
Automatic Defense Contested Rolls
Sudden Death, 91 Not with Failure is not an Option, 88
Automatic Defenses Contested Task, 85
Disabling, 83 Cosmic, 21
Automatic Powers, 72 Cross-overs, 96
Combining Powers, 87 Crossing Scopes, 96
Hindered Doesnt Apply, 79
Damage, 78
Background, 54, 75, 101, 102, 123, 142, 170 Default Skill, 75
Default Skill, 54 Defending, 75
Base Power Level, 37 Difficulty, 76
Battle Cry, 86 Uncontested Powers, 75
Boosts, 36, 103 Difficulty For Other Tasks, 77
Burn Out Disabling
Power Play, 90 Disabling Non-Powers, 83
Disabling Automatic Defenses, 83
Can Be Disabled Disadvantage, 83 Disabling Only Advantage, 83
Can Be Hindered, 79 Disabling Powers, 69, 82
Careful Aim, 82, 87 Disadvantages, 40
Collateral Damage, 78 Combining Powers, 87
Chases, 99 vs. Complications, 52
Movement, 99 Disagreements, 69
City, 20 Dont Count Me Out
Collateral Damage, 78 Overkill, 82
Combat Range, 99 Dont Count Me Out Yet, 81
172
Index

Down for the Count, 81 Power Play, 90


Reviving, 81 Mobs, 95
Duration, 84 Movement
Chases, 99
Experience, 103 Range, 98
Movement Powers, 32, 34
Failure Is Not An Option, 76, 88
Supreme Effort, 92 National, 20
Neighborhood, 20
Galactic, 20
Normal, 19
Global, 20
Obstacles
Hazards Creating, 110
Creating, 110 Out, 80
Out and, 110 Damage, 78
Helping the Hindered, 88 Examples, 80
Hide and Seek, 100 Extra XP, 103
Hindered, 78 Overdrive, 89, 91
Becoming Unhindered, 79 Tired, 82
Can Be Hindered Disadvantage, 41 Overkill, 78, 82
Chases, 99 Damage, 78
contrasted with Tired, 82
Control Advantage, 37 Power Categories, 72
Disabling Powers, 82 Power Level, 70
Examples, 79 Base Power Level, 37
Failure Is Not An Option, 88 Difficulty, 76
Fragile Disadvantage, 41 Power Play, 90, 91
Helping the Hindered, 88 Powerhouse, 30
Intimidation, 89 Powers, 67
Overdrive, 89 Active, 72
Restraining, 81 Advantages, 37
Sheer Determination, 91 Automatic, 72
Tired, 82 Categories, 72
Ultra-Fragile Disadvantage, 41 Combining, 86
Vehicles, 107 Disadvantages, 40
Hindering Disagreements, 69
Overdrive, 89 Examples, 68
Minor Powers, 72
Interplanetary, 20 Power Levels, 69
Interstellar, 20 Utility Powers, 70
Intimidation, 89 When to roll uncontested, 76
Investigation, 101 Primary Rule, vi, 21, 74
Note, 102 Combining Powers, 86
Investigation Results, 101 Disagreements, 69
Duration of Powers, 84
Jack-of-All-Trades, 31
Out, 80
Lost Contact, 99 Power Play, 90
Powers, 67
Minimal, 31 Uncontested Actions, 76
Minor Powers, 32, 34, 72, 75 Pulling Your Punch, 87
Mishap, 42, 90 Pursuit Range, 99
173
I NDEX

Quick Roll, 83 Toughness, 34


Collateral Damage, 78
Range, 97 Damage, 78
Ranges Training Room
Chases, 99 Extra XP, 103
Regional, 20 Turns, 93
Regular Powers, 32, 34 Types of Powers, 34
Restraining, 81
Retcon, 54, 128 Uncontested Action, 88
Reviving, 81 Uncontested Actions, 75
Round, 93 Utility Powers, 32, 34, 70
Skills, 71
Sacrifice Play, 91 Super-powers, 71
Scope
Range, 97 Wild Shot, 76, 91, 92, 95
Scopes, 19 Careful Aim Not Allowed, 88
Crossing, 96 Combining Powers, 92
Senses And Range, 100 Not With Battle Cry, 86
Sheer Determination, 91 Will, 35
Splitting Power Damage, 78
Battle Cry only vs Single Target, 86 Supreme Effort, 91
Splitting Powers, 83
and the rest, 83 XP, 26, 103
Tactics, 84 Assets, 103
Splitting the Dice Boosts, 103
Careful Aim, 88
Stamina, 35
Damage, 78
Overdrive, 89
Supreme Effort, 92
Tired, 82
Standard, 29
Street-level, 19
Sudden Death, 91
Supreme Effort, 76, 91
Failure Is Not An Option, 88
Not with Failure is not an Option, 88
Tired, 82

Tactics, 84
Templates, 26, 29
The Rule of Three, viii
Thwarting, 84
Ties, 75
Tired, 82
Damage, 78
Failure Is Not An Option, 88
Overdrive, 89
Recovering, 82
Supreme Effort, 92
Tone, 21
174

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