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FIRST LEVEL
At first level, you receive your choices from your character creation process. You receive the following.
• Statistics as per your Point Buy
• 30 Hit Points
• (2 + Intelligence Modifier) x4 Skill Points for Base Skills
• (6 + Intelligence Modifier) x4 Skill Points for Core Skills
• Your Starting 6 Feats.
• 3 Action Dice per game session
• Reputation +1
• Renown: 1d6 + Charisma Modifier
• Infamy: 1d6 + Charisma Modifier
• 100 Super Points
• Any Number of Flaws (GM Permission and Limitation (Usually 2))
Any Number of Traits (GM Permission and Limitation (Usually only 1))
EVERY LEVEL
At every level after first, you receive the following.
• One Feat
• 5 Hit Points
• (2 + Intelligence Mod) Skill Points / Base Skills
• (6 + Intelligence Mod) Skill Points / Core Skills
• Profession Check to increase Wealth
• 10 Super Points
When you use shape shifting you gain the bonuses of losing or gaining a size category. While shape shifted you
gain the type you chose when you gained this power gaining all the benefits and penalties of that type. While
shape shifted, you gain a choice from each category on the following list per this power's level.
The shape shift lasts for one hour per Shape Shifting Level.
PHEROMONES [BODY]
Cost: 4 Super Points/Level
Level Range: 1-20
Relevant Statistic: Constitution
Power Description: You release pheromones in an burst area equal to 5 ft per level of this power. Those within
the area must make a Fortitude Save or be struck by an emotional response. You choose what emotion you
engender when you choose this power, and it cannot be changed later. The Emotion garnered lasts in victims for
as long as they are within the aura and for 1 round/power level thereafter.
Example Emotions:
• Lust, Obedience, Sorrow, Rage, Fear
Special: You may take this power beyond level 20 with GM permission
Flaws:
• Mind Weakness: Your opponents gain a bonus to their Fortitude Rolls equal to the modifier of their
lowest Mental Statistic (-1 Super Point/Level)
Advantages:
• Long Charge: Rounds becomes Minutes (+2 Super Points/Level)
• Grand Charge: Rounds becomes Hours (+4 Super Points/Level)
• Mental Fortitude: You may add your highest mental modifier to the DC of the Fortitude Save to resist this
power. (+3 Super Points/Level)
• Selective Aura: You may choose to exclude up to this power's level number of people from your
Pheromones (+1 Super Point/Level)
• Super Selective Aura: You may choose to effect only one person with your pheromones (+2 Super
Points/Level)
CREATURE SUMMONING [BODY]
Cost: 2 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You gain the ability to summon and control creatures of one type. When you take this
power, you must choose what kind of creature you wish to summon. It cannot be changed later and cannot be a
broad category (Example: You may summon dogs or spiders, but may not summon all mammals nor all
arachnids). You may summon a number of creatures who's hit dice equals or is less than this power's level. They
arrive in 1d6 rounds unless there is a ready supply of animals you can summon on hand, in which case they
form up in 1d3 rounds. Once summoned, the creatures serve you loyally until they are killed or one hour per
power level has passed.
Special: You may take this power beyond level 20 with GM permission.
Flaws:
• Refined: Your list of creatures that you can summon is more refined. (Example: Instead of Dogs, you
may only summon German Shepards) Pick one species of a type of animal instead of one type. (-1
Super Points/Level)
Advantages:
• Broad Category: Your category is more broad than normal. Instead of say Dogs, you may choose all
Mammals (+2 Super Points/Level)
• All the Animalz!: You may summon any creature in the animal kingdom (+5 Super Points/Level)
• Infinite Puppiez!: You may summon one animal per power level instead of having the hit dice restriction.
If the animals summoned have less than 1 hit dice, you may summon multiple ones per power level as
long as each group equals one hit dice (+2 Super Points/Level)
Targets gain a bonus to their save if the change to their reality would be harmful based on the severity of the danger.
• Harmless/Helpful: +0
• Mildly Dangerous: +2
• Moderately Dangerous: +4
• Dangerous: +6
• Very Dangerous: +8
• Immediately Deadly: +10
Special: You may take this power beyond level 20 with GM's permission. The GM reserves the right to reject any effect that ruins the game.
Flaws:
• Orihime Sama!: You can only reverse or change events that have already happened, cannot create them (-2 Super Points/Level)
• Limited Scope: You can only target one target at a time (-1 Super Points/Level)
• Limited Influence: You cannot perform certain actions/powers. Discuss this with your GM to determine what you cannot do. (-X
Super Points where X is 1 Super Points/Three Prevented Actions/Level)
• Kami's Will: You can only perform actions within your general power scale (IE: If you had a Strength of 10 you couldn't destroy
mountains) (-2 Super Points/Level)
• Dragonballs?: Your Reality Manipulation has a Recharge Time. This power requires recharge after each encounter it is used in.
Discuss this with your GM to determine what your recharge time is. (-X Super Points/Level where X = Severity Level: Minute/s =1,
Hour/s =2, Day/s =3, Year/s =4)
• Mentality Serves as Resistance: Your Reality Manipulation requires either a Fortitude or Will Save, the target gets to choose the
save. (-1 Super Points/Level)
• Limited Power: Your reality manipulations that are not instantaneous can never be permanent (-2 Super Points/Level)
Advantages:
• Mentality is a Weakness: Your Reality Manipulation requires either a Fortitude or Will Save, you choose the save used. (+1 Super
Points/Level)
• Mental Power!: Add your Intelligence Modifier to the DC of the save of this power. (+6 Points)
• Power of the Soul!: Add your Charisma Modifier to the DC of the save of this power (+6 Points)
• Automated Defenses: Your Power automatically comes to your defense. Any time you would be forced to make a saving throw,
defense roll or initiative check, you roll a (21- The Number of Times this Advantage has activated this day). How this activates is up
to you, but cannot be a counterattack. You may still roll, and take the higher result. (+2 Super Points/Level)
• Extended Range: Instead of being able to effect everything within 5ft/power level, you target anything within Close Range (25ft +
5ft/2 levels). This increases the DC by your Intelligence Modifier automatically. If you have Mental Power! as an advantage, add
your Intelligence Modifier twice. You can also select this multiple times to increase the range by one step (Short -> Medium ->
Long) (+3 Super Points/Level)
• Extended Power: Your effective area doubles. Reselectable, stackable (+3 Super Points/Level)
TIME MANIPULATION [SOUL, MANIPULATION]
Cost: 4 Super Points/Level
Level Range: 1-20
Relevant Statistic: Intelligence
Power Description: You gain the ability to speed up or slow down time. Speeding up time is a personal effect and slowing
down time is a single target effect. When you speed up time for yourself, you gain an additional partial action per round,
Doubled all Movements and a +2 to Defense and Reflex Saves for a number of rounds equal to this power's level. When you
slow down time, the target must make a will save or become slowed, gaining only a partial action each round, halved all
movements and a -2 penalty to Defense and Reflex Saves.
Special: You may take this higher than level 20 with GM's permission
Flaws:
• Only Haste: You may only haste yourself, you cannot slow targets (-2 Super Points/Level)
• Only Slow: You may only slow a target, you cannot haste yourself (-2 Super Points/Level)
Advantages:
• Haste Other: You may touch one target and use the Speed Up function of Time Manipulation on them (+1 Super
Points/Level)
• Bullet Time: You may slow down time in an area. This area is equal to 5ft per Power Level. This effect lasts for one
round per power level. While active, all unattended objects within the area move at one half speed, all attended
objects and creatures that you designate gain a will save or suffer the slow effect of this power. (+3 Super
Points/Level)
• Age: You may age a target, whether an object or non-immortal creature. Touching an object reduces it's Hardness
by 1 per this Power's Level as it's aged. Attended objects gain a fortitude save to resist. Creatures are aged 1 year
per this power's level per touch if they fail a fortitude save. (+8 Super Points/Level)
• De-Age: You may de-age a target, whether an object or non-immortal creature. Touching an object increases it's
Hardness by 1 per this Power's Level as it's de-aged. Creatures are de-aged 1 year per this power's level if they fail
a fortitude Save per touch. (+8 Super Points/Level)
• Age Fail: You gain the ability to stop the aging of an object or creature with a touch. By doing so, you effectively stop
the aging process of that creature or object. Creatures and attended objects are allowed a fortitude save to resist,
and the effect is permanent or until you choose to remove the effect (A swift action) (+1 Super Point/Level)
• Injury Rewind: You can rewind time to a time when an injury didn't take place. You gain the Healing power at your
Power's Level, but you use your Intelligence Score instead of your Wisdom Score to determine healing.(+2 Super
Points/Level)
• Accelerated Probability: You gain the ability to see possible outcomes of your actions. This functions as the See
Through Time application of Clairvoyance (+2 Super Points/Level)
• Temporal Duplication: You may pull alternate versions of yourself from different time periods. This functions as the
Duplication power with the Army of None flaw. (+3 Super Points/Level)
• Time Lock: You may ensure that an event in the past, present or future that you've witnessed comes to pass
regardless of what transpires with Time Travel events. If this effects a creature, or group of creatures, they receive a
fortitude save to resist. Only one fortitude save is made regardless of how many people are effected, and it's the the
being with the highest fortitude save that makes the save. You may have 1 Time Lock per this Power's Level. (+4
Super Points/Level)
• Infinity Loop: You can create a loop event and trap beings within it. You may only create one loop at a time, and you
must set a parameter, a meet-able parameter that ends the loop. Creatures within the area of effect receive a
fortitude save to resist this effect. The loop traps all creatures you designate within a time loop that replays over and
over again. Creatures at the end of the time loop are transported through time to the beginning of the time loop and
lose all memories of the passed time unless they make a successful Will save. Even if they remember what
happened last time, they still must find the perameter to release themselves from the time loop. (+4 Super
Points/Level)
• Temporal Crack: You may travel through time as per the Time Travel option from Teleportation (+10 Super
Points/Level)
• Enhanced Haste: Your bonus to Defense and Reflex Saves while you are hasted increase to be +1/Power Level (+1
Super Point/Level)
• Enhanced Slow: The penalty to Defense and Reflex Saves while someone is slowed increases to be -1/Power Level
(+1 Super Point/Level)
• Permanent Haste: You're always considered Sped up and no longer have to activate this aspect of the power (+8
Super Points/Level)
SOUL MANIPULATION [SOUL, MANIPULATION]
Cost: 4 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You gain the ability to manipulate souls in various manifestations. Firstly you can revivify a character that has been
dead no longer than one round per Power Level rounds. You gain the ability to sense how close a target is to death (Hit Points Remaining,
Current Constitution Score). You also gain the ability to sense Spirits at a range of 30 feet per this power's level.
Special: You may take this power beyond level 20 with GM's permission
Flaws:
• No Revivify: You can't bring back the dead (-2 Super Points/Level)
• No Targeting: You can't tell how close someone is to death (-1 Super Points/Level)
• No Sensing: You can't sense spirits (-1 Super Points/Level)
Advantages:
• Soul Sending: You gain the ability to separate your soul from your body. You may send your soul out to scout for you at a range of
up to 1 mile per this power's level. Your Spirit senses things as you do, including extra sensory capabilities. It automatically can
see Spirits even if you cannot. It's invisible and intangible unless the other being is also a spirit. (+2 Super Points/Level)
• Animate Dead: You gain the ability to animate vessels without souls. You may only animate corpses of creatures in this way, and
only if they are dead. You may have no more levels worth of creatures animated in this fashion than this power's level. Animated
dead lose all Feats and abilities, but keep their stats. They use your skills to attack and can only use their unarmed strikes to
attack. (+3 Super Points/Level)
• Superior Animate Dead: Requires Animate Dead: Your animated dead retain their skills, abilities and feats. They act as their old
selves, except that their first allegiance changes to Master. You are their master. (+2 Super Points/Level)
• Expanded Soul: You gain the ability to expand your soul to absurd lengths. When you do this, a swift action, your Death Sense and
Spirit Sense increases to all creatures within 30 feet per power level. (+1 Super Points/Level)
• Possession: You gain the ability to possess a target. As a Standard action choose a target within close range (25ft + 5ft/2 Levels).
The target must make a Will Save. If they fail, you and the target merge into one being. The target temporarily loses their mental
statistics and gains yours,and you temporarily lose your physical statistics and gain theirs. While merged, you use your skills and
feats, but use their body and hit points. The possessed victim gains a save every minute to stave off your possession. Should you
make the target do something that violates their Allegiances, they immediately gain a save and the counter resets. (+3 Super
Points/Level)
• Exorcism: You gain the ability to end any mental domination or possession on a target. To do so, you target one possessed or
dominated being within medium range (100ft +10ft/Level) and force the dominating or possessing party to make a Will Save.
Should they fail the possession or domination immediately ends, and the possessing or dominating being is stunned for 2d6
rounds. (+3 Super Points/Level)
• Resurrection: Your ability to revivify the dead increases to one minute per power level. You may take this ability multiple times.
each time increases the time scale one step (Minutes -> Hours -> Days -> Weeks -> Months -> Years -> Decades) Decades is the
longest increment of time that you can revive the dead. (+1 Super Points/Level)
• Reincarnate: You may, at your option, reincarnate a target into a new body. Doing so instantly creates a new body for them at their
old level. Their physical attributes (Skin Color, Hair Color, even Gender) are chosen anew. Their Statistics, Skills and Feats may
remain the same, as they remember their old lives. Their Super Points are rearranged, but may have the same arrangement as
before. The reincarnation's new allotments are chosen by the reincarnated being. (+2 Super Points/Level)
• Soul Absorption: You gain the ability to absorb the souls of the fallen. By doing so, you gain a temporary powerup. Absorbing a
soul prevents resurrection of any form unless you're killed. To absorb a soul, you must target one spirit within short range (25ft +
5ft/Level). That target makes a special Will Save that can be made even though the target is dead. If they fail, the soul is absorbed
and the absorber gains a bonus to all statistics equal to the modifiers of the absorbed. The absorber also gains half the super
points of the absorbed. These bonuses last for one hour per this power's level (+6 Super Points/Level)
• Soul Channeling: You gain the ability to speak with spirits that have already moved on. To do so, you must know the name and
cause of death of the target. Once you do, you may ask one question per power level. The target answers to the best of it's ability.
Once you have asked the questions of the target, you must wait 24 hours before you can ask again. (+1 Super Point/Level)
• Soul Creation: You gain the ability to create new souls. Doing so creates a body for the soul at an age you designate. You
designate whether it gains Super Points or not, but in all ways it's level 1 when created. (+8 Super Points/Level)
• Soul Destruction: You gain the ability to destroy souls and prevent any form of resurrection. To do so, you target a soul within short
range. They must make a will save or be utterly destroyed. (+10 Super Points/Level)
• Soul Morphing: You may morph your soul, or the soul of another. Doing so rearranges the Super Points of the selected being for
one hour per this power's level. Unwilling targets gain a will save to resist (+4 Super Points/Level)
• Soul Sharing: You gain the ability to share pieces of your soul with others. Choose any number of targets up to this Power's Level.
Those targets receive one half the number of Super Points you have to empower themselves. The targets must not have had
Super Points previously. They then level up as normal. (+5 Super Points/Level)
• Strong Soul: You have an abnormally strong soul. You gain your Charisma Modifier to your Saving throws (+2 Super Points/Level)
• Soul Transferal: You gain the ability to place a soul from one being into an empty shell, or exchange souls between two targets.
Doing so grants the soul dominion over their new vessel regardless of what it is. If the vessel is an object, the object animates
under the target's control. If souls are exchanged, the targets gain the physical statistics of their new form, but retain their mental
statistics. They use the Super Powers of the new form, but retain the feats and skills of their old form. Unwilling targets gain a Will
Save to resist (+6 Super Points/Level)
RESISTANCE [MIND/BODY]
Cost: 1 Super Points/Level
Level Range: 1-20
Relevant Statistic: Constitution or Dexterity or Wisdom
Power Description: Choose one Condition/Status Effect that isn't unconsciousness, death or dying. You gain a
+2 bonus to resist that Condition/Status Effect per this power's level.
Special: You may take this power beyond level 20 with GM permission. Reselectable, Rechoosable.
NON-DETECTION [BODY]
Cost: 2 Points/Level
Level Range: N/A
Relevant Ability: Wisdom
Power Description: Choose one type of artificial detection. You are immune to being detected by that particular
method of detection. This power does not stop biological detection methods such as biological sight, hearing,
touch, taste or hearing, etc. It does not make you invisible to enhanced biological senses or ESP.
Special: You may take this power multiple times. Once per each form of artificial detection.
Flaws:
• Find Cover!: You must have an ability that covers you in order to use it (ie Invisibility, Darkness) (-
1point/lvl)
New Options for Powers
The following options supplement the ones for powers in The Complete Capes and Cowls.
TELEKINESIS
• For +1/Level super points you may double your Telekinesis Lifting Capacity. You may take this option
multiple times.
• For +1/Level super points you may count any weapon you wield as a Melee or Ranged weapon
whenever beneficial.
• Tactile Telekinesis: The Telekinesis power may only affect targets that the character may make a
successful touch attack against (-2 Super Points/level)
• Telekinetic Brawling: The score for your telekinesis is now able to be substituted for your strength score
when making unarmed strike attacks against a target (+3 Points/level)
ENERGY BARRIER
• Enhanced Barrier: You may add your Constitution or Charisma Modifier to the damage per level that it
can prevent. You choose one or the other stat when you take this option, and it cannot be changed
afterwards. You may take this a second time to gain both modifiers.(+2 Super Points/Level)
• Healing Barrier: You grant fast healing equal to your Charisma Modifier to anyone contained within your
shield. (+3 Super Points/Level)
• Ranged Shielding: You may place your shield on a target within close range. reselectable to increase
range. Short becomes Medium becomes Long (+1 Super Points/Level)
• Layering!: You may place an additional shield or layer an existing one on a target you have shielded.
Each layer adds 1 level of Energy Barrier to the stack of damage resistance. reselectable for extra
targets/layers (+2 Super Points/Level)
• Imbued Armor: Your Armor grants you a bonus to Defense and Saving Throws equal to one half this
power's level (+1 Super Points/Level)
• Expanded Re-Release: If you stop all damage from an energy or ranged attack with your energy barrier,
you may save the effect for up to 1d6+4 rounds instead of merely stopping it. Should you choose to do
so, you may release that energy or ranged attack at any time during that time as a standard action.
Releasing that energy or ranged attack, attacks a different target than you with the energy or ranged
attack as a ranged attack that deals equal damage to what you would have taken should your barrier not
stopped the attack (+3 Super Points/Level)
POWER BLAST
• +1 Super Point/Level: You may add a +1 Enhancent Bonus to your Power Blast, Reselectable,
Stackable, Multi-Choice (Meaning you could add weapon options to the blast if you want.)
• +1 Super Point/Level: You may add one Statistic Modifier to your Power Blast's damage.
WALL WALKING
• Super Climbing: You can climb up to your land speed including bonuses from Super Speed up to your
Level of Wall Walking. (+1 Super Points/Level)
OVERCLOCK
• Group Overclock: When you use Overclock's effects, you may, instead of splitting between targets, effect
all allies within a 5ft radius per power level with the same level of overclock. You choose what each
target gains. (+2 Super Points/Level)
ESP
• Area of Effect: Choose one option from ESP or the base ESP power itself. You may use that option in a
20 foot burst, 30 ft Cone, 20ft wide, 40ft tall Cylinder or 120ft Line. Reslectable, Stackable, Rechoosable
(+3 Super Points)
• Multi-Target: Choose one option from ESP or the base ESP power itself. You may target a number of
beings equal to this power's level with that option. Reselectable, Stackable, Rechoosable (+3 Super
Points)
HEALING
• Revivify: You may revivify a target that died no more than 1 minute per level ago. The target is returned
to full hit points and acts as if they had a day of rest for daily ability. You may take this multiple times.
Each time increase the time iteration by one step (Minutes -> Hours -> Days -> Weeks -> Months ->
Years -> Decades) (+2 Super Points/Level)
• Soothing Breeze: Any healing you give to a target may be delayed. Doing so causes the target to, as an
immediate action upon taking damage once per round, heal any amount, up to double the amount spent
on them. They may spread this emergency healing over multiple uses until the pool reaches 0. (+1
Super Point/Level)
• Cup of Life: Whenever you or an ally recovers/gains hp, or is healed, if that amount exceeds their max
hp, the excess is divided evenly amongst their allies. (+1 Super points/Level)
• Panacea: When you heal a target, you may remove one status condition from them, plus 1 per 2 healing
Power Levels. (+1 Super Points/Level)
• Kick-start regeneration: after healing a target, they get fast healing equal to their con mod for 3+your cha
mod rounds. (+2 Super Points/Level)
• Medical Expertise: you may add your treat injury ranks to your healing pool/level (+1 Super Point/Level)
DUPLICATION
• Pocket Full of Quarters: If you die with clones in existence, you choose one clone, that clone instantly
becomes your level and essentially becomes the new you. (+2 Super Points/Level)
ENERGY ABSORPTION
• Absorb any element: You can absorb any element but only at half efficiency (5 Damage/Power Level).
(+3 Super Points/Level)
• True Absorb any Element: Requires Absorb any Element: Your absorption becomes 10 Damage/Power
Level (+3 Super Points/Level)
• Absorb and Power: You may used stored energy to power devices instead of healing. Every point of
healing that you would have received counts as 1 round of power for a medium or smaller sized device.
Double the required power for each size category above medium (2 points of healing/round for Large, 4
for Huge, etc) (+1 Super Point/Level)
FLIGHT
• Double Time: Double your Flight Speed (+1 Super Points/Level, Reselectable, Stackable)
Universal Power Flaws and Advantages
The following Flaws and Advantages can be placed on any power.
Flaws:
• Removable: Your power can be taken away from you if the target makes a successful disarm check. (-2
Super Points/Level)
• Bad Luck Power: Every time you activate a power with an activation, you must roll a d20. On a roll of a
1-2 your power fails to activate. On a natural one, you take damage equal to the power's level x 1d4 (-2
Super Points/Level)
• Exhausting Power: Every time you use your power, you must make a fortitude save or become winded (-
1 Super Point/Level, You may take this multiple times, each time increase the fatigue level by one step
to a maximum of unconsciousness.)
• Severely Exhausting Power: Requires Exhausting Power: You no longer gain a Fortitude save to resist
the effects of Exhausting Power (-2 Super Points/Level)
• Malevolently Artificially Intelligent: Your power has an Ego Score and does it's best to make your life a
living hell. This ego score is equal to 10 + 1 per Power Level. This cannot be placed on a power with 5 or
less Power Levels. (-3 Super Points/Level)
• Weak Power: The DC to resist your power is reduced by 2 (-1 Super Point/Level, Reselectable,
Stackable)
• Hard to Aim: Whenever you attack with the attatched power reduce your attack roll by 2 (-1 Super
Point/Level, Reslectable, Stackable)
• Self Only: Requires a power that is usually usable on someone else. The power only effects you (-2
Super Points/Level)
• Non-Lethal Exclusive: The attached power deals only Non-Lethal Damage (-1 Super Points/Level)
• Only in X: Choose one environment that isn't a normal one for you, the attached power only works in that
environmen (Examples are Space, Underwater, Another Dimension) (-3 Super Points/Level)
Advantages:
• Immediate Response: You may activate the chosen power as an immediate action (+2 Super
Points/Level)
• Artificially Intelligent: Your power has an Ego score and can activate, or keep the attached power
activated through unconsciousness, or even when you're surprised (+2 Super Points/Level)
• Hard to Resist: The DC to resist the attached power is increased by 1 (+2 Super Points/Level,
Reslectable, Stackable)
• Easy to Aim: Whenever you attack with the attached power, increase your attack roll by 1 (+2 Super
Points/Level, Reselectable, Stackable)
• Multi-Target Power: You may elect to attack one additional target with the attached power (+1 Super
Point/Level, Reselectable, Stackable)
• Area Effect: Choose one from the following list (Either a 100ft long, 5ft wide Line, a 30ft Cone, a 20ft
Blast or a 20ft Burst within long range (400ft + 40ft/Level (Reflex Save for Half Damage)) The attached
power may be used as this area instead being a single target effect. (+2 Super Points/Level,
Reselectable, Stackable)
• Non-Lethal Substitution: You may turn the attached damaging power into Non-Lethal Damage (+1 Super
Point/Level)
Traits
Unlike Pathfinder, Traits in Capes and Cowls are a bit different. They represent a fundamental flaw in your
character in exchange for an increased amount of Super Points at first level and every level thereafter. You may
have as many traits as your GM deems worthy, but it is recommended that you keep the number lower to
remove min/maxing. Below are some example traits, created by playtesters. This idea was inspired by
A_Shadow_Of_Life and her online game SuperHero: A Clash of Gods.
Example Traits:
TRANSFORMATION REQUIRED
Description: Build 2 character sheets, One with Super Powers as normal, the other with only Trait and Feat based Super Points. You
must transform from one form to the other, and it takes a full round to transform. Should you be KO'ed or Killed in your more powerful state,
you revert to your less powerful state. Your transformed state lasts for an entire encounter, or until the GM tells you to stop if it's not in
combat. Transforming is a Full-Round Action.
Boon: (+21 Super Points, +1/Level Thereafter.)
OLD MAN
Description: You're an old man, and are very frail. Reduce your Physical Ability Scores by 4 Each, and increase
your Mental Scores by 2 each. Your land speed is halved.
Boon: (+16 Super Points +1/Level thereafter)
VULNERABILITY TO MATERIAL
Description: You have a incredible weakness to a particular material. If you take damage from a source of the
chosen material, it ignores all damage mitigation as well as dealing an extra 1 point of damage per character
level.
Boon: (+11 Super Points, +1/Level thereafter)
ELEMENTAL BODY
Description: Your body is composed of an element, and in the right conditions could become unstable. Choose
one element, your body is composed of that element exclusively. In a condition not conducive to your element,
you begin suffering penalties, and could possibly be killed. EX: A Fire Body would consist of fire. If left in an
oxygen deprived area for too long, the fire would burn itself out. EX: A Water body left out in the desert for to long
would evaporate, etc.
Boon: (+21 Super Points, +1/Level thereafter)
SOLD SOUL
Description: You’ve sold your soul for power. When you would die, you do not roll against your Fame/Infamy,
you are simply dead and your soul is dragged to Hell. It is impossible for you to be resurrected by normal means,
and your GM is encouraged to run a story line to retrieve your soul.
Boon: (+100 Super Points)
Special: Your GM may limit the amount of super points gained from this Flaw by any amount, and/or limit it as
they see fit. Also this flaw is setting specific, and shouldn't be included if Demons/Evil Gods aren't in your
campaign.
LOOKS INHUMAN
Description: There's something off about you. Pick a severity from 1 to 4. 1 being minor, cosmetic differences,
and 4 being something like being an Anthropomorphic creature, or being an animal. You gain Super Points at 1 st
level based on the severity.
Boon: (+5 Super Points/Severity (+1), +1/Level Thereafter)
LOST A SENSE
Description: You are Blind (No sense of Sight), Deaf (No sense of Hearing), Anosmiac (No sense of Smell),
Ageusiac (No sense of Taste) or Analgesiac (No sense of Touch.) Based on the sense lost you gain Super Points
Boon: (Blind or Deaf (+11 Super Points), Anosmiac or Ageusiac (+16 Super Points), Analgesiac (+21 Super
Points), +1/Level Thereafter)
MUTE
Description: You cannot speak. You may communicate in any other fashion but speech.
Boon: (+11 Super Points, +1/Level Thereafter)
ILLITERATE
Description: You cannot read or write. You cannot buy the skill Read/Write Language without GM permission
and a lot of training.
Boon: (+11 Super Points, +1/Level Thereafter)
MISPLACED CREDIT!
Description: Someone's always getting credit for your hard work. You never gain World Fame or World Infamy
beyond your starting totals. You may still garner Personal Fame and Personal Infamy.
Boon: (+16 Super Points, +1/Level Thereafter)
POWER NEGATION
Description: There is now a situation, material, or other modifier, that negates one or more of your character's
powers. Select one stimulus, that particular variable now negates one or more of your character's power for the
amount of time they are exposed. Lower the Severity 1 level if your power/s are negated one power level at a
time per round of exposure.
Boon: (1 + 5 Super Points per level of Severity. If only one power is negated, 6 Points are Gained, if 2-4 Powers
are negated 11 points are gained, if 5-7 Powers are negated you gain 16 Points if all powers are negated you
gain 21 Points [Conflicting results use the higher severity level], +1/Level Thereafter)
POWER LOOPHOLE
Description: For some reason, your power does not affect a certain type of material or object. When using your
powers on materials or objects of this type they are either ineffective, or in the case of powers that increase your
base stats your stats do not benefit from powers you have taken.
Boon: (+11 Super Points, +1/Level Thereafter)
Losing Traits
At any time, you may lose a trait by buying it off with an amount of Super Points equal to half the amount you
gained at first level (Rounded Up). You may also lose a Trait with GM permission, such as Learning to read while
you have the Illiterate Trait. If a GM grants you permission to lose a trait, you don't lose any super points for
having lost it. If you buy it off, you only lose the points you bought it off with.
Prestige Paths
The following prestige paths supplement all others
Prerequisites:
Feats: Superior Heroics x3
Powers: 160 Points worth of Super Powers.
Skills: Any one Base Skill 10+ Ranks, Any four Core Skills 10+ Ranks
Prerequisites:
Feats: Devoted Training, Enhanced Strikes, Heroic Attribute taken at least three times.
Powers: Any combination of 190 points worth of powers, but must include Damage 6+ and Super Strength 3+
Special: Has gained at least a single character level while engaging in some sort of regular, active, training.
2 - Bonus feat
4 - Bonus Feat
Prerequisites:
Skills: Treat Injury 8+ Ranks
Powers: Healing 6+ (All Advantages)
Special: Must have successfully revivified someone
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Weapon Skill Focus (Unarmed)
Skills: Unarmed Strike 8+ Ranks, Concentration 8+ Ranks
Powers: Energy Drain (8+ Levels)
Special: Must have drained a target to at least 0 hit points.
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Superior Heroics
Skills: Any two Base Skills 4+ Ranks
Powers: Energy Barrier (Layering and (Telekinesis or Create Objects) Advantages) (6+ Ranks)
Special: Must have stopped an attack dealing more than 50 points of damage with Energy Barrier. You may also
qualify for this prestige path if you have Telekeinesis or Create Objects by themselves instead of as part of
Energy Barrier. You still need the Layering advantage.
2 - Bonus Feat
4 - Bonus Feat
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Enhanced Strikes 3x
Skills: All 3 Attack Skills 8+ Ranks
Powers: Regeneration (Regrow Limbs, Regrow Life) (2+), Momentum Swing (Swift Burn, Super Swift Burn,
Double Rage) (6+ Ranks), Extended Life/Immortality (5), Sixth Sense (Any) (5+)
Special: Constitution 20+
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Superior Heroics, Enhanced Strikes (Unarmed)
Skills: Any Two Knowledge Skills 6+ Ranks, Any two Base Skills 6+ Ranks
Powers: Manipulate Body Density (Phase Attack) (10+), Flight (Max Load) (3+), Power Blast (4+)
Special: Must have successfully used Phase Attack to defeat an opponent at least once.
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Animal Form, Mind of the Beast, Sidekick
Skills: Disguise 10+ Ranks, Survival 5+ Ranks
Powers: Plant Control (All Advantages) (5+), Healing (Revivify, Soothing Breeze, Cup of Life) (4+), Shape
Shifting (Swift Shift, Immediate Shift) (5+ Ranks)
Special: Must have the ability to change into at least 3 different types of creatures with Shape Shifting
2 - Bonus Feat
4 - Bonus Feat
5 - ENHANCED SIDEKICK
[PRESTIGE]
Your Sidekick, if it's a creature
you've awakened, gains a
permanent bonus from your Shape
Shifting Categories. It gains the
benefits of each Shape Shifting
category once, though it gains them
again if it has Shape Shifting on it's
own. Also, your sidekick must be
two levels above you before it'll
leave your service.
The Body Manipulator
Prerequisites:
Feats: Superior Heroics
Skills: Any 2 Base Skills 8+ Ranks,
Powers: Growth/Shrinking (Both) (4+), Stretching (All Advantages) (4+), Regeneration (4+), Manipulate Body
Density (4+)
2 - Bonus Feat
3 - SUPER REGENERATION
[PRESTIGE]
Not only do you regenerate on your turn,
you regenerate on one selected enemy's
turn. Select one enemy at the beginning
of combat as a free action. When that
enemy's initiative comes up, treat it as
your own for the purposes of
Regeneration.
4 - Bonus Feat
Prerequisites:
Feats: Heroic Attribute or equivalent Stat raising Feat for Charisma or Wisdom
Skills: Any Two Charisma or Wisdom based skill 10+ ranks
Powers: Either Hyper Power or Reality Manipulation 6+ Ranks
Special: Charisma or Wisdom 22+
2 - Bonus Feat
4 - Bonus Feat
Remember, when reading this guide, that this is only a guideline for your adjudicating of the rules of
Fame/Infamy. In no way should you feel constrained by these guidelines. If you feel that someone deserves
more or less fame/infamy than is recommended, feel free to adjust the amount.
A shorthand guideline is that if you lower one, you should up the other by double the lowering.
To discover someone's secret identity, you must roll a Reputation Check with a DC equal to 15 + (100 – The
Higher of their Infamy an Fame) + Their Level. This check, as normal, is Intelligence based. Should you
succeed, you have figured out their secret identity.
Certain factors come into play when determining a secret identity. Obviously if someone announces themselves
as X hero/villain, they automatically become known.
Should the world discover your Secret Identity, multiple things happen.
Firstly, your Reputation becomes one quarter of your (Fame + Infamy) / 2, instead of what it normally was.
Secondly, your Fame or Infamy (Chosen by the GM) Gains a bonus (After the above math) equal to your
Intelligence Modifier.
Lastly, all that have personal ratings for you, and didn't know you were a superbeing, have their personal
Fame/Infamy for you shifted one category. If your Fame is higher than your Infamy, it's shifted up one category, if
it's your Infamy that's higher than your Fame, it's shifted down one category.
Credits
Tite Kubo: Writer and Illustrator of the Bleach Manga (Because in the end this is still a Bleach d20 Classless
supplement)
Marvel, DC, Image, Dark Horse, ETC: For making such wonderful comic books.
Draxredd: This is the guy that created the Classless Bleach d20 system
Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or created by
someone else. Feel free to use it as you see fit, as long as I get credit for it.
The Essential Capes and Cowls is the companion book to The Complete Capes and Cowls. It contains
new powers, prestige paths, power advantages/flaws, universal flaws/advantages, and more.
The Essential Capes and Cowls is meant for use with the Bleach D20 Classless System.
LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach and One Piece anime
and Manga including mentions of the Spider-Man, Marvel, DC, Superman, Captain America, etc, are used
with fair use from Stan Lee, Marvel Comics, DC Comics and anyone else I am forgetting to give credit to.