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A New Take on Superhero Role-Playing!

Core Rulebook
Writing and Design
Barak Blackburn
Additional WritinG: Ellie Hillis, Norbert Franz, Brent Sprecher
Editing: Norbert Franz, Cynthia Celeste Miller
Cover Art: Brent Sprecher
Interior Art: Brent Sprecher, Bill Williams, Scott Brewer, Tom
Martin, Derek Hand
Graphic Design: Cynthia Celeste Miller
Playtesting: Tim Kirk, Norbert Franz, Bryan Beyer, Wolf Bau-
mann, Tobias Apgar, Gregor Shdanow, Stephan Seybold, Michael Jung-
nickl, Sabine Bengl-Lober, Peter Meuer, and Verena Pschorn, Ellie Hillis,
Jen Eastman-Lawrence, Amy Tayloe, Kate zdepski, Lynx Marks, Ryan
Denison, Luka Milekic, and the gamers at the following conventions:
ConBust, Cat-Con (September 2010 & March 2011), FeenCon (2010
and 2011), Fan Con (September 2010 & November 2011), Dreieich
Con (2010), Fantasy Festival (2011), ReuCon XV (2011), and Teck-Con
(2012)

Please visit www.tommartinart.com, www.brentjs.deviantart.com,


www.tensen01.deviantart.com, www.graphicsmash.com/comics/
sidechicks.php

www.spectrum-games.com
2807 Grand Ave., Parsons, Kansas 67357

Copyright © 2012 Spectrum Games. All Rights Reserved. AMERICANA, APOLLO, ARTEMIS,
BREAKER, DEATHSTALKER, DEATH STAR, GORALKA, LILLITH, MOON GIRL, PAN-
TERA, SLAVEDRIVER, STONEHENGE, THE CELESTIAL, VECTOR and the distinctive like-
nesses thereof are Copyright © 2007-2012 Brent Sprecher. SUICIDE JACK Copyright © 2010-2012
Al Sprecher. ABESSA, TOMBOY, HIGHBROW and all other characters illustrated by Bill Wil-
liams are Copyright © 2012 Bill Williams. DR. MOONLIGHT is Copyright © 2012 Tom Martin.
SLIPSTREAM and BACKBLAST are Copyright © 2012 Derek Hand. All characters not owned by
Spectrum Games are used withpermission. The material herein (art, logos, illustrations, character
concepts, text and game mechanics) is protected by the copyright laws of the United States of Amer-
ica. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written consent of Spectrum Games (or in the cases of the above mentioned art
and characters, the respective owners), except for the purposes of reviews and for the blank sheets
/ cheat sheets, which may be reproduced for personal use only. Any infraction of this may result in
legal action or an unpleasant visit from Dr. Moonlight and Roundie. The reference to any companies
or products in this book is not meant to challenge the trademarks or copyrights concerned.
Table of Contents
Chapter 0: Introduction................ 5
The Nuts and Bolts of it All............................................ 6
Chapter 1: Character Design....... 9
The Stuff That (Super) Heroes Are Made of..................... 9
Traits............................................................................... 10
Modifiers......................................................................... 11
Editorial Control.............................................................. 27
Complications................................................................. 32
Factoids.......................................................................... 36
Sample Character Design................................................ 38
Heroes and Villains......................................................... 47
Chapter 2: The System................... 72
CC&VF in Action.............................................................. 72
Grab Those Dice.............................................................. 72
Die-Rolling Essentials...................................................... 72
Performing Actions.......................................................... 74
Setback Tokens, Big Hits and Threshold.......................... 76
Scenes from a Comicbook............................................... 77
Initiative......................................................................... 80
Assigning Difficulties and Penalties................................ 83
Staples of the Genre........................................................ 86
Chapter 3: Villains.......................... 92
Villains Foul.................................................................... 92
Villainous Threats (and Other People of the World)........ 92
Villainous Editorial Control.............................................. 93
Bring On the C-Listers..................................................... 96
Villainy Conclusion.......................................................... 97
Chapter 4: Options.......................... 98
To Link or Not to Link...................................................... 98
EC As Reward.................................................................. 98
Zero-Level Traits............................................................. 99
Editorial Dice Rolling....................................................... 99
Fleeing the Scene............................................................ 99
Auto-Defend.................................................................... 100
Special Guest Stars, Team-Ups and Crossovers............... 100
Heroes in Training........................................................... 102
Long-Term Injuries......................................................... 103
Killing Damage................................................................ 104
Live Action Superheroes.................................................. 105
Static Attacks.................................................................. 108
Too Many Dice................................................................. 109
Experience Points, Character Advancement/Changes..... 109
Chapter 5: Example of Play.......... 114
The Magnificent Muse in.................................................. 114
The Issue, as Plotted by the Editor.................................. 114
Following Along............................................................... 116
The Example.................................................................... 116
Chapter 6: Issues........................... 140
Creating Issues............................................................... 140
Introductory Issue.......................................................... 143
Introductory Issue 2....................................................... 146
Appendix............................................ 152
Afterword........................................................................ 152
Glossary.......................................................................... 153
Cheat Sheets................................................................... 155
Character Sheet.............................................................. 158
Usage Sheet.................................................................... 159
Bill Williams
Chapter
Chapter 0
0 5

Introduction
Introduction
Skin-tight costumes, often in loud abilities of a specific character
or gaudy colors. are already predetermined by
precedent, all the issues and
Characters who break the “fourth appearances that have come
wall”, sometimes to the point of before. But the interpretation
shattering it. of it all is very much up to the
writer. That is, he doesn’t have a
A secret lair that boasts dozens of detailed character sheet to work
specialized armored battlesuits. off of; nothing that limits what he
can have the character do. Sure,
The master villain who, with no if he steps too far beyond the
superpowers to call his own, is scope of the canon, the editor will
able to be a worthy adversary for certainly rein him back in and tell
the most powerful superheroes on him to try again, but the freedom
the planet. to explore the boundaries is still
intact.
A utility belt full of gadgets, with
the most appropriate one always In the world of comicbooks,
at the ready. physics and logic often take
a backseat to drama and
The non-powered caped crusader excitement. A character who
standing side by side -- as an equal can pick up a battleship doesn’t
-- with a hero who can withstand a vaporize a normal person when
nuclear blast at ground zero fighting he hits him? A character who is
a villain who has the ability to snuff supposedly just a highly trained
out the sun and shatter the moon normal human can dodge swaths
with one punch. of bullets without breaking a
sweat? A character gets killed,
These are but a few of the many only to show back up at a
reasons why comicbooks are later time, armed with some
awesome, reasons that kids (or half-cocked excuse for why he
kids at heart) have dreamed of didn’t actually die? These are
being superheroes since their all things that happen regularly
inception, and reasons that in comicbooks, despite the
role-playing games have been fact that they couldn’t possibly
trying to recreate their bam-pow happen in our own reality. But we
excitement for decades. But with suspend our disbelief in favor of
the latter, there have always been entertainment.
certain hurdles that stand in the
way, the differences between two All this forms the very basis of
very different mediums. what Capes, Cowls and Villains
Foul is designed to do. It’s not
This is best exemplified by when a game about placing artificial
a new writer comes onto a limitations on characters...
comicbook series. Upon doing so, it’s about telling an exciting
he will find that the powers and superhero story with your
6

Introduction
friends. The game itself acts as a soaked streets, who goes first in
launching pad for that. It allows initiative, how villains are created,
one person (the Editor) and his and all that fun stuff.
or her friends (the players) to
capture all the fun, excitement, Capes, Cowls and Villains
drama and, yes, inherent silliness Foul uses only twelve-sided dice
found in superhero comics. Within (d12s), the red-headed step-
these pages are the tools that child of the gaming industry. Each
enable you to craft your own player should have five or more
comicbook heroes and villains, d12s, along with a character
and have them interact with the sheet, a pencil, and some scratch
world in the way they might in a paper.
comicbook. The game system will
not quantify exactly how much a
!
First
character can lift or require you
to crunch numbers for hours in
an effort to stat up multiple suits Capes, Cowls and Villains
of battle armor. Instead, it gives Foul is a resource-based game.
the players and Editor a chance to Players will find that their Traits
focus more on embracing all the will generally diminish over time,
fun and action of the superhero but this is true for both Heroes
genre. and Villains (although those
Villains do have some tricks up
The sky really is the limit... so their sleeves). Combats will likely
why not soar through it like the be quick, both in actual play time,
hero you’ve always longed to be? and in the number of rounds it
takes to resolve them. This is
intentional. Most comic book
The Nuts and Bolts combats are not long and drawn-
out. Characters have Traits. Traits
of it All! are very open-ended, and can be
The classic question remains: used for anything a Trait with that
Which came first, the chicken or name could be conceivably used
the egg? for.

When writing a roleplaying game, In action, a character declares


the question of which should an action with an appropriate
come first, character creation or Trait, and may Link several other
the rules, is very much a “chicken appropriate Traits to this Primary
and egg.” So, what to do? We’re Trait for a higher value before
going to give you the nuts and rolling any dice. After rolling
bolts of the system: How it works and getting a final result, they
on a pretty broad level, then announce this to the Editor, and if
jump into character creation, and the action is being taken against
then break down the full system, another character, that character
from investigations on rain has a chance to defend against
7

Bill Williams

the action. They will attempt to Why is this fun, and why Linking?
tie or beat the number declared
by the attacker, by declaring a Instead of characters having a set
Primary Trait and any Linked attack bonus, and using the same
Traits and rolling a die or dice. attacks ad infinitum, this system
allows each action to be unique
If the attacker wins, the defender and descriptive and fun, and
takes a Setback Token. allows for a combination such as
(Traits are bolded):
NOTE! “Using my HYPERSONIC
FLIGHT(p) I fly at the Sinister
The terms “attacker” and Dr. Mind full speed with my
“defender” do not necessarily fists out, using my COMBAT
imply only punches and power TRAINING(s) to deliver a
blasts, but could also be the crushing blow to his chest and
insane character fast-talking slamming him into the wall, away
the dimwitted character into a from the innocent civilians. My
tizzy. ENGINEERING(s) knowledge
means I won’t collapse the
When a character uses a Trait building, instead slamming into
(either as a Primary Trait or one of the support girders, and
Secondary Trait), they record this for good measure I discharge
Usage either on their character some of my ENERGY FIELD(s)
sheet or scratch paper. In general, to give him a bit of my patented
the more a Trait is Used, the less Snap, Crackle and Pop!”
effective it gets.
8

Introduction
That is four Traits being used, generally one-on-one contests
but it is likely to be a pretty between two characters, whether
devastating blow! Characters an arm-wrestling match or one
will likely have between 5-12 character trying to fly away from
Traits, and are encouraged to another to escape. Each Scene
be creative, and both broad and will Refresh all Traits, and remove
specific with them. all Setback Tokens. Thus, the
Extended Scene that happens
Traits will be used in three between the Action Scenes
types of Scenes: Action Scenes, (most commonly called fights or
of which there will likely be combats) will count as one scene,
several in a single Issue (gaming and characters will use their Traits
session), Extended Scenes (of to try and figure out a mystery,
which there is likely to be only gather information, break into
one per Issue), and Contested a villainous fortress… and each
Scenes. The Extended Scene of Action Scene will see characters
each Issue is all the non-action refreshed no matter how much
stuff that happens between the they got beat up in the previous
Action Scenes. Contested Scenes scene(s).
can happen any time, and are
nd!
Seco
There are no hit points, or any
such resource that players have
to determine “how much damage
they can take.”

Instead, Capes, Cowls and


Villains Foul uses Setback
Tokens, and what is neat about
them is that they represent
taking a girder to the chin and
this making your character wince
in pain but also represent a
character who gets so frustrated
in a given situation that they
storm off in anger, or just give up.
They are fatigue, and hit points,
and exhaustion, and mental
strain, and frustration, and even,
in the case of some characters,
their disinterest in being part of
the current scene.

Derek Hand
Chapter 1 9

Character Design
The Stuff That some characters will have greater
access to this, but in doing
(Super)Heroes Are so, they will not have as much
Made Of available to them in the form of
There are four game related Traits.
steps to creating your very own
superhero, in addition, players will Factoids are the small nuggets of
of course want to come up with information about the character,
their hero’s name, secret identity, kind of like a detailed backstory,
and costume. but distilled down to quick and
easy digestible bites.
Traits are the nuts and bolts of
the character, how and what they Allowing players to alter their
are able to do. factoids and complications as
their characters interact with
Complications are the elements the universe and develop should
of a character that make them be strongly encouraged, after
flawed: their love for their all, although superheroes rarely
grandmother, a weakness to a change, in terms of their powers
rare element, a tendency to shoot and abilities, they frequently
first and ask questions later, a experience high drama and evolve
berserker rage… in their alter ego.

Editorial Control is another When creating your character,


resource that players have, and your Editor will determine how
many Design Points you have

Ed. NOTE: CHARACTER DESIGN


One way to help you begin to create your character is to write down all the Traits
they might have- skills, powers, equipment… Write everything down in a big list.

Now, try to consolidate many of these Traits. ATHLETIC covers the ability to jump,
run, catch… Instead of 4 different one-shot pieces of equipment, what about a
GADGET Trait? If you imagine your character leaping miles at a time, is this a
separate Trait, or could it be folded into SUPER-STRENGTH?

It is recommended you narrow this list down to 5-12 Traits, now begin to think
about how frequently you might use each of them. Those that you will be using
most frequently will be Signature Traits: defining characteristics of your character
(SUPER-STRENGTH is often a great example of this) and Versatile Traits are open-
ended Traits that might be used several different ways in the course of an Issue.

Start assigning levels, keeping in mind that the cost to raise Editorial Control is
directly proportionate to the rank of your highest Trait.
10

Character Design
access to. Design Points are used they cannot do. Traits allow
to identify your character’s Traits characters who might be similar
as well as potentially increasing on paper in other superheroic
their base Editorial Control. roleplaying games to be defined
very individually. One character’s
There are three suggested RAPID CELLULAR REGENERATION
starting amounts of Design might be another character’s
Points: REFUSAL TO DIE. You do not
have to define and figure out
what skills, mystical powers,
100: for street level, and contacts a characters’ Ninja
inexperienced, young, and/or Training would give them access
rookie heroes. to. Instead you have the Trait:
NINJA TRAINING. Can your Ninja
150: the default: competent, Trained character walk through
powerful characters walls? Why not?

200: the Big Guns, the movers A TAI-CHI GRANDMASTER


and shakers. implies certain skills, training,
and flavor, as does TRAINED BY
EASTERN MONKS. Both would
Of course, the Editor can use allow a character to whip out
however many points they want some martial arts, but the latter
when creating Villains. might also allow a character to
slow their heart rate through
Traits meditation exercises.
Capes, Cowls, & Villains Foul WINGS allow a character to fly,
character design is meant to but could also be used to shield a
encourage players to think of their character from a POWER BLAST.
characters in terms of what they HYPER-FLIGHT also allows a
can do, what they are good at, and character to fly, but might also
is not concerned with those areas give the character some immunity
the character does not excel in. to the effects of high g-forces.
Traits are a character’s powers, Traits are resources. They are
skills, special attacks, animal what your character uses to
companions, equipment, and perform actions, whether it is
specializations. Unless it is investigating a crime scene,
significant to the character throwing a punch, or trying to
that they are not agile (see stop the bridge from collapsing.
Complications), CC&VF character The effectiveness of Traits will
design doesn’t focus on such generally diminish during a Scene,
things. It is far more fun to look thus characters will likely have
at all the cool things a character to use several Traits in a given
can do, as opposed to what Scene. A non-signature Trait can
11

be Used once before accumulating possess, as it occupies that rather


Detriment Dice. If the totally blurry area between normal and
white canvas of character creation not-so-normal. Ranks 6-8 are
seems a bit daunting, start by generally for super-powered
coming up with 5 to 12 Traits. individuals-- a character with the
ability to pick up a delivery truck
If a character has a Trait, they are would have SUPER-STRENGTH,
more competent than someone and a character who solved the
who does not have that Trait. seven Millennium Prize Problems
by age 8 might well have SUPER-
Your Editor will determine how INTELLIGENCE.
many Design Points you have for
creation of your superhero. You Cosmic: Now, we’re in the big
will spend these points on two leagues, dealing with abilities
things: Traits and Editorial Control that extend even further than
(see page 27). most superhumans. It covers
Traits ranks 9-12 or even higher.
There are three Tiers of ranks. Characters with Traits ranked this
high can literally do things that
Human: Generally, Traits that can defy any and all explanation. The
be possessed by any character ability to fly into the sun, altering
(STRONG, SMART, LIBRARIAN, the orbit of the moon, relocating
MERCENARY, etc.) -- powered the island of Manhattan all fall
or non-powered -- will be in the into this category.
Human range of 1-4. A rank of
1 in SMART might be equivalent Trait Cost
to a high-school scholar, rank The basic cost for purchasing a
2 in SMART would be a college Trait is below. These costs might
professor, rank 3 might be a well be adjusted by Modifiers
Nobel Prize winner in a specific (see the Trait Cost Table on the
field, rank 4 would be one of the following page).
world’s top experts in a field. But,
what about someone who is heads It is important for a character to
and shoulders above their peers? know what Tier and Rank their
highest Trait is, see Editorial
Superhuman: This Tier is Control page 27.
reserved for Traits ranked from
5-8. In our real world, there
might be one or two people with a
Modifiers
specific Trait at rank 5 -- Stephen A player can easily create a fun-
Hawking, Michael Jordan, etc. In to-play, dynamic, interesting
comicbooks, it is more common character just by purchasing
for “non-powered” superheroes Traits. But some players might
to have a Trait at rank 5. This find the following Modifiers
will usually be the highest Tier (both Bonuses and Restrictions)
that non-powered characters will allow them to better create the
12

Character Design

Trait Cost Table Bonuses


Auto-Defend
Tier: Rank: Cumulative Once per Issue, a
Cost: character may use this
1 1 Trait to automatically
Human 2 2 defend against an
attack.
3 3
4 4 Activating this does not
5 6 count as a Usage of the
Superhuman Trait and this Modifier
6 8
can only be purchased
7 10 for Superhuman or
8 12 Cosmic-Tier Traits.
9 16
Auto-Defend must be
10 20 declared before the
Cosmic
11 24 attack check has been
12 28 made. This Modifier can
only be purchased once
13+ Each additional
for each character.
rank will cost
an additional 5
points. Cost: 3
May only be taken once.
character they want to play. Each
Modifier will be described with Diminishing Signature
the cost listed. Costs will likely be A Diminishing Signature is front-
a one-time point-cost, but they loaded. Each Signature purchased
might be modified by the rank gives a character an additional
of the Trait. If a cost is listed as (Benefit) Die to their roll. But,
X/Y/z, X is the cost for a Human- Detriment Dice being what they
Tier Trait, Y is the cost for a are, this benefit is strongest with
Super-Human-Tier Trait, z is the the first Usage.
cost for a Cosmic-Tier Trait.

Ed. NOTE: The Character Sheet


On a Character Sheet, I have found it easiest to just record the number of
Usages a Trait has before accumulating Detriment Dice, so, a Trait with one
Usage would be written as TRAIT (1), a Diminishing Signature Trait X2 would be
TRAIT (3/2/1), and so on. Additionally, Situational Setbacks and Boosts will
simply be recorded as +2 or -2 with their specific Situation.
13

Example: A character with he feels would be Linked to that


WINGS, Diminishing X1 would Usage as well).
roll 2 dice for their first Usage,
and keep the best one. For their Some Editors and their players
second Usage, they would roll one may find Hints not in line with
die. X2 would give three dice for what they want to accomplish at
the first Usage, keeping the best; the gaming table. If that is the
two dice for the second Usage, case, might I suggest that the
keeping the best; and one die for Editor may still want to use it
the third Usage. from time to time, lest players
miss a vital clue? Or if it is
Cost: 3/6/9 (A character can something their characters might
purchase only two Signatures instinctively pick up.
for each Trait, and they can only
choose one type. Signatures
should be recorded as X1 or X2.) “Okay, make a roll for your
May be purchased twice per Trait. SUPER-SENSES.”

Hint (optional, see text) Player makes a roll, activating a


Mysteries are frequently one of Usage.
the common downfalls of any
roleplaying game. How to run a “You pick up the smell of blood,
mystery, how to deliver clues, but it is not human blood, rather
how to keep the players on the it smells like the blood of the
right path? If you want your alien Q’Tori race you encountered
character to be the type who is several months ago.”
able to find clues at the crime
scene, or who can best determine
where the villain might strike Some Editors and players may
next, consider the Hint Bonus. want their choices to dictate the
outcome of all situations, without
A character may have only one Editor influence, and this is
Trait with Hint attached to it. absolutely fine.
What makes the Hint Bonus
unique is that it will likely be the The Hint Bonus was included for
Editor who activates a Usage of those players who have a concept
it, giving the player some clue in mind, but might not be the
about something their character detectives that their characters
may very well have uncovered. are. There are many different
This is not to say that a character styles of running a game and
cannot attempt to activate the playing a game.
Hint Bonus, but doing so will likely
require a roll. If the Editor calls Cost: 3
for the Hint, he will not require a
roll, but one Usage will be marked
off for the Trait (and any Traits
14

Character Design
Incapacitate Link
This Bonus represents a Trait that A Linked Trait is one that can be
can immobilize a target character used to make another trait more
if successful. effective.

Usage of the Trait is a standard One example might be SUPER-


roll opposed by another character. STRENGTH that a character uses
If the Incapacitating character with their BOXING Trait, or this
wins the roll, there is no Setback might also be used for Traits that
Token; instead, the opposing are weapons or equipment such
character is Incapacitated. The as BIG GUN, THE GLASS BLADE,
Incapacitating character should or THE GREEN KNIGHT’S ARMOR.
note the result of their roll. An
Incapacitated character can do A Linked Trait will add to the
nothing but try to escape in some Usage roll of another Trait,
way on their turn. However, an modifying it based on the Tier of
escape attempt does not activate the Trait: Human-Tier Traits add
a Usage of a Trait, if the same 1, Superhuman-Tier Traits add
Traits that were Used in the initial 3, and Cosmic-Tier Traits add 5.
roll are being Used again. If a However, each time a Linked Trait
character wants to try to get free is used in this way, it does count
of their Incapacitation using other as a Usage of that Trait, and
Traits, they may willingly activate if the Linked Trait is subject to
Usages (or even if it is the same Detriment Dice, the same number
Trait, but perhaps they have a of Detriment Dice are added to
Power-Up Signature). the roll.

Each round the Incapacitation is Characters with multiple Linked


held, the opposing character gets Traits might find themselves
a cumulative +1 to their escape wanting to use several in one
attempt, unless the Incapacitating action for maximum effect.
character wishes to activate A character might have
another Usage (This must be done SKILLED BRAWLER with SUPER-
before the Incapacitated character STRENGTH(s) Linked, as well
breaks free). They have to roll as their GOLDEN CESTUS(s)
as normal, but instead of being Linked. This is a great way to
opposed, they are just rolling to represent that One Big Attack that
get a new number and reset the characters sometimes pull off.
Incapacitation.
Cost: 2/ 4/ 6
Cost: 2 May only be purchased once per
May only be purchased once per Trait.
Trait.
15

Power-Up Signature
Ed. NOTE: Linking A Signature Trait is one
Linking is one of the aspects of CC&VF that the character is well
that allows characters to really shine, and known for having. It is
allows players the freedom to exercise their also likely to be a Trait that
creative muscles as co-creators of the story they use frequently and
told in a particular Issue. that does not immediately
suffer from ineffectiveness
Linking allows a character to use one after a Usage.
Trait as the Primary Trait, getting the full
bonuses and effects of that Trait, as well A Power-Up Signature is
as adding the Link value of one or more one that gets better (for a
Secondary Traits. time). It is the opposite of
a Diminishing Signature.
In this rulebook, Secondary Traits will be
noted with an (s) next to them to indicate For the first Usage of
their Secondary status in any example a Trait, just one die is
of play. A character Using MARTIAL ARTS rolled, but each Signature
Linked with SUPER-STRENGTH would purchased gives a
be written as: MARTIAL ARTS + SUPER- character an additional
STRENGTH(s). Usage with a Benefit Die
added, before Detriment
But what if a Linked Trait has Benefit or Dice are added.
Detriment Dice?
For example, LASER BLAST
The Primary Trait determines initially how Power-Up X1 would utilize
many dice are rolled. A Secondary Trait that one die for their first
has one or more Benefit Dice would add +2 Usage, two dice for the
to the roll for each Benefit Die (unless the second Usage (keeping the
Benefit Dice are being offset by Detriment best). X2 would give 1 die
Dice, in which case, they cancel each other for first Usage, two dice for
out, on a one-to-one basis. Remaining second Usage (keeping the
Benefit Dice add the +2 Bonus). However, if best), and three (!) dice for
a Secondary Trait has accumulated one or their third Usage (keeping
more Detriment Dice, they are added to the the best).
roll as Detriment Dice. Yeah, it kind of sucks,
it would be much cooler if they only added Cost: 3/6/9 (A character
a -2 to the roll. Oh well. This allows a player can purchase only two
the chance to still be lucky with a Linked roll. Signatures for each Trait,
and they can only choose
Secondary Traits do not get to apply any of one type. Signatures
their Modifiers. For example, if a Secondary should be recorded as X1
Trait is Incapacitating, or has a Situational or X2.)
Boost, it is not applicable to the Primary May only be purchased
Trait. twice per Trait.
16

Character Design
Regulated Signature For example, a character with
A Signature Trait is one that SUPER-DEXTERITY Regulated X1
the character is well known for can use their SUPER-DEXTERITY
having. It is also likely to be a twice before having to add
Trait that they use frequently Detriment Dice to their roll. X2
and that does not immediately would give the character three
suffer from ineffectiveness after a Usages before Detriment Dice.
Usage.
Cost: 2/4/6 (A character can
A Regulated Signature allows purchase only two Signatures
a character to use a Trait more for each Trait, and they can only
frequently without penalty. Each choose one type. Signatures
Signature purchased gives a should be recorded as X1 or X2.)
character an additional Usage May only be purchased twice per
before Detriment dice might take Trait.
effect.
Situational Boost
This Trait’s rating is
increased by 2 under
certain circumstances.

Upon selecting this


Bonus, you must choose
what the circumstance
is and write it down
next to the Bonus. An
Editor might veto any
Situational Boost if it
seems far too potent.
Some examples include
“when used against fire
based characters,” or “+
2 when standing on a
natural surface.”

Characters might also


find using a Situational
Boost with a Linked Trait
is a good way to emulate
characters with specific
skills and equipment:
MARTIAL ARTIST with
the Situational Boost,+
2 when using Bo-Sticks,
with BO-STICKS(s) being
a Linked Trait. In this
Bill Williams
17

case, the Situational Boost would Usage(s), while the Undefined


only be relevant when activating a ones are more Issue-specific.
Usage of the Linked Trait. For every time this modifier is
applied (up to three times), the
Cost: 2 Trait gets one Defined Aspect
May be purchased multiple times and one Undefined Aspect.
per Trait, each time indicating a Defined Aspects are the effects
different situation. that the Trait can always have
Multiple Situational Boosts can (Protect, Blast, Teleport), while
apply at once. the Undefined Aspects are the on-
the-fly effects that change from
Versatile issue to issue. Once an Undefined
This Trait represents a power Aspect is defined, it is defined for
or device that can be applied in the duration of the entire issue.
diverse ways, effectively acting
as a collection of separate powers For example, a character with one
along with open “slots” that can or more suits of HI-TECH ARMOR,
be filled with other powers during who purchased 3 Defined Aspects,
the game. might have Protect, Pulse Blast,
Flight, and depending on the
The Editor is the final arbiter as story’s needs, might try out
to what is allowed to be taken Stealth, Super-Strength, Aquatic
as a Versatile Trait, but the Mode, Computer Uplink, etc.
general rule of thumb is that if
the Trait is capable of being used Cost: 3
for drastically different tasks, it May be purchased three times per
should be eligible for this bonus. Trait.

For example, SUPER-SPEED would Restrictions


likely not be eligible because all Adding a restriction to a Trait
of its effects are derived from returns points to a character. The
extremely fast movement. POWER cost will be listed as a negative
ARMOR would be applicable, number, indicating how many
though, if you wanted to add points are returned. The cost of a
guns, flight, super-strength and Trait can never drop below 1.
so on. Other possible Versatile
Traits might include MAGIC Disadvantage
SPELLS, ENCHANTED WEAPON, A Disadvantage is a miscellaneous
and CONTROL OVER [insert flaw that impedes the Trait’s
specific energy/ substance], and effectiveness in some way.
the classic, GADGETS. Upon selecting this Restriction,
you must choose what the
A Versatile Trait will have a certain Disadvantage is. Your Editor
number of Defined and Undefined might veto the Disadvantage
Aspects associated with it: the if it seems too minor to hinder
Defined ones are the standard
18

Character Design

Ed. NOTE: DISADVANTAGES vs. SITUATIONAL SETBACKS (vs.


COMPLICATIONS)
What is the difference? After all, Disadvantages and Situational Setbacks
cost the same. It is all about the flavor. Sometimes a superpower might have
decreased effectiveness in a certain situation, sometimes it will be wholly
ineffective, and in the case of a Complication, might be worth some Editorial
Control. A Disadvantage might seem to be far more crippling, but isn’t it
all about creating the character you want to create? Who are we to stop
you? Additionally, the introduction of a certain situation might be more of a
Complication, crippling your character, but getting them ready for the bigger
fight later on (in the same Issue).

the character (and since not all Trait, but before making your
Editors are adversarial jerks, Usage roll, you must roll a d12. A
they might also let you know if it natural result of 1-2 indicates the
seems too crippling). Trait doesn’t work.

Examples include only works at You may activate a Usage of


night and has a very noticeable a different Trait for this same
effect (sight, smell, sound…). action, but that roll will suffer a -2
penalty.
Cost: -2
May be purchased multiple times Cost: -2/ -4/ -8
per trait May only be purchased once per
Trait
Editorial Choice
This Trait must be activated by Not-A-Finisher
spending a point of Editorial Control This Trait is one that is not likely
each time you to activate a Usage. to win any fights. It can be used
normally, except that it will
This restriction can be taken not activate a Knockout, either
multiple times, with each time by rolling a critical hit or by
requiring an additional point of delivering the final blow needed to
Editorial Control. KO an opponent.

Cost: -1/ -2/ -4 Possible examples of this Restriction


May be purchased multiple times are SUPER-SENSES (great for
per Trait. seeing a hole in the defenses of a
foe) and STUN-ATTACK (stun does
Fickle not equal KO) as well as WITTY
This Trait is unreliable and cannot BANTER (the puns are frustrating,
always be counted on to function. but not enough to take an opponent
After declaring a Usage of the out of the combat!).
19

Cost: -1 Miscellaneous
May only be purchased once per
Trait. Definitive
A Definitive Trait is one that has a
One-Shot very clearly stated, always-active
You may only activate a Usage for effect.
this Trait once per Issue.
This Trait has no rank, except for
Cost: -3 a Tier Identification. But it always
May only be purchased once per works in the way that it should.
Trait. Be forewarned: This is, in many
ways, the Monkey’s Paw. Editors
Only When the Chips Are Down and players should be careful with
The Trait can only used when the Definitive Traits (and recall that
character has 2 or more Setback NPCs as well as PCs can have
Tokens. If the character has less them). Definitive Traits should
than 2 Setback Tokens, this Trait best be used when something is
cannot be used. so very clearly needed. Setback
Tokens are not strictly damage;
Cost: -2/ -4/ -8 they are also fatigue, boredom,
May only be purchased once per frustration, exhaustion, etc. A
Trait. character who has the ability to
ignore bullets and anything less
Situational Setback powerful could be well served with
The Trait’s rating is decreased by IMMUNE TO BULLETS 8 as a Trait,
2 under specific circumstances. and when a stray attack gets
through, it could be described as
Upon selecting this Restriction, anger.
you must choose what the
circumstance is and write it First, the Editor and Player need
down next to the Restriction. An to determine what the Definitive
Editor might veto any Situational Trait does. What does it always
Setback if it seems far too minor do?
(or perhaps if it seems far too
crippling). After figuring out what it
always does, then, what are the
Some examples include when used drawbacks of this benefit?
against fire-based characters,
or when not in contact with the BULLETPROOF SKIN-Human is
Earth. one example, as is LIVES IN THE
SUN-Cosmic.
Cost: -2
May be purchased multiple times After you determine what it
per Trait. does, you must determine what
Tier it ignores: BULLETPROOF
SKIN would ignore Human Tier
20

Character Design
standard weapons, whereas LIVES Definitive Traits should be
IN THE SUN would ignore Cosmic noted as: TRAIT NAME-Human/
Tier damage from Fire, Heat, etc. Superhuman/ Cosmic. There is no
rank.
Once this is determined, the cost
is set. But there is always one or Cost: 15/ 30/ 45
more catches:
Shared Trait
1) A character may have only one A Shared Trait is one that is
Definitive Trait. purchased by several characters.
The cost is split evenly by all the
2) Every Definitive Trait has to characters, with all fractions being
have a suitable Complication rounded up. And any character
attached to it. This Complication Using the Trait will activate a
is the drawback of the benefit. Usage. Thus, record-keeping of a
BULLETPROOF SKIN- Superhuman Shared Trait should be maintained
might dull the character’s sense by just one person. Shared Traits
of touch to such a degree that he are frequently TEAM HQ or other
tends to break things. A doctor such team-based items and
would not be able to operate on equipment.
the character? Perhaps his tactile
senses are dulled? Optional (Editor’s choice):
If not all the characters who
3) Opposing characters will have purchased the Trait are present,
the option of trying to determine the rank of the Trait might drop.
how the Definitive Trait might be For bookkeeping purposes,
avoided. They will do this based these different ranks should be
on a difficulty determined by the recorded as well. For example, if
Tier (and might want to consider 6 characters purchase a Secret
an appropriate Trait Usage) as HQ- 5 for 6 points, each would
follows: Human 10, Superhuman pay only 1 point. If one (or two)
12, Cosmic 15. characters were missing, the base
would drop to rank 4. If three

Ed. NOTE: SHARED TRAITS VIA EDITORIAL FIAT


If an Editor finds him or herself with a disparate group of heroes at the start
of a series who eventually become a team, one fun extra that could be handed
out would be a Shared Trait without the players having to spend their own
Character Design Points. Having a Shared Trait is cool. The Trait MEMBER OF
THE SUPER FIVE could mean any number of things- a supercomputer; clout
dealing with NPCs; contacts within government and law enforcement; or a hi-
tech lab for data analysis.
21

characters were missing, the base


would drop to rank 3 and so forth.

Cost: Total Cost of Trait divided


by the number of characters
purchasing the Trait.

Undefined
An Undefined Trait is one with
incredible flexibility, often allowing
a character to find just the right
Trait for a specific task.

An Undefined Trait has an


additional cost of 5. However, any
additional points put into the Trait
are put into an Undefined Pool.

A character must spend at least


one round in an Action Scene
doing nothing with their action
but activating the Undefined Trait,
but after activating it, they may
spend this Pool of points however
they choose, defining the Trait (or
Traits) for that scene.

A character may decide to put


20 additional points into an
Undefined Trait, and choose to
make it a Trait at rank 10, or
a Linked Trait at rank 8, with a
Situational Boost, or even a Trait Derek Hand

Ed. NOTE: UNDEFINED TRAITS IN NON-ACTION SCENES


In a Contested Scene, if the Undefined Trait was Defined prior to the start
of the Contested Scene, it will remain Defined.

In an Extended Scene, the Editor and Player should work together to


narratively describe how it is applied, lest it become far too powerful. We
will not present a hard and fast rule here, but embrace the spirit of it.
Perhaps allow a player to Define the Trait only once per Extended Scene,
unless they spend Editorial Control.
22

Character Design
at rank 5 with Power-Up Signature Bonuses:
x2 and Incapacitate, or possibly Auto-Defend: 3
even Two Traits at rank 7. Hint: 3
Incapacitate: 2
A character can switch their points Situational Boost: 2
around by spending an extra round Versatile: 3/ Defined Aspect
and redefining this pool of points.
Restrictions:
Cost: 5 Disadvantage: -2
Editorial Choice: -1/ -2/ -4
Trait Cost Cheat Sheet Fickle: -2/ -4/ -8
Below is a cheat sheet for the Not-A-Finisher: -1
cost of Traits with frequently used One-Shot: -3
modifiers, as well as the list of Only When the Chips Are Down:
modifiers with costs. -2/ -4/ -8
Situational Setback: -2

A Quick Reference Chart for Some Standard Trait Costs


Trait Signature Signature Power-up or Power-up or Linked:
Rating: x1: x2: Diminishing Diminishing
Signature x1: Signature x2:
1 3 5 4 7 +2
2 4 6 5 8 +2
3 5 7 6 9 +2
4 6 8 7 10 +2
5 10 14 12 18 +4
6 12 16 14 20 +4
7 14 18 16 22 +4
8 16 20 18 24 +4
9 22 28 25 34 +6
10 26 32 29 38 +6
11 30 36 33 42 +6
12 34 40 37 46 +6
13 39 45 42 51 +6
14 44 50 47 56 +6
15 49 55 52 61 +6
16 54 60 57 66 +6
17 59 65 62 71 +6
18 64 70 67 76 +6
ask... 23
So, you
Where is the long list of

Trait Guidelines
Powers and skills and... ?
There is none. You define what Traits have provided for player-characters
you want your character to have. (see pages. 42-45). This is as easy
as 1-2-3… It can work wonders for a
A super-powered engineer character super-fast character creation. Hey, we
might have a Trait named BATTLE know that sometimes the Editor and
ARMOR 6 and instead of having to build players get together spontaneously for
14 (or more?) different suits of armor, a pick-up game, or haven’t had time to
each one for a specific purpose, the go through the full character generation
character can narrate the character process ahead of time. This is more
choosing a specific set of armor and common in gaming groups than you
defining what it does during play. Each might think.
use will be a Usage. It is irrelevant if it
is “Stealth Armor, Mark VIII” and the You simply pick a Trait off the list on the
character wants to activate the stealth flip-side of this page and fill its name
mode, adding 6 to any stealth roll for in any of the “blank” spots on the Plug-
an action by spending a Usage, or if n-Play character template. Since there
it is “Neptune Underwater Armor 3.1” are several different templates given
and the character needs to find the there, for the three main power levels
submarine base of his archenemy using (Street Level, Standard, and Cosmic
sonar. Heroes), this opens up a great variety
of combinations and versions of the
SUPER-STRENGTH does what “Super- Traits. Since you can add modifiers like
Strength” can ordinarily do… in the “Incapacitate” and “Auto-Defend” to
comics, that is. any Trait imaginable, this will allow you
to customize a quickly made character’s
But wait, you Editors might ask, Traits even further.
what if a character wants to use an
inappropriate Trait for a specific action? The possibilities are countless, and can
(This might be done by a character be used to create many unconventional
wanting to use their best Trait.) If it is and humorous comicbook abilities. Just
appropriate, let it happen. Make the a few examples from the playtesters:
character work for it. How are they
using their claws to keep the car from If you happened to pick REVEALING
falling off the edge of the parking COSTUME from the Unusual Genre
garage? However, there may be times Traits examples, you could fill it into a
when it is just not very appropriate. You slot and also assign the “Incapacitate”
can either say “no” or you can apply bonus to it. What does that do?
a difficulty modifier to the task. Many Use your imagination… REVEALING
players are not fans of “no”, so, apply a COSTUME along with Incapacitate
modifier. If it is an opposed check, add could mean that your Hero (or rather,
to the opposition’s result. Heroine) can cause an opponent to stop
dead in their tracks simply by appearing
For inspiration, flip the page over in their sexy action-wear, or immobilize
for our totally non-exhaustive list of foes by having them marvel at or
Traits, broadly grouped into somewhat drool over the character for a moment,
arbitrary categories. If you are having forgetting what they were actually
trouble thinking of Traits and how to going to do. This is indeed a system
approach the design of your character, that makes it easily possible to use
take a look at these. BEAUTY, GOOD LOOKS, or STRIKINGLY
GOOD-LOOKING IN HER COSTUME as a
Another Hint form of entangling or stunning.
You can even pick ANY of the Trait
names from the lists below and In another playtest group, one Hero
combine them with ANY of the pre- had a very cute and talented TRAINED
made “Plug-n-Play” templates we DOG as a Trait. So, apart from the
24 various “doggy” things the dog could Auto-Defend, as well as Incapacitate,
do on its own (simply using the Trait creating a very powerful companion!
rank), combined with “Auto-Defend” TRAINED DOG along with Incapacitate
the TRAINED DOG could be used could mean the dog leaps onto a bad
once per Issue to distract or scare an guy, pinning them to the ground, or
opponent so much that the Villain could scaring them into submission. The
not get their intended attack to work system allows it all, and that sort of
on the dog-owning Hero. Something thing certainly happens in comicbooks,
like a trained super-pet could even be too.
enhanced with Signatures, Linking,

Standard Traits
Something any normal human might have, but not necessarily a Trait that can have
a Superhuman or even Cosmic rank.

Strong, Smart, Tough, Athletic, Science-Wiz, Wise, Tactician, Natural Leader,


Martial Artist, Stealthy, Marksman, Acrobatic

Professional Traits Super Power Traits


Engineer, Detective, Medical Doctor, Green TELEPORTATION,Regeneration,
Beret, Investigator, Photojournalist, Feisty optic blasts, wings, Flight,
Reporter, Home Economics Teacher Super-Strength, Skin That
Turns to steel, telekinesis

Versatile Traits
Along with possible Defined Aspects. Unusual Genre Traits
Revealing Costume, Breaks
Fleet of Variant Battle Armors (Flight, the Fourth Wall, Witty
Protection, Photon Blast), Magic (Shield of Sutari, Banter, Post-Modern, Never
Bahamut’s Blast), Gadgets (Net, Smoke Bombs), Taken Seriously, Sidekick, Fan
Rhodes Scholar (Academic Knowledge, Favorite, Bad Rep
Intelligent), Nightforce Control (Blinding,
Flight), Robotic Body (Super-Strength, Super-
Toughness), Atlantean PhysioLOGY (Super- Equipment/Gear/Etc.
Strength, No Need to Breathe, Super-Swimming),
Big Gun, Crystal Sword,
Weasel Powers (Crafty, Speedy)
Rocket Pack, Bo-sticks,
Roller Skates, Shield, Flying
Car, Trained Tiger
Incapacitating Traits
Each of these requires the Incapacitate modifier.
Shared Traits
Net, Snare, Mind Blank, Stun, Turn to Stone Secret Base, Sentient Super
computer, Law Enforcement
Background Traits Contacts, Support of the
Trained by Eastern Monks, Ruler of a small Public, Inventor on Staff,
european Country, Billionaire Playboy, Space Ship, Psionic Link,
New York City Native, Nerdy High School Gestalt Form
Student, Supermodel

Definitive Traits
With some brief info and possible Complication.
BLIND- Human: Immune to any Visually Based Attacks (Susceptible to Sound Based Attacks)
Lives in the Sun-Cosmic: Immune to Fire and Heat (Requires Massive Amounts of Energy on
a Regular Basis to Survive)
Earth Bonded-Superhuman: Cannot be moved while in contact with the Earth (If the Earth is
moved, so is he)
Ghost-Superhuman: Immune to Ordinary Physical Damage (Unable to interact with Physical
World, susceptible to sunlight and many other energy effects)
Bullet Proof Skin-Human: Immune to Damage from Normal Caliber Firearms (Susceptible to
Bludgeoning Damage, Overconfident)
Can Create Anything Found in Nature-Cosmic (Has an incredibly difficult time staying
focused)
25
w e ’r e at it...
e
And Whil

Trait Guidelines
How Do I Create “X” Power?
Given the very open-ended nature of Link together. If a character is doing
character creation, and the way the multiple things, well, treat it as though
CC&VF system works, some superpowers they are attacking multiple opponents
might seem difficult to create. (see page 88), not all the attacks may
be attacks, but they are all actions:
In this section I will describe some attacking one character, trying to open
examples of powers seen in other a door, etc use all the Traits, Link them
systems, show how I would create together, apply the attacking multiples
them for use in CC&FV, and explain the modifier, and roll, each roll opposed.
reasoning behind the design choices. One roll, many things done all at once.

Healing MAKE DUPLICATE COPIES OF SELF


This is a power not seen too often in Link
comics, and because the system is very +2 if Linked with Duplicate Body(ies)
abstract in the damage system, it might
seem unnecessary, or even, impossible. FIRST DUPLICATE BODY
Nay, I say. Can only be used after Make Duplicate
Copies of Self Link
How would it work? Healing would most
frequently be used to Assist Another. SECOND DUPLICATE BODY
Another member of your team is getting Can only be used after Make Duplicate
beat up pretty badly, use your healing Copies of Self
to essentially make their defense, or Link
even their attack that much higher.
THIRD DUPLICATE BODY
It is all in the description anyway. Can only be used after Make Duplicate
“Seeing my ally close to defeat at the Copies of Self
hands of his archenemy, I reach out Link
and send healing magicks his way, Fickle
empowering him for hopefully what will
be his final flurry of blows.” Or “just Mind Control
before the villain’s death-ray strikes This is potentially the game killer. Yes,
my companion, I heal him, holding off there are characters with the ability
death for just a moment longer.” in comics, and implementation of it is
always, always difficult in a game
It is true that one character cannot without it being overpowered or
“heal” another, i.e. take away their underpowered. Mind Control would
Setback Tokens, but you can help them either Incapacitate a foe or give them a
out, and simulate what the end result of Setback Token. Here are some different
healing is, making someone better. ways it could be handled:

HEALING MIND CONTROL


Situational Boost: +2 when assisting Incapacitate
another Link
Link
But what about using that Mind
Clones/Duplicates Controlled character to do something to
Some characters have the ability to split someone else?
themselves into one or more copies of
themselves. MIND-CONTROLLED POWER
Can only be used with or after Mind
I would suggest having this ability be Control
represented by multiple traits. As for +2 if Trait being used is higher Rank
implementation and interpretation of -2 if Trait being used is lower Rank
how it would work: If a character is Link
having all their duplicates do the same
thing (attack one character), they all
26 Just as with the Duplicates example The Situational Boosts and Setbacks
above, a character could have this are to emulate the possibility of a Trait
similar Trait multiple times. being higher or lower than the Trait
being mimicked.
SECONDARY MIND CONTROLLED
POWER Translating powers, skills, and abilities
Can only be used with or after Mind into Traits requires you to think about
Control the overall outcome and effect of what
+2 if Trait being used is higher Rank you want your Trait to do, and then
-2 if Trait being used is lower Rank think about how to explain it during
Link Character Design.

One of these Traits might even have Or as with MIND-CONTROLLED


Auto-Defend. But think in terms of POWERS above, a character could use
narrative. Round 1, the villain Mind an Undefined Trait to great effect here,
Controls your ally (because, come and have the full complement of a
on, no Heroes would ever use MIND character’s Traits available to them.
CONTROL!), your ally either gets a
Setback Token (is fighting it off, has Sidekick
partial control) or is Incapacitated This brings a smile to my face, long
(totally under the power of the Mind ago were the days of heroes having
Control). After the Mind Control a sidekick, or companion animal. In
is active, the villain may use the CC&VF such things are relatively easily
Mind Controlled character to act. handled. Create several Traits that are
“The Sinister Dr. Mind has your ally, the SIDEKICK, and have the character’s
Superball, run in the way of your standard Traits have a Situational Boost
attack, using his SUPERSPEED to +2 when Linked with Sidekick. Does
intercept your blow.” your sidekick have her own personality?
Sure. Maybe the sidekick’s WITTY PUNS
Or some Mind-Controlling characters annoy the Villains. Sidekicks are a great
are far more effective, and might have opportunity for players who really want
a MIND-CONTROL Trait to deliver a roleplaying experience different from
Setback Tokens to their opponents, their peers.
but can also effectively use the Mind-
Controlled character to attack and Equipment
defend themselves. Your character has a super-cool
motorcycle. Great. Does he use it in
MIND-CONTROLLED CHARACTER combat, or does it just get him from
Undefined Point A to Point B? If the latter, if the
Motorcycle doesn’t really have an effect
Copying a Power in the game, it likely isn’t worthy of
Characters in comics who copy Traits being a Trait. Traits are those things
from another are often limited by that your character will use in a Scene.
how effective their copied power is
compared to the original. CC&VF was designed with equipment
and skill-based characters in mind,
MIMIC POWER think of the bold archer standing back-
+2 if Trait being used is higher Rank to-back with the demigod as they
-2 if Trait being used is lower Rank face their enemies. Equipment and
Link skills should absolutely have lots of
Links and Situational Boosts, allowing
SECONDARY MIMICKED POWER a character to get incredible results
+2 if Trait being used is higher Rank when needed, but also proving effective
-2 if Trait being used is lower Rank against less powered opponents and
Link minions. But, know that your Archer
will not be relegated to jumping around
One could have more similar Traits, or acrobatically from panel to panel
maybe the character mimicking the and taking out minions, he can jump
powers has trouble using all their new right in and take on the awesomely
powers at once. overpowered aliens as the heroes
attempt to stop this invasion.
27

Editorial Control Exception: A character built on


fewer points who is adventuring
Editorial Control is what allows
the Editor and players the chance with a higher point total character
to control the direction of the may use the difference in points
story in more concrete ways than to purchase additional Editorial
with the random roll of a die. Control. Think of this as the hero
and sidekick rule (See page 100).
All player characters have some
degree of Editorial Control, and What About Villains?
might wish to purchase more The Editor has a number of points
during Character Design. of Editorial Control equal to the
number of players at the table
Characters will start each Issue plus 6. So, an Editor sits down
with this set amount of Editorial with 5 players, the Editor has 11
Control, but this number may points of EC as a pool to spend for
increase before or during the Villains, henchmen, and NPCs.
course of an Issue through
several different means. Exception: Some Villains might
be created with extra EC, just as
• Having a Complication activated. Heroes are. These extra points
are available to the Editor for that
• Awarded by the Editor if they Villain and that Villain alone, in
feel that they have hindered addition to the pool of Editorial
a character in some way (for Control.
instance, “deactivated a power
for several issues”) Threshold
A character’s Threshold is
• Given to a lower powered determined by their base Editorial
character when adventuring with Control (it is not modified if
higher powered characters a lesser-cost character buys
additional EC to adventure with
Starting Editorial Control a higher-cost character). Most
A player character starts with 2 Heroes (and Villains) will have a
points of Editorial Control. Threshold of 10. Heroes calculate
their Threshold by multiplying
A player may purchase more for their base EC by 2 and adding six
their character at the cost of the (EC*2+6= Threshold).
value of their highest ranked Trait
plus 3. For example, if a character Editorial Control Between
with FLIGHT 9 as their highest Issues
Trait would pay 12 points for each From Issue to Issue, a character’s
additional point of Editorial Control. EC will reset to the base value.
The maximum a character may A character may, at the Editor’s
have during Character Design is 5 discretion, start an Issue with
points of Editorial Control. one or more additional points of
28

Character Design
Editorial Control, this will most attack. A counter-attack is made
likely occur if the Editor has done using the same Trait(s) Used to
something particularly nasty to defend against the attack, and the
that player: negated one of their original attacker may Use the same
powers, kidnapped and put at risk Trait(s) for defense, if appropriate,
their true love, imprisoned them or may Use a different Trait.
(wrongfully, of course).
A counter-attack is unique,
Use of Editorial Control because although it requires a
A player may spend as much EC Usage of the Trait, it happens so
as they want anytime they are fast, that it doesn’t accumulate
actively rolling dice or have an immediate Detriment Dice.
action. If a player wants to spend
all their EC on one roll, who is the Mark off this second Usage,
Editor to stop them? EC may be but make the attempt with the
spent in the following ways: same amount of dice as with the
initial roll. This non-accumulating
Detriment Die also applies to
Editorial Control Options the initial attacker’s defense
EC Effect: roll, if they are using the same
Spent: Trait(s) they Used for the attack.
1 Re-Roll However, a counter-attack cannot
1 Counter-Attack cause a Big Hit.

1 Recover Recover (1 Point)


1 Save the Innocent! Remove 1 Setback Token from the
2 Avoid Insta-Defeat character anytime you can spend
2 Editorial Twist Editorial Control.

3 Creative Control Save the Innocent! (1 Point)


Sometimes, Villains do very bad
things to innocent people. If you
Re-Roll (1 point)
are playing in a game that has
If your character doesn’t like the Villains who like to kill, a hero can
result of the roll you made, you keep an NPC alive by tending to
may spend 1 point of EC to re-roll them and spending a point of EC.
any result that was not a natural
1. The roll is made with the same Avoid Insta-Defeat (2 Points)
number of dice as the original roll,
If you are the recipient of a Big
with the same difficulty.
Hit (see page 77) you may ignore
the Big Hit and take just a single
Counter-Attack (1 point)
Setback Token instead (if you
If an attack misses you, you can only have one Setback Token
declare after the attack roll that remaining, well, you’ll likely be
you are attempting a counter- Out Of Commission for awhile and
29

might want to save these points • Clone?!? Robot Body?!?


of EC). Disappearance?!?: The next
blow reveals that the character
Editorial Twist (2 Points) was not the character, but was
Sometimes the most unexpected instead a clone, or a robot body,
events happen in comics. Refer or maybe they just vanish!
to the cover of Superman #125
for a classic example. However, • Combatus Interruptus:
unlike Creative Control, where Something happens that resets
the character spending the EC the Initiative. Everyone pauses for
has some say how it will work, an a moment. The character can act,
Editorial Twist is left to the whims and the Initiative order will restart.
of the Editor (insert evil Editorial
laugh here) • Combo: You may Link one Trait
to another, if the Trait is already
Below are some examples of one that can be Linked, add 2 to
Editorial Twists. Some may be the Link value.
most appropriate for Villains, and
as with all creative endeavors, the • Distraction: Something
Editor should feel empowered to happens that distracts the
come up with their own Twists. opponent, they subtract 2 from
their next roll. Editors and players
• Adulation/ Condemnation: should work together to make it
The opposing character must dramatically appropriate.
spend their next action dealing
with over-zealous fans, or enemies. • Editorial Favorite: For the
They must make a roll opposed by remainder of the Scene, the
FANS 4. This might be a henchmen character gets an additional
confusing the Big Boss, causing Setback Token (which for Heroes
them to yell, it might be a mob would give them 5).
attacking the villain, it might be
autograph worshipping fans who • Extra-Dimensional Pest:
mob a hero… An extra-dimensional imp of
incredible power shows up
• Break the Fourth Wall: A for some fun. This being can
character is able to get some essentially do anything, having
sort of inside info about what is CONTROL OVER REALITY ranked
going on by talking to the Editor 13+. Have him stick around for
and readers. Maybe it will take a while to annoy Heroes and
the form of learning about an Villains alike. If a hero spent this
opponent’s complication, maybe it EC, the pest will help that hero
will give them a +4 to their next out (initially, and in their own
action, maybe it will give them an inimitable way).
important clue to a mystery being
solved.
30

Character Design
• Great Shot: The next attack • Rotten Luck: The character
roll you make gets a +3 modifier. may force his opponent to re-roll
their next roll, keeping the worst
• Ignore Complication: the roll.
character may ignore an activated
Complication for 1 round without • Sacrifice: If your next action
any side-effect. If the character would help someone other than
does not currently have a yourself, get +4 to the Trait roll.
Complication active, they may
activate one, and act freely for • Spatial Displacement: The
the first round of activation. character is removed from their
location for one round.
• Mega-Link: The character may
Link one Linkable Trait at the full • Spotlight: The character is
rating value, not the standard being highlighted due to their
Link value. popularity or inclusion in an
upcoming Event or Crossover
• New Power!?!?: Character book. The character gets a +3 to
gets a new Trait. This is a single the Usage of their next Trait, and
use Trait, that has a rating equal this Trait can be one they are not
to the character’s third highest normally eligible to Use, i.e. a
Trait. The GM determines what Trait that can only be Used When
this new Trait is (perhaps with the Chips are Down, or a One-
player input). Shot Trait.

• Opening a Can: Add one • Surprise Appearance: An


Benefit Die to the next roll made ally shows up. The time-honored
by the character. cameo. The cameo should not
take away from the spotlight
• Power Swap: Your lowest Trait being on the character, but they
becomes boosted to the same should give them a quick assist.
rating as your highest Trait. This
will last for one round. • Surge: Add 2 to the next Trait
roll by the player.
• Recharge: The character may
eliminate one Usage for one Trait. • Take Cover: The next
defensive roll the character
• Reconfiguring: The character makes gets a +3 modifier, as the
may spend a Usage for one character has found some degree
Trait, and use another Trait. The of defensive advantage.
description and how is up to
the player, make it good. This • Temporal Hiccup: The last
is essentially a way for a lower Usage by the character is erased.
powered Trait Usage to activate a
higher-powered Trait. The Traits
must be within 5 of each other.
31

Random Editorial Twists Creative Control (3


Maybe you want the random chaos of a Points)
comicbook to be embraced, or maybe you’re
just not inspired to come up with your own Creative Control can be
Editorial Twist. If that happens, do what Mr. anything that “was not
Gygax (co-creator of Dungeons and Dragons) planned” in a specific
always told us to do in such situations: Roll
the Dice! I can say with some degree of scene, whether it is
certainty that your Issues will be memorable! a scenic alteration or
Figuring out the how and why is part of the even an entire scene
fun after all. change.
Random Editorial Twists
You can attempt to Use
1st 2nd Editorial Twist: a Trait in a very unusual
D12: D12: way, or even use a
1 Adulation/Condemnation one-shot Trait you have
2 Break the Fourth Wall never even had before.
In many ways, Creative
3 Clone?!? Control is a chance
4 Combatus Interruptus for the character to
5 Combo make something totally
1-6 interesting and unusual
6 Distraction
happen in the scene, as
7 Editorial Favorite long as it doesn’t derail
8 Extra-Dimensional Pest the plot too much.
9 Great Shot
You can use the list
10 Ignore Complication of Editorial Twists as
11 Mega-Link possible results of the
12 New Power Creative Control.

1 Opening a Can
2 Power Swap
3 Recharge
4 Reconfiguring
5 Rotten Luck
7-12
6 Sacrifice
7 Spatial Displacement
8 Spotlight
9 Surprise Appearance
10 Surge
11 Take Cover
12 Temporal Hiccup
32

Character Design

Complications Each character has the option


of choosing one or more
“Whenever I get to take a
character away from a player for complications.
awhile, explain that they’ve been
unconscious and then have them How many? As many as you want.
wake up with blood on their hands
is a chance to have some real How do they work? Here is the
fun.” -- John Wick, Play Dirty really cool part: They can be
activated by the Editor or the
Complications are the things that player.
really mess up your character’s
day: What do they do? They take your
character actively out of a Scene
• a crippling weakness brought on for awhile; they make you focus
a by a specific element on something else; they make
your life difficult.
• a loved one
There might be a mechanical effect:
• the berserker rage that exposure to a rare mineral gives
lies within you, waiting to be your character a Setback Token
unleashed and takes them out of the battle for
several rounds. Or the effect might
• you are a bit crazy, and do be strictly narrative and controlled
things that confound others, often by the Editor: for example, the
at inopportune times crazy character who busts out a
breakdancing routine in the middle
• the archenemy who always of a combat because he heard a
shows up at just the wrong time. really good song on the radio, all
around him his allies and enemies
But Complications are what makes are duking it out, innocent civilians
your character interesting. They are being threatened, and he has
are the things make your character no choice but to dance! There
“human”; they are what makes might be a roleplaying effect, your
readers care about your character; girlfriend happens to be driving
and they are what makes your her car right into the part of the
character flawed. They are also city that is being attacked by the
how your character is able to keep alien invasion. They may actually
going, no matter what, how they give one or more Setback Tokens
are able to get back up again, and to the character. Whatever it is,
how they are able to find their it will likely not be good for your
inner reserve and continue fighting character.
the good fight.
Why have them? Because when
Complications are likely to be an a Complication is activated, it will
intrinsic part of your character. give your character at least one
point of Editorial Control.
33

In addition to the Complications any appropriate method, but


that characters take, an Editor Editors will most likely want to
might find that some situations call for some sort of appropriate
warrant rewarding characters with Trait Usage (PERCEPTIVE to
a point of Editorial Control: Maybe discern an enemy’s weak point
you have taken away one of the or how the villain is favoring one
character’s Traits, maybe there is leg over the other, or maybe
something going to happen this ACADEMIC SCHOLAR to recall that
issue that is particularly damaging Celtic Sprites are known to be
to that character. One might call Weakened by Cold Iron.) An NPC
this an Editorial Complication. Complication will give the Editor
another point of Editorial Control
What if a player perpetually for that specific character.
activates Complications to the
detriment of the story? As the Complications are not positive;
joke goes: “Hit me, hit me,” they are complications. A
said the masochist. “No,” said Berserker Rage doesn’t help
the sadist. Don’t allow it to be when overwhelmed by Villains, a
activated. The CC&VF experience Berserker Rage might mean that
is meant to be fun for everyone. you kill every last living thing, and
Talk to the player, try and work keep on going. The Editor might
it out; give the player a spotlight very well say “Okay, please hand
issue that focuses on that me your character,” and the next
Complication; or if the player is scene you find yourself in would
just too stubborn to appreciate be one where you have Villains
how they are kind of bringing and Heroes lying all around you
everyone down, just take them (Are they dead?) and the wail of
out of every Scene. police sirens is very close.

What about Complications for Now, no one is suggesting that


NPCs? NPCs are likely to have an Editor try to make a game
Complications as well. If they do, less than enjoyable for players,
a player character may attempt but players should have to earn
to activate this Complication. their Editorial Control. They
How? Well, there are enemies that should fear their Complications.
are fought time and again, and That is not to say that maybe a
their Complications might be well Berserker Rage activated by the
known to the players (Bull-Man Editor will not help you against a
is Very Clumsy, I activate that horde of Villains, but maybe you
to get away and help save those ended up destroying the object
people by leading him through you were sent to save as well. As
the alleys on a chase, knowing with anything, know your players,
he will be unable to keep up). know their tolerances, and work
There are also new enemies, and together at making the experience
players might attempt to discover fun for everyone.
their Complications through
34

Character Design
A Complication should produce Complication might involve a
memorable and unexpected surprise appearance by their
results, often it will take a archenemy, or perhaps off-panel,
character out of action for awhile. the archenemy has put into play
While out of action, a character something that will make life
can perform no actions, except miserable for the hero.
perhaps from defending against
an attack. However, some Mental Hang-Up
Complications are a bit nastier. The character has some kind of
mental or emotional problem.
If a Complication takes a There is no end to the possible
character out of a scene, be variations- berserker rage,
sure to continue to include that phobia, disorder, compulsion,
character, describe what they are hatred, obsession, or maybe the
doing, perhaps a frantic search character is just a bit crazy (see
through rubble to save children, the unfortunate breakdancing
or maybe a character who must example above). You must choose
perform a kata when facing what the specific hang-up is, and
their archenemy. Taking a player what your reaction might be when
entirely out of a scene is no fun. confronted with it.
Complications should be fun.
Susceptible/ Weakness
Some example Complications, and The character either suffers an
their possible effects: adverse reaction to an item,
material, or substance that is
Archenemy harmless to others, or exposure
Many Heroes have an archenemy, is devastating and damaging
someone whose primary to the character. A susceptible
motivation is elimination character might be taken Out of
of the hero. Activating the Commission for part of a scene,

Bill Williams
35

Ed. NOTE: WHEN IS A COMPLICATION NOT WORTH EDITORIAL CONTROL?


Sometimes, the activation of a Complication takes a Hero or Villain out
of a Scene for a while. However, sometimes the threat of a Complication
can be just as memorable. A Villain threatening a Hero with exposure to
the mysterious element that negates all their powers can be even more
devastating than actual exposure to the element, because it would require
the hero to stand aside while the Villain escaped, unwilling or unable to do
anything to stop them. Imagine if that Villain didn’t even have the element!

Ed. NOTE: TRAITS AS COMPLICATIONS (OPTIONAL)


Collateral Damage! It is a given in comicbooks. Heck, there was even a comicbook
that dealt with the aftereffects of all these super-powered combats taking place,
and dealing with who had to clean up. That is neither here nor there.

Collateral damage, not being quite in control of one’s powers, pushing one’s self too
far. These things happen in comicbooks, so they can happen in your game.

If a character wants to use a Trait as a Complication, they have to use that Trait in
some way, and declare they are using it as a Complication. As with any Complication,
this is up to the Editor, and might possibly escalate the collateral damage in your
games, but sometimes that is just what the doctor ordered! If the Editor approves
it, and part of this might be up to the player to describe what they think might
happen, the Editor describes the outcome and what effect they might have on the
player. And maybe the player won’t even be out of the Scene for awhile, but their
good name will be dragged through the mud.

Imagine, if you will, two characters duking it out over New York Harbor. The Hero
with SUPER-STRENGTH really needs that extra point of Editorial Control and
activates his SUPER-STRENGTH as a Complication. The Editor thinks for a moment
and nods. “Ok, you pull back and punch your archnemesis with everything you have,
the energy that gave you your powers, making your blood glow a bright blue as it
courses through your body. Your slam your enemy through the air, and he smashes
into the Statue of Liberty, the clang is deafening, the statue buckles, tourists are
screaming, the foundation of the statue shatters, is it going to fall over.”

Now, that player has an extra point of Editorial Control, and the Editor is not
interrupting the combat at all, but the Statue of Liberty is likely going to fall over,
there are tourists and ships everywhere, as well as news helicopters. This will be
front page material, no doubt, and the editor of that newspaper will have a field day.

If you and your players decide you like this concept, consider using it. Maybe not all
the time, maybe it doesn’t happen for a long time, but then, in issue #14, a player
requests activating their SUPER-STRENGTH as a Complication. The Editor taps his
chin, and likes the idea.
36

Character Design
an entire scene, or multiple character might have the Trait
scenes. Maybe just their physical POLYLINGUIST which would allow
Traits are affected. Maybe they them an opportunity to translate
will be taken Out of Commission any text that needs translating in
and suffer one or more Setback a Scene.
Tokens. Reward Editorial Control
based on how devastating the Another character might have a
effect is. Factoid: Speaks Many Languages,
which from a roleplaying
Code of Honor standpoint allows the character
A character has an internal Code the chance to communicate with
of Honor that they will always NPCs that they come across,
try and live up to. Maybe they unless such communication would
refuse to let innocent people be prove to be problematic (i.e.
hurt, perhaps they will never hit a something that would require a
woman. This is a prime example roll of the dice).
of a Complication that takes a
character out of a scene for some Factoids allow someone to look
time. at a character sheet and quickly
identify some of the subtleties of
Complications can take a a character, and allows players
character out of scene, damage the chance to flesh out their
them, tire them out, or actually character without having to worry
allow the Editor to take over about Character Design Points.
control of a player’s character for
a time. As long as it is fun (from a A character with Trained to Fly
narrative standpoint), memorable, Jets would be able to fly the team
and further defines the character, jet, getting from Point A to Point
a Complication will be embraced B. But if, all of a sudden, several
by players and Editors. alien ships burst out of the sky
and begin attacking, well, maybe
Factoids that character never had any
sort of combat training, and thus
So, your character has Traits,
which are used in Scenes. But might not be the best person to
are these the only qualities that be piloting.
define a Hero or Villain?
If you are playing a game with
Not at all. Factoids round out Experience Points, or even if you
your character, identifying their want to redesign your character
interests, hobbies, employment, at some point (see page 109),
and even personality. Factoids do consider transforming Factoids
not have in-game effect, but until into full-fledged Traits.
dice start getting rolled, Factoids
help your character navigate Factoids should be short,
the world around them. One informative, and give a good
picture of a character.
37

Some sample Factoids:


Ed. NOTE: INDEX CARDS
• Sharp Dresser For this game, you will need paper, pencil, some
• Trained Dancer d12s, and I strongly recommend 4x6 index cards.
• Pilot
• Sarcastic Players can use the Index Cards for their
• Classical Education characters, to track Usages, Setback Tokens,
• Poet and Editorial Control. Record all the Traits from
• Pop-Culture Junkie the character sheet, with annotations for the
• Watches Too Much TV number of dice rolled for each Usage. Trait Usage
• Collector of Vinyl can be tracked on the index card, which can leave
• Grease Monkey your character sheet clean and pristine, and you
• Tinkerer can avoid the problems of writing and erasing in
• Pack-rat the same pot again and again, which will lead to
• Vain unsightly small holes in your character sheet.
• Political Junkie
• Has Two Children The Editor can use the cards for Villains and
• Orphan NPCs in much the same way, but should also
• Pessimist make an index card for each Hero as well for
• Video-Game Junkie Initiative purposes.
• Frat-Boy

Summary of Character Design


Step One! pgs.
9-10
Determine Number of Design Points

Step Two! pgs.


10-26
Create/Purchase Traits and Modifiers

Step Three! pgs.


27-31
Figure Up Editorial Control

Step Four! pg.


27
Determine Threshold

Step Five! pgs.


32-36
Create Complications

Step Six! pgs.


36-37
Create Factoids
38

Character Design

Sample Character character will be an astronaut.

Design I jot down ASTRONAUT as a


In order to help players see trait on my piece of scrap paper.
how a character can be created ASTRONAUT can mean lots of
with CC&VF, here is a sample things, so, I make it Versatile:
character with the steps used to Medical Doctor; PhD in
design him. Astrophysics; Former Air
Force Hot Shot. With 3 Defined
I will be creating a 150-point aspects of the Trait, he also has
character, tough enough for 3 Undefined aspects, which gives
most types of adventures. He’ll me some wiggle room to have
be a flying blaster, a classic some fun. But as of right now,
comic archetype. But what is his he has a military background,
angle? What makes him cool? skill with medicine and science,
It is my opinion, that much and is able to fly various air and
of the initial perception of a spacecrafts. What else might
character is formed when he is ASTRONAUT be able to do in
first seen in costume, so I think each issue? Intensive endurance
about a costume. What about training? Some level of star power
something with really cool boots and fame? Knowledge of space,
and gauntlets, and a somewhat and maybe even alien life forms?
minimal bodysuit, which serves to There is some potential there.
highlight these cool features?
Thinking also about him, and
I also think about his personality, depending on how the points work
his skills, and the type of out, he might also be SMART,
character I like to play. I think PHYSICALLY FIT... I jot these
I am going to make him a Traits down as Traits to consider.
somewhat stoic leader type, but
also with some intelligence, a guy On to his powers, he is a flying
who can help solve problems, blaster. Why? It’s not because
not just by rallying his troops. he has a government suit.
He is not a person I see having Seen that before. He was an
actual “powers”, instead being astronaut, on the first manned
more tech-based. But not the mission to Mars. His ship was
standard suit of armor and/ or destroyed upon landing. All
tech supplied by a benevolent alone on Mars, what was he to
organization, and I don’t see him do? He salvaged what he could
being an inventor. from the ship, supplies, oxygen,
communication equipment. He
An astronaut. Modern astronauts tried to communicate with his
are usually Renaissance men, colleagues on Earth. No luck.
with multiple doctorates, in tiptop But as he began adjusting the
shape, and often with some frequency, hoping to pick up
technical skills as well. So, this something, anything, some way
39

to communicate with Houston, Boots and gauntlets to control his


something else came through. direction, and a jetpack to get
Something alien. He was able him back to Earth. And it worked.
to isolate the frequency, and Not only did the alien propellant
modified some onboard sensors provide propulsion, but it could
to attempt to pinpoint it. Was he be focused and directed. He was
in danger? With no help coming going home.
anytime soon, he began moving
towards the source of the alien Ok, so I have an idea about his
sound. Several days across the costume and his tech, now, how
surface of the Red Planet, he about those Traits?
finally came across a sleek, silver
craft, obviously alien tech, and ALIEN TECH SUIT
it looks like they were as lucky PROPULSION BOOTS
landing on the surface as he was. JETPACK
He approached with caution. GAUNTLETS
As he got closer, this did not
seem to be a manned mission, Let’s start assigning numbers
there were no signs of life, or and thinking about them and see
capsule entry. However, when he where we are.
touched the surface of the ship,
the alien metal responded. He ALIEN TECH SUIT- the suit gives
spent several days investigating him oxygen and sustains him in
this alien craft made with harsh environments, allows for
elements and technology unlike travel through space, has onboard
anything he had ever seen. He sensors and communications,
had a background in mechanical maybe some level of protection.
engineering (see that Versatile Overall, I don’t see too much here
ASTRONAUT Trait) and realized, that is outside of the generally
that combined with the wreckage accepted concept of what a suit of
of his own ship, there was enough tech-armor would be, so likely no
salvageable material to make need for Versatile.
something. The alien propulsion
system used a self-contained fuel I assign a 7 rating to it, with 2
system, and had faster-than-light Regulated Signatures, and a
capability. The metal of the ship, Link: 22 points. Oh, add in Auto-
with some work, was malleable, Defend.
and as his air supply was running 25 points initially.
out, he discovered that it could PROPULSION BOOTS- These
be formed and reformed. He give him some flight ability, how
crafted a suit. It might be his he maneuvers. I’m not really
only chance. Using the alien sure what they might be, so I will
propulsion system, combined with come back to them.
some parts from his own ship,
he was able to piece together JETPACK- This is how he flies,
a makeshift, last ditch effort. obviously. Alien tech, does it have
40

Character Design
other applications? I don’t think he could use as he diminished
so. Since it allows for some pretty his other resources. It should be
impressive speed, I am assigning powerful, 9, with 2 Power-Up
it a 9, and his ability to break out Signatures and a Link, for a
of the atmosphere, I will be giving total of 40 points, but applying
it a Diminishing Signaturex2, Only When the Chips Are
and a Link: 40 points, for a total Down, brings the total to 32
of 65. points, we are at 152 points, over
by 2 points.
GAUNTLETS- This will be his
primary attack, and helps him Looking at the point values
fly, and maneuver. Similar to the quickly, I decide to lower the
Jetpack, it is pretty powerful. A GAUNTLETS by 1, which will
rating of 8, with 2 Regulated shave those 2 points.
Signatures, and a Link would be
24 points, for a total of 89. I call this Trait AFTERBURN,
which actually sounds kind of cool
We should clarify the for his name.
ASTRONAUT Trait. It has 3
Defined aspects of Versatile, that Obviously, he doesn’t have any
is 9 points. I consider the use of extra Design Points to increase his
it outside of combat as probably Editorial Control.
being a bit more practical, and
apply a Situational Boost: +2 I think about some Factoids and
Outside of Combat to it, I also like Complications.
the idea that he is a military man,
and can rally his allies, so I apply Factoids:
a Situational Boost: +2 When • Was a Quarterback at the Air
Assisting Others. Both Situational • Force Academy
Boosts together cost 4, so far 13 • Rhodes Scholar
points spent. I look at this Trait • Star Trek fan (dislikes Star
as being impressive, but not Wars)
overly so, so I assign it a 7, with
2 Regulated Signatures, which is Complications:
18 points, plus this 13, is a total • Can be too single-task focused
of 31 for this Trait, and a grand • Arrogant
running total of 120. • Willing to let allies fall, if it is for
the betterment of the team
With 30 Points left, we might
scrap the Boots, because I had
an idea. Here is a character able
to fly FTL, what if he could push
his alien propulsion system, to
get up to that speed, and also,
seemingly, use it as an attack?
I like to think it is as something
Afterburn
Trait:

Rank
9 +5

Link
JETPACK (3/2/1)
Points: 40

Trait:

Rank
9 +5

Link
AFTERBURN (1/2/3)
Modifiers: Only when the chips are down
Points: 32

Trait:
7 +3
Rank

Link
ALIEN TECH SUIT (1/1/1)
Modifiers: Auto-Defend
Points: 25

Trait:
Rank

GAUNTLETS (1/1/1)
7 Link +3
Points: 22

Trait:
Rank

7 +3
Link

ASTRONAUT
Scott Brewer
Modifiers: +2 Outside of Combat, +2 When Assisting
Others, Versatile (Medical Doctor, PhD in Astrophysics, Complications:
Former Air Force Hot Shot, ___, ___, ___) Points: 31
• Can be too single-task
focused
Background • Arrogant
Dexter Michaels was boldly going where no man • Willing to let allies fall, if
had gone before, on the first manned mission for the betterment of the
to Mars. As happens in these stories, something team
went wrong. His ship, Bradbury III crashed on Factoids:
impact, taking the lives of the other crewmem- • Quarterback at Air Force
bers. He salvaged what he could from the ship, Academy
but as he was trying to initiate contact with • Rhodes Scholar
Earth with the broken communication equip- • Star Trek fan (dislikes
ment, he picked up an unknown signal. Isolat- Star Wars)
ing the signal, and jury-rigging what equipment
Base Editorial Control
he had, we was able to isolate the origin. With
help unlikely to arrive, he set out across the 2
Red Planet, and after days, finally came across Threshold
a sleek, silver, presumably alien craft, one that
had also unfortunately crashed. His supplies
10
were running dangerously low, and he had little Design Points
in the way of options, he approached. The metal
150
of the ship responded to his touch. He entered Total Unspent
the ship, exploring some of the alien tech, as
well as this responsive metal. Unless he wished
to die here on Mars, he knew he had to come up
with a plan. He was able to craft and mold the alien metal, and using some of the
presumably FTL propulsion systems of the ship, as well as what he could salvage
from his own ship, was able to craft a suit worthy of a paperback science-fiction
novel. He fired up the suit and took to the sky.
42 G
, MORE PUNCHIN
ADING
LESS RE
Plug and Play Templates
So, maybe you are a player, and you just want to get started playing,
without all that math getting in the way. We want to help you do just
that. We have crafted some Plug and Play Templates, with all the math
already figured out, all you have to do is figure out what Traits you
want your Hero to have (and their Complications, and Factoids, and
name, and costume.) Okay, maybe we should have said, all you have
to do from a math perspective is figure out what Traits you want your
Hero to have.

Unless noted, all Templates have 2 Points of Editorial Control and a


Threshold of 10.

Additionally, Editors might find these Templates useful when crafting


Villains.

100 Point Template 100 Point Template


This Template might best be used for This Template could be a character with
an inexperienced character just learning one primary superpower, and they are
to use their powers, or perhaps for a just learning to apply it in interesting
Street-Level Hero, who always finds that ways.
extra something when they get their
second-wind.
• Allocate Auto-Defend to any Trait. (3
Points)
• Allocate Auto-Defend to any Trait. (3 • Allocate Incapacitate to any Trait. (2
points) points)

Trait ____________________ 8 (1/2/3) Trait ____________________ 9 (1/2/3)


• Only When the Chips are Down • Only When the Chips are Down
(20 points) • Fickle
• Link +5 (24 Points)
Trait ____________________ 6 (3/2/1)
• Link +3 (24 points) Trait ____________________ 8 (3/2/1)
• Link +3 (28 points)
Trait ____________________ 6 (1/1/1)
• Link +3 (20 points) Trait ____________________ 5 (1/2/3)
• Link +3 (22 points)
Trait ____________________ 4 (1/2/3)
• Link +1 (12 points) Trait ____________________ 4 (1/2/3)
• Link +1 (12 points)
Trait ____________________ 4 (3/2/1)
• Link +1 (12 points) Trait ____________________ 3 (1/1/1)
• Link +1 (9 points)
Trait ____________________ 3 (1/1/1)
• Link +1 (9 points)
43
100 POINT TEMPLATE 150 POINT TEMPLATE
This is a balanced character, could be an A balanced character, who is able to bust

Plug and Play Templates


experienced Street-Level character, or out some extra juice just as the Villains
an inexperienced character with several think they have gained the upper hand.
different superpowers.
• Allocate Auto-Defend to any Trait. (3
• Allocate Auto-Defend to any Trait. (3 points)
points) • Allocate Incapacitate to any Trait. (2
points)
Trait ____________________ 7 (1/2/3) • Allocate 3 Versatile Slots. (9 points)
• Link +3 (26 points) • Allocate 2 Situational Boosts. (4 points)

Trait ____________________ 6 (3/2/1) Trait ____________________ 10 (1/1/1)


• Link +3 (24 points) (32 points)

Trait ____________________ 5 (1/1/1) Trait ____________________ 7 (1/2/3)


• Link +3 (18 points) • Link +3 (26 points)

Trait ____________________ 4 (1/1/1) Trait ____________________ 6 (1/1/1)


• Link +1 (10 points) • Link +3 (20 points)

Trait ____________________ 4 (1/1/1) Trait ____________________ 5 (1/1/1)


• Link +1 (10 points) • Link +3 (18 points)

Trait ____________________ 3 (1/1/1) Trait ____________________ 5 (3/2/1)


• Link +1 (9 points) • Only When the Chips are Down
• Link +3 (18 points)

Trait ____________________ 5 (1/1/1)


• Link +3 (18 points)

150 POINT TEMPLATE 150 POINT TEMPLATE


This is likely a very focused character, A character with one major power,
with one or two; possibly an experienced a very, very powerful one that isn’t
superhero/ scientist? very reliable. Or maybe a tech-based
character, whose tech is a bit unreliable,
• Allocate Auto-Defend to any Trait. (3 and takes a while to get warmed up.
points)
• Allocate Auto-Defend to any Trait. (3
Trait ____________________ 9 (1/2/3) points)
(34 points) • Allocate Incapacitate to any Trait. (2
points)
Trait ____________________ 9 (1/1/1)
• Link +5 (34 points) Trait ____________________ 17 (1/2/3)
• Only When the Chips are Down
Trait ____________________ 8 (1) (63 points)
• +2 Outside of Combat
• Not-A-Finisher (13 points) Trait ____________________ 9 (1/2/3)
• Link +5
Trait ____________________ 7 (3/2/1) • Fickle (32 points)
• Link +3 (26 points)
Trait ____________________ 7 (1/1/1)
Trait ____________________ 7 (1/1/1) • Link +3 (22 poins)
• Link +3 (22 points)
Trait ____________________ 5 (1/1/1)
Trait ____________________ 5 (1/1/1) • Link +3 (18 points)
• Link +3 (18 points)
Trait ____________________ 4 (1/1/1)
• Link +1 (10 points)
44
150 Point Template 150 Point Template
Do not back this character into a corner. Balanced character, perhaps has
Or maybe this character has a piece of numerous superpowers, and when the
tech that distracts them but once it gets going gets rough, is able to find their
running. inner reserve, or maybe is like Bruce
Lee and needs to taste their own blood
• Allocate Auto-Defend to any Trait. (3 before unleashing the real hurt.
points)
• Allocate Auto-Defend to any Trait. (3
Trait ____________________ 11 (1/2/3) points)
• Only When the Chips are Down
• +2 w/ 3 Setback Tokens Trait ____________________ 11 (1/2/3)
• +2 when Pushing • Only When the Chips are Down
(38 points) • Link +5 (40 points)

Trait ____________________ 9 (1/2/3) Trait ____________________ 9 (1/1/1)


• Link +5 • Link +5 (34 points)
(40 points)
Trait ____________________ 7 (1/2/3)
Trait ____________________ 8 (1/1/1) • Link +3 (26 points)
• Link +3 (24 points)
Trait ____________________ 5 (1/1/1)
Trait ____________________ 5 (3/2/1) • Link +3 (18 points)
• Link +3 (22 points)
Trait ____________________ 5 (1/1/1)
Trait ____________________ 5 (1/1/1) • Link +3 (18 points)
• Link +3 (18 points)
Trait ____________________ 3 (3/2/1)
Trait ____________________ 5 (1) • Link +1 (11 points)
• Link +3
• Fickle
• Not-A-Finisher (5 points)

150 Point Template 200 Point Template


A normal human, with world-class Balanced character, numerous superpowers
abilities of equipment, or an experienced and training.
character whose powers themselves are
not earth-shattering, but has been around • Allocate Auto-Defend to any Trait. (3 points)
long enough to be able to use them in an
• Allocate 1 Versatile Slot. (3 points)
interesting and efficient ways.
• Allocate Incapacitate to any Trait. (2 points)
• Add 1 Situational Boost. (2 points)
• Allocate Auto-Defend to any Trait. (3 points)
• Allocate Incapacitate to any Trait. (2 points)
Trait ____________________ 12 (1/1/1)
• Allocate 3 Versatile Slots. (9 points)
(40 points)
• Allocate 2 Situational Boosts. (4 points)
Trait ____________________ 9 (1/2/3)
Trait ____________________ 7 (3/2/1)
• Link +5 (40 points)
• Link +3 (26 points)
Trait ____________________ 9 (1/1/1)
Trait ____________________ 7 (1/2/3)
• Link +5 (34 points)
• Link+3 (26 points)
Trait ____________________ 7 (1/1/1)
Trait ____________________ 5 (1/2/3)
• Link +3 (22 points)
• Link +3 (22 points)
Trait ____________________ 7 (1/1)
Trait ____________________ 5 (1/1/1)
• Link +3 (18 points)
• Link +3 (18 points)
Trait ____________________ 5 (1/1/1)
Trait ____________________ 5 (1/1/1)
• Link +3 (18 points)
• Link +3 (18 points)
Trait ____________________ 5 (1/1/1)
Trait ____________________ 4 (1/1/1)
• Link +3 (18 points)
• Link +1 (10 points)

Trait ____________________ 4 (3/2/1)


• Link +1 (12 points)
45

Bill Williams

200 POINT TEMPLATE 200 POINT TEMPLATE


Another balanced character, this one might You know how those archer characters or
have an edge as combat continues, or sidekick characters are always right there
maybe they have a power that needs to be fighting the good fight right alongside the
activated. Heavy Hitters? Or how the character whose
powers are not that impressive, compared
• Allocate Auto-Defend to any Trait. (3 to the other Heroes who are able to survive
points) a nuclear blast, are able to stand back to
back with them against the Villain who just
Trait ____________________ 13 (1/2/3) crushed the moon with one Ionic blast.
• Only When the Chips are Down This is that character.
• Link +5 (49 points)
• Allocate Auto-Defend to any Trait. (3 points)
Trait ____________________ 11 (3/2/1) • 5 Points of Editorial Control. (30 points)
• Link +5 (48 points) • Allocate Incapacitate to any Trait. (2 points)
• Allocate 3 Versatile Slots. (9 points)
Trait ____________________ 9 (1/2/3) • Allocate 2 Situational Boosts. (4 points)
• Link +5 (40 points)
• Threshold: 16
Trait ____________________ 8 (1/1/1)
• Link +3 (24 points) Trait ____________________ 7 (1/2/3)
• Link +3 (26 points)
Trait ____________________ 5 (1/1/1)
• Link +3 (18 points) Trait ____________________ 7 (1/1/1)
• Link+3 (22 points)
Trait ____________________ 5 (1/1/1)
• Link +3 (18 points) Trait ____________________ 5 (1/2/3)
• Link +3 (22 points)

Trait ____________________ 5 (3/2/1)


• Link +3 (22 points)

Trait ____________________ 5 (1/1/1)


• Link +3 (18 points)

Trait ____________________ 5 (1/1/1)


• Link +3 (18 points)

Trait ____________________ 4 (1/2/3)


• Link +1 (12 points)

Trait ____________________ 4 (1/2/3)


• Link +1 (12 points)
46

Character Design

Ed. NOTE: The Usage Sheet


You will notice that there are two types of character sheets in CC&VF: one is the fancy
schmancy Character Sheet, where you can record all the pertinent information about
your character, including a picture of them in costume; the other is a Usage Sheet, which
I designed for use in actual play.

Hunh?

The Character Sheet will have all your Traits, Complications, base Editorial Control, etc.
It is a designed as a permanent record of your character (as permanent as a superhero
can ever be, as their Complications may change, their powers might evolve, etc). You’re
going to put in a lot of work to fit all that information in their.

The Usage Sheet is designed for an Issue, to track your Usages, Setback Tokens, keep a
running tally of your Editorial Control.

Way back when, TSR released fancy character sheets on bright yellow-orange paper,
it was awesome. The sheets had spaces for all sorts of interesting stuff, equipment,
treasure, exploits.

The problem was, after a month or so of playing, the sheet was filled with eraser smudge
marks, and didn’t look quite as pretty.

So, we are trying to help you avoid that problem.

One sheet you can put in a swanky plastic sleeve and protect it from coffee, Mountain
Dew, Dorito cheese dust.

The other is meant to used and written on, erased, on, and when the paper starts
wearing thin, print a new one out.

It allows you to track Usages for the three types of scenes (you will have to erase the
Action Scene Usage marks after each scene, and what if you have more than six Usages
in a single Scene? We will leave it to you to figure out how to record that).

You can track the Setback Tokens you take in each Scene, erasing the Action Scene
marks after each Scene concludes.

You can track your Editorial Control, as it goes up and down during the course of an
Issue.
Heroes and Villains
Before we zoom on to the next chapter, allow us to present you
with a selection of heroes and villains for you use in your games
or to simply serve as examples of how characters are designed.
Furthermore, many of these characters are used in the example of
play and in the short Issues found later in the book.

In the write-ups, the heroes’ names are in blue, while the villains’
names are in red.

Brent Sprecher
48 Americana
Trait:

Rank
7 +3

Link
SHIELD (1/1/1)
Modifiers: Auto-Defend
Points: 25

Trait:

Rank
7 +3

Link
PROGRAMMED ATHLETE (1/1/1)
Modifiers: May not be used more than once in any
round. Points: 20

Trait:
7 +3
Rank

Link
VICIOUS COMBATANT (1/2/3)
Modifiers: Only When the Chips Are Down
Points: 22

Trait: TRAINED IN MARTIAL ARTS


Rank

5 +3
Link

SINCE 4 YEARS OLD(1/1/1)


Points: 18
Brent Sprecher
Trait:
Rank

5 +3
Link

Hi-TECH BATTLE MACE (1/1/1)


Complications:
Modifiers: Incapacitate, Versatile (Stun Charge, Acid
• Unaware she is a clone
Spray, Foam Spray, ___, ___, ___) Points: 29
• Overheats which leads to
Trait: violent mood swings and ir-
Rank

5 +3
Link

SUPER-HUMAN CONSTITUTION (3/2/1) rational behavior


Modifiers: May not be used more than once in any
round Points: 20 Factoids:
Trait: • Military Brat
Rank

5 +3
Link

SUPER-HUMAN STRENGTH (1/1/1) • Rebellious streak


Modifiers: May not be use more than once in any
round Points: 16

Background Base Editorial Control


“Americana” is the public persona of KD-319, the only suc-
cessfully created clone of Katherine Connolly, daughter of 2
Four-Star General Killian “Kill ‘em All” Connolly. Secretly
commissioned as a side project of the United States Army’s
Threshold
RE: Soldier Initiative by her father, KD-319 survived and
flourished when all previous attempts to clone Katherine
10
Connolly failed. Gen. Connolly instructed the genetic engi-
neers behind the program to combine his daughter’s DNA Design Points
with a unique combination of meta-human soldier DNA, 150
which resulted in KD-319 not only surviving, but growing at Total Unspent
an accelerated rate and developing a metahuman constitu-
tion, as well.

KD-319 is faster, stronger and more agile than any world-class athlete, and she has been instructed
in the art of hand-to-hand combat since she was four years old. Her metabolism is higher than an
average human’s, which is her only real weakness; she overheats very rapidly, which causes violent
mood swings and irrational behavior. She is equipped with a shield forged from AISI 4130, a low al-
loy steel used in the aerospace industry that is lightweight and impact and heat resistant. She also
wields a mace, which contains several offensive and defensive weapons, including a 1,000,000 volt
stun charge, a corrosive acid spray, and an immobilizing foam spray. KD-319 is unaware that she is
a clone.
Boy Frog 49

Trait:

Rank
5 +3

Link
LEAPING (1/2/3)
Modifiers: Auto-Defend
Points: 25

Trait:

Rank
5 +3

Link
FROG STYLE MARTIAL ARTS (3/2/1)
Modifiers: +2 vs any other Fighting Style, +2
Linked with STAFF Points: 26

Trait:
5 +3
Rank

Link
STAFF (1/1/1)
Points: 18

Trait:
Rank

AMPHIBIOUS (1)
5 Link +3
Modifiers: Not-A-Finisher
Points: 9

Trait:
Rank

5 +3 Scott Brewer
Link

GADGETS (1)
Complications:
Modifiers: Versatile (Net, ___), Incapacitate
• Inexperienced
Points: 15 • Would rather not fight
Trait:
Rank

1 +1
Link

SUCTION CUP GLOVES (1/1/1)


Points: 7

Factoids:
Background • Sarcastic
The origin of Boy Frog is tied to Terrapin Man. • Enthusiastic
Without the goading of his co-worker, Brock Se-
bastian would likely have been just as happy
going about his day, cleaning pools, biding his
time, but when Steve suggested the two of Base Editorial Control
them go out and make the world better, Brock 2
shrugged his shoulders and said “Why not?” Threshold
Months of training, practicing katas by the pool-
sides as they cleaned the swimming pools of the
10
rich and famous, time spent in the shop coming Design Points
up with equipment, the two of them roam the 100
streets fighting crime and trying to make the Total Unspent
world better.
50 Breaker
Trait:

Rank
9 +5

Link
ENERGY PROJECTION (3/2/1)
Modifiers: Auto-Defend, +2 if Linked with VICIOUS
Points: 45

Trait:

Rank
9 +5

Link
MAGNETIC ENERGY FIELD (1/1/1)
Points: 34

Trait:
8 +3
Rank

Link
VICIOUS (1/2/3)
Modifiers: +2 vs Sexual Predators
Points: 30

Trait:
Rank

LAPD DETECTIVE (1/1/1)


4 Link +1
Points: 10

Trait:
Rank

4 +1
Link

MARTIAL ARTIST (1/1/1) Brent Sprecher

Points: 10
Complications:
Trait:
Rank

4 +1 • Wanted by LAPD
Link

FEARLESS (1/2)
• Orphaned
Points: 9

Trait:
Rank

4 +1
Link

VERY SMART (1/1/1)


Points: 10
Factoids:
Trait: • Very driven
Rank

3 +1
Link

SURFER (1) • Emotionally distant


Modifiers: One-Shot • Sports fan (Dodgers, Lak-
Points: 2 ers)

Background Base Editorial Control


Young Kelley Stacey should have had an idyllic life. She
grew up in Mission Beach, California, in a house off of a 2
narrow sidewalk between the ocean and the bay. However, Threshold
when her mother died in a surfing accident, Kelley’s father
slipped into a deep depression. He became prone to violent 10
alcohol-fueled rages, and began to abuse Kelley both men-
tally and physically. After one particularly violent encounter,
Kelley’s fragile teen psyche snapped and she unleashed a
Design Points
violent psychokinetic attack. Electricity erupted from her 150
body, killing her father instantly and burning down her fam- Total Unspent
ily home.

Still a minor, Kelley was sent to live with her aunt, Jennifer
Fisher. Kelley recovered and excelled under the care of her Aunt Jenny. She graduated from high
school near the top of her class and joined the Los Angeles Police Department (LAPD). She quickly
racked up an impressive arrest record, becoming one of the youngest female detectives in the history
of the LAPD. Kelley pursues the sexual predators the most ferociously and, when she is unable to find
a legal way to bring a perpetrator to justice, she dons the costume of “Breaker” and seeks out street
justice. Ironically, Breaker is one of the LAPD’s most wanted criminals.
Deadeye 51

Trait:

Rank
9 NA

Link
SNIPER (1)
Modifiers: +2 if a full round spent activating this
Trait, +2 is ARSENAL Linked to this
Trait, One Shot Points: 17

Trait:

Rank
9 +5

Link
PORTABLE ARSENAL (1/1/1)
Points: 34

Trait:
7 +3
Rank

Link
UNAFRAID TO KILL (3/2/1)
Modifiers: +2 if ARSENAL is Linked to Trait
Points: 28

Trait:
Rank

TRAINED ASSASSIN (1/1/1)


7 Link +3
Modifiers: +2 if ARSENAL is Linked to Trait
Points: 24

Trait:
Rank

7 +3
Link

PERCEPTIVE (1/1)
Points: 18

Trait:
Rank

5 +3
Link

FORMER SPECIAL FORCES (1/1/1)


Modifiers: +2 if ARSENAL is Linked to Trait, Auto- Scott Brewer
Defend Points: 23
Complications:
Trait: • Flashbacks
Rank

5 NA
Link

RESILIENT (1) • Still has a sense of honor


Points: 6 from his military service
(however twisted)

Background
A highly decorated military veteran, discharged Factoids:
after shrapnel took out his eye, the man who • Annoyingly cocky
would become known as Deadeye was mad. He • Loves American cuisine
• Knowledgeable about do-
was still a marksman without peer, but the gov-
mestic and foreign policy, his-
ernment he fought for, the government who he tory, and government
lost his eye for, now saw fit to relieve him of • Considers himself a charmer
his services. As much as the commercials might
explain that a military background makes one Base Editorial Control
an attractive candidate when trying to secure a
career post-service, where were the classified +0
ads for licensed killer? Knowing he could bide Threshold
his time as a mercenary, guarding fields of can-
nabis and poppies, this seemed like an incredible 10
waste of his talents.
Design Points
150
Total Unspent
52 Deathstalker
Trait:

Rank
8 +3

Link
TRAVEL TO SPIRIT DIMENSIONS (1/1)

Modifiers: Auto-Defend, Versatile (intangibility,


dimensional travel, ___, ___) Points: 29

Trait:

Rank
8 +3

Link
COMMUNICATE WITH SPIRITS (1/1/1)
Points: 24

Trait: KNOWLEDGE OF THE


5 +3
Rank

Link
SPIRIT REALMS (1/1)
Points: 14

Trait:
Rank

4 +1
Link
NOVICE MAGIC USER (1/1/1)
Modifiers: +2 Linked with COMMUNICATE, +2
Linked with KNOWLEDGE, Incapacitate Points: 16

Trait:
Rank

4 +1
Link

MARTIAL ARTIST (1/1/1)


Brent Sprecher
Points: 10
Complications:
Trait:
Rank

3 +1 • Uncertain
Link

SMART (1/1)
• Inexperienced
Points: 7
• Prone to depression

Background
Since he was born, Dane Magnussen has had the
ability to see and communicate with beings from oth- Factoids:
er dimensions. At first, only deceased humans were
• Nerdy
visible to him, but over time his abilities grew to the
point where he was able to interact with “ascendant” • Socially awkward
and “descendant” spirits, commonly called “angels”
and “demons,” as well as the “faerie folk” who reside
in a magical pocket dimension known as Wayland.

Dane was orphaned at a very early age, and all re- Base Editorial Control
cords of his biological parents have been erased, if
they ever existed at all. Picked on and called a “freak” 2
by classmates and family members who couldn’t un- Threshold
derstand the strange visions the boy was having,
Dane grew up a very reclusive and depressed child. 10
He was institutionalized in his early teens and spent
many years in a drug-induced fugue. Design Points
100
After another patient at the mental health facility Total Unspent
where Dane was being cared for started stealing
Dane’s medication, his abilities slowly returned and
he realized that he was not crazy and he did not be-
long there. He escaped and immediately set out upon a quest to discover how to not only
communicate with the other dimensions, but also cross over into the other dimensions.
Dane has spent years training his mind, body and spirit to combat the negative entities
he encounters on his journeys between dimensions. He has studied martial arts and is a
novice magic user.
Death Star 53

Trait:

Rank
17 NA

Link
IMPERVIOUS TO HARM (3/2/1)
Modifiers: -2 vs magic of any kind, Auto-Defend
Points: 78

Trait:

Rank
12 +5

Link
SUPER-STRENGTH (1/2/3)
Modifiers: +2 Linked with DRAGON BLADES
Points: 54

Trait:
9 +5
Rank

Link
VENGEFUL WARRIOR SPIRIT (1/2/3)
Modifiers: Only when the chips are down
Points: 32

Trait:
Rank

9 +5
Link

DRAGON BLADES (1/1/1)


Modifiers: +2 vs multiple opponents
Points: 36
Brent Sprecher

Complications:
Background
Guan Yu was a simple merchant living in Beijing dur-
• Must deliver a daily tribute
ing the latter days of the Qing Dynasty. When he of souls
refused to pay tribute to the local Triad (gang), his • Susceptible to magic
business was set ablaze, resulting in the deaths of his • Could be exorcised
wife and two young children. Blind with rage, Guan Yu
confronted the leader of the Triad, but he was beaten
mercilessly and left for dead. With his last breath, Factoids:
Guan Yu cursed the Triad, entreating Yan Wang, the
god of death, to punish the murderers. • Immortal

Yan Wang heard Guan Yu’s pleas and sent an aspect


of the demon Chu Jiang, king of the second level of
hell and persecutor of thieves and murderers, into
Guan Yu’s body at the moment of his death. Empow-
ered by Chu Jiang, Guan Yu exacted revenge upon Base Editorial Control
the Triad, slaughtering nearly 200 of its members be-
fore it was satisfied that its task was complete. But, +0
once unleashed on the world of the living, Chu Jiang’s Threshold
aspect became an autonomous entity, separate from
Chu Jiang, and refused to return to Di Yu (hell). Chu 10
Jiang tried to retrieve his aspect, now calling itself Sha
Xing, or Death Star, but Sha Xing had already made a Design Points
deal with Yan Wang in which the god of death allowed
Sha Xing to remain on Earth as long as he delivered
200
Total Unspent
a tribute of souls on a daily basis. Sha Xing has been
roaming the world in search of souls ever since. As a
demonic entity, Sha Xing is immortal in the conven-
tional sense of the word, but he is susceptible to magic and could effectively be terminated
by being separated or exorcised from his host, Guan Yu. Sha Xing is impervious to material
injury and possesses superhuman strength and reflexes. He wields three magical “dragon
blades,” which absorb and collect the souls of those he kills for
transference as “spiritual currency” to his master, Yan Wang.
54 Doctor Moonlight
Trait:

Rank
9 +5

Link
BATTLE CRY “For Justice” (1)
Modifiers: Usable only once per Scene,
-2 in an Extended Scene Points: 18

Trait:

Rank
5 +3

Link
SWASHBUCKLER (3/2/1)
Modifiers: +2 Linked with RAPIER,
+2 Linked with DERRING-DO Points: 26

Trait:
5 +3
Rank

Link
DERRING-DO (1/2/3)
Modifiers: Auto-Defend
Points: 25

Trait:
Rank

1 +1
Link

RAPIER (1/1/1)
Points: 7

Trait:
Rank

1 +1
Link

Tom Martin
ROUNDIE (3/2/1)
Points: 9
Complications:
• Certifiably Insane
Trait: • Easily Flustered
Rank

1 +1
Link

LIKES TO JUMP AROUND (1/2) • Soft-Hearted


Points: 6 • Delusional
Trait:
Rank

1 +1
Link

REPARTEE (1/2/3)
Factoids:
Points: 9 • Mental Patient

Background
By day, Frances Wurmer is a voluntary patient at
a local mental hospital. At night, he dons a cos-
tume, and wields a rapier, prowling the streets
as Dr. Moonlight. In combat, he will frequently Base Editorial Control
target one non-villainous NPC as his imaginary
sidekick named Roundie, and use this individual 2
as a setpiece in his acrobatic attacks on crimi- Threshold
nals. He carries beef jerky which he always gives 10
to Roundie after a fight “Jerky for Roundie!” As
ridiculous as his madness-inspired method is, he Design Points
is an effective crimefighter, frequently starting
each combat with a cry of “For Justice!” He has 100
Total Unspent
a penchant for cats, and any strays he comes
across he adopts and names “Puddinhead.” The
employees at the hospital might even be aware
of Wurmer’s activities, certainly his psychiatrist, Dr. Licht is aware, but since Wur-
mer is a voluntary day-patient, there is not much they can do to stop him.
G33k Grrl 55

Trait: ABLE TO FIND OUT ANYBODY’S

Rank
9 +5

Link
WEAKNESS (1/1/1)

Modifiers: +2 if a full round spent activating this


Trait, Auto-Defend Points: 39

Trait: UNCANNY ABILITY TO USE

Rank
8 +3

Link
AND HACK TECH (1/1/1)
Points: 24

Trait:
7 +3
Rank

Link
VERY SMART (1/1/1)
Modifiers: +2 using technology in any way
Points: 24

Trait:
Rank

GUN-FU (1/1/1)
5 Link +3
Modifiers: +2 if .45 is Linked to this Trait
Points: 20

Trait: DECEPTIVELY COMPETENT


Rank

5 +3
Link

Scott Brewer
IN COMBAT (1/1)
Complications:
Points: 14
• Not overly enthusiastic
Trait: about putting herself in
Rank

4 +1
Link

AGILE (1/1) harm’s way


• Reformed villain
Points: 6
• Arrogant
Trait: • Prone to get “in trouble”
Rank

3 +1
Link

.45 CALIBER PISTOLS (1/1/1) Factoids:


Points: 9 • Sassy
• Pop-culture addict
Background • Cocky
• Over-sexed
Aria Cadenski was barely three years old when • Flirty
she took apart the remote control (her dad was • Always positive
pissed) and her GameBoy, and hacked together
something that might very well have been the Base Editorial Control
first tablet computer. She’s always had a way
with technology, experts like to think it is due
3
to some sort of “superpower,” she just brushes Threshold
them off with a wave of her hand “nah, I’m just 12
smart,” which she is as well. And, like many
smart kids in school, she was very prone to Design Points
boredom and getting in trouble. Unfortunately 150
for the juvenile court system, her BFF was none Total Unspent
other that Katie Storm, AKA Muse, who kept
her out of serious trouble. When Katie decided
to become a superhero, Ari followed suit, but
often finds herself setting up schemes that approach villainy. So, why, you ask,
does this brainy technohacker type character have Gun-Fu, and travel around
with a .45? “Because Gun-Fu is awesome!”
56 Lillith
Trait:

Rank
10 +5

Link
PYROKINESIS (1/1/1)
Modifiers: +2 vs males
Points: 40

Trait:

Rank
9 +5

Link
IMMOLATION (1/2/3)
Modifiers: +2 vs males
Points: 42

Trait:
7 +3
Rank

Link
URBAN LEGEND (1/1/1)
Modifiers: Auto-Defend, +2 vs males, Versatile (never
photographed, vampiric, angel of death,
___, ___, ___) Points: 36 Brent Sprecher

Trait: Complications:
Rank

7 +3
Link

VENGEFUL (1/1) • Blinded by desire for


revenge
Modifiers: +2 vs males
• Hatred of men
Points: 20 • Protective of women
Trait:
Rank

4 +1
Link

ACCOMPLISHED MARTIAL ARTIST (1/1/1)


Factoids:
Modifiers: +2 vs males Ed. Note: as a Villain, factoids
Points: 12 are not as significant as they
are for Heroes. Because little
is known about Lillith, now is
Background
Little is known about the super-serial killer known as your chance to flex your cre-
Lillith. Linked to over one hundred brutal homicides ative muscles.
since her debut in Los Angeles less than a year ago, Base Editorial Control
Lillith targets men, particularly those who use or 2 (+0 as an NPC)
abuse women, but she does not discriminate — any-
one who gets in her way is a potential victim. Having Threshold
never been photographed, and leaving no physical
evidence behind to link her to any of the murders, 10
many question whether Lillith is real or myth, but the
mountain of ashes left behind by her victims is a tes- Design Points
tament to her existence. An entire division of the Los 150
Angeles Police Department has been devoted to her Total Unspent
capture, but so far she has eluded all attempts to
track her down.

Lillith is a powerful pyrokinetic with the ability to create and control fire by using her mind
to excite the atoms of any object in her presence, including air particles. She often covers
her body in a halo of fire to frighten her victims, but it also serves as both an offensive and
defensive weapon. Lillith is also able to prevent the heat from the fires she creates and
controls from harming her, even when she appears to ingest the flames. In addition to her
pyrokinetic abilities, Lillith is an accomplished hand-to-hand combatant, trained in several
forms of martial arts including Kung Fu, Aikido, Capoeira and Brazilian Jiu-Jitsu. Lillith has
also been known to bite her victims and even drink their blood before killing them, which
have led to rumors that she is a vampire. She has left message scrawled in blood at sev-
eral crime scenes in which she claims to be an immortal “angel of death” sent to punish
the “wicked curse of man,” and she often leaves an inverted cross-shaped burn mark on
what little remains of her victims’ bodies.
The Mathemagician 57

Trait:

Rank
8 +3

Link
SEES ALL THE ODDS (1/2/3)
Points: 28

Trait:

Rank
8 +3

Link
MASTER TACTICIAN (1/1/1)
Modifiers: Auto-Defend
Points: 27

Trait:
7 +3

Rank

Link
DETERMINE ALL PROBABILITIES (1/1/1)
Points: 22

Trait:
Rank

7 +3
Link
TECH-SAVVY (1/1/1)
Modifiers: +2 outside of combat, Not-a-finisher
Points: 23

Trait:
Rank

5 +3
Link

HYPER-INTELLIGENT (1/1/1)
Modifiers: Not-a-finisher
Points: 17

Background Scott Brewer


zero. That is how many questions the Mathe-
magician has ever gotten wrong on any sort of Complications:
Mathematical aptitude test. • Would really prefer not
to engage in any sort of
zero. The number of chess matches he has lost.
combat, where he might
zero. His bank balance before deciding to apply get hurt.
his significant gifts to endeavors more worthy of • Obsessed with numbers
his superior intellect and greatness.
Factoids:
His shirt and pants are specially treated fabric, • Longs to be an artist, but has no
allowing him to jot down equations with his ever talent
• Wants to be more culturally savvy
present sticks of chalk. One day, he hopes to • Dislikes the media opinion of nerds
head up his own team -- superior intellects able • Flamboyant
to stay wealthy by beating the system, less fo- • Avid boardgamer
cus on the punching and getting punched. How-
ever, until that day arrives, he is happy to take Base Editorial Control
part in the exploits of the Masters of Mayhem,
knowing the team has plenty of fools who don’t +3
mind getting their hands dirty. Threshold
16
Design Points
150
Total Unspent
58 Mime
Trait:

Rank
9 +5

Link
PSYCHOPATHIC (1/2/3)
Modifiers: Only when the chips are down
Points: 32

Trait:

Rank
5 +3

Link
UNSETTLING (3/2/1)
Points: 22

Trait:
5 +3
Rank

Link
SILENT (1/1/1)
Modifiers: Link (+3)
Points: 18

Trait:
Rank

SUPER-STRENGTH (1/1/1)
5 Link +3
Points: 18

Trait:
Rank

5 +3
Link

ENHANCED ENDURANCE (1/1)


Scott Brewer
Modifiers: Auto-Defend
Points: 17 Complications:
• Way too obssessed w/
Trait: Prof. Prestige
Rank

5 +3
Link

HEIGHTENED AGILITY (1/2/3) • Way too flirty


Points: 22 • Loses focus
Trait:
Rank

5 +3
Link

UNIQUE GUN (1/1)


Factoids:
Points: 14 • Trained MBA
• Child prodigy
Trait:
Rank

5 +3
Link

• In it for the fun of it all


FLIRTY AND SEXY (1)
• Likes to doodle in a manga
Modifiers: -2 vs. those not attracted to females, style, mainly pictures of her
Not-a-finisher Points: 7 and Prestige
Base Editorial Control
Background +0
Someone could write a book on Mime. Psychiatric
studies could spend years trying to understand her. A Threshold
child prodigy, she earned he first doctorate at the age
of 16, her medical license at 20, and continued her 10
studies all the while continuing her research in mul-
tiple fields. Was it because she was denied an actual Design Points
childhood, or was she just, to use a layman’s term, 150
crazy? Invited to a Halloween party, she decided she Total Unspent
would don the scariest costume one could think of - a
mime. She liked the silence. Long after the party was
over, she would go out in her makeup. She liked the
complete dichotomy of attention and revulsion. Around this time, her studies into advanced
gene therapy introduced to her system changes: She became faster, stronger. And maybe
even crazier. Her identity is a secret, perhaps even to her. She continues her research when
not in the greasepaint, but when she dons the greasepaint, her personality takes on many
new aspects. Mime knows she is crazy, and she embraces it. Mime knows she is intelligent
and knowledgeable. She does not embrace this. She rarely if ever makes a sound as Mime,
except for when she fires her almost-toy-like in appearance custom gun.
Monolith 59

Trait:

Rank
10 +5

Link
GROWTH (1/1/1)
Points: 38

Trait:

Rank
9 +5

Link
SUPER-STRENGTH (1/2/3)
Modifiers: Can only be Used after GROWTH Usage,
+2 linked with GROWTH Points: 40

Trait:
8 +3
Rank

Link
SUPER-DURABLE (3/2/1)
Modifiers: Can only be Used after GROWTH Usage,
+2 linked with GROWTH Points: 28

Trait:
Rank

MASS MANIPULATION (1/2/3)


8 Link +3
Points: 28

Trait:
Rank

5 +3
Link

SMART 5 (1/1)
Scott Brewer
Modifiers: +2 Outside of Combat
Points: 16 Complications:
• Uncertainty of self
Trait: • Honorable
Rank

5 +3
Link

SCIENTIST (1/1)
Modifiers: +2 Outside of Combat
Points: 16

Trait: Factoids:
Rank

5 +3
Link

VETERAN HERO (1/1/1) • Local Hero (the Bronx)


Modifiers: Auto-Defend • Fan of Motown
Points: 21 • Science nerd

Background
Bill Allen made something of himself, going off to col-
Base Editorial Control
lege, and continuing his studies, earning a doctorate
in science, as well as a master’s degree in teaching. 3
He never intended to do anything other than teach, Threshold
to give back to his community. On a class field trip,
Dr. Allen and his class came across a mysterious rock. 12
Knowing they had found something significant, they
packed up the rock into the back of the school bus. Design Points
Allen spent many years analyzing the rock, unable 200
to determine what it was, except to make a broad Total Unspent
statement that it was not of this earth. His prolonged
exposure to this alien artifact changed Allen, and he
developed a symbiotic relationship with it, able to fuse himself with the mysterious proper-
ties of this space rock, he was able to grow to incredible heights, and alter his own density as
well. His tireless work in the Bronx, serving as the protector of the borough, has made him
well known to the locals, and brought him to the attention of the hero community at large.
60 Moon Girl
Trait:

Rank
11 +5

Link
SUPER-TOUGHNESS (1/1/1)
Modifiers: Auto-Defend
Points: 45

Trait:

Rank
10 +5

Link
SUPER-STRENGTH (1/1/1)
Points: 38

Trait: LUNAR CYCLE DEPENDENT


9 +5
Rank

Link
POWERS (1/1/1)
Modifiers: Fickle, This Trait can only be used to Link to
other Traits, If the fickle roll fails in an Action Scene, this
Trait cannot be used for that scene Points: 22

Trait:
Rank

FLIGHT (1/2/3)
9 Link +5
Points: 40

Trait: LUNAR EMOTION


Rank

6 +3
Link

MANIPULATION (1/1/1) Brent Sprecher

Modifiers: Fickle
Points: 16 Complications:
• Delusional
Trait: UNAWARE OF HOW HOT SHE
Rank

5 +3
Link

LOOKS IN A SKINTIGHT COSTUME (1/1)

Modifiers: +2 vs. anyone who finds females at-


tractive), Not-a-finisher Points: 15

Trait: Factoids:
Rank

5 +3
Link

FORCE FIELD (3/2/1) • Daughter of retired su-


Modifiers: +2 to protect others perhero Lady Luna
Points: 24 • Knowledge of Magic and
Mythology
Background
The origin of Moon Girl is difficult to unravel. Moon Base Editorial Control
Girl claims that she is Selene X, tenth daughter of
Theia, immortal Titan Master of the Dawn, created 2
out of moon dust and magic over five hundred years Threshold
ago. However, retired superhero Lady Luna claims
that Moon Girl is actually her daughter, Sigrid Brek- 10
ken, who inherited her powers but also the mental
illness that eventually took Luna out of the game. Design Points
200
What is known is that Moon Girl has incredible pow- Total Unspent
ers, seemingly stemming from the moon stone on
her ring and on the broach that holds her cape in
place. Moon Girl can fly and project a limited atmo-
spheric force field around herself. She has incredible resilience and strength, and an em-
pathic ability that can induce people to fall in love or to act like lunatics. Moon Girl also
claims to be incapable of suffering mortal injury as long as the moon maintains its orbit
about the Earth, but that claim has never been verified. Her abilities seem to wax and
wane with the moon’s cycle.
Muse 61

Trait:

Rank
8 +3

Link
NON-CORPOREALNESS (1/1/1)
Modifiers: Auto-Defend
Points: 27

Trait:

Rank
8 NA

Link
REVEALING COSTUME (1)
Modifiers: One-Shot, Not-a-finisher, -2 vs women
Points: 6

Trait:
8 +3
Rank

Link
SUPER-STRENGTH (1/2/3)
Points: 28

Trait:
6 +3
Rank

SUPER-TOUGH (3/2/1) Link


Points: 24

Trait:
Rank

6 +3
Link

FLIGHT (1/1/1)
Points: 20 Scott Brewer

Trait: Complications:
Rank

5 +3
Link

COMPUTER STUFF (1/1) • Klutzy


Points: 16 • Hyper-Competitive (hates
Trait: to lose)
Rank

4 +1
Link

MARTIAL ARTS (1/1/1) • Overly romantic


Points: 10

Trait: Factoids:
Rank

4 +1
Link

SMART (1/1/1) • Can be self-conscious


• Trained dancer
Points: 10 • Oxford educated
• Loves to eat (bacon, especially)
Trait:
Rank

4 +1 • Delusional
Link

DETERMINED (1/2) • Awkward in some social situations


Points: 9
Base Editorial Control
Background 2
Okay, so she wasn’t found in a basket floating down
the river, and her rocket didn’t crash-land on earth, Threshold
but Muse was found as an infant. Her “parents” were
academics on a trip to Greece, when they came
10
across her in a forest on a hike. She was happy as
Design Points
could be, over a year old, dressed in a simple ancient
style tunic, and swaddled in a linen blanket. They 150
spent the next week trying desperately to find the Total Unspent
parents, local authorities were no help whatsoever,
and after consulting with the embassies, they were
able to adopt her and take her home. Katie’s dad, in addition to his background in Econom-
ics, is a research nerd, and has spent many years trying to come up with a theory after
Katie manifested her powers. His current theory is that she is a demigoddess, cousin to
Hercules and Perseus and the like, perhaps something wind-related, due to her powers of
flight and non-corporealness.
62 Professor Prestige
Trait:

Rank
13 +5

Link
CRAzY (1/1)
Points: 45

Trait:

Rank
11 +5

Link
The BIG REVEAL (2/1)
Modifiers: Only when the chips are down, +2 if
Prof. Prestige has 3 Setback Tokens, +2
Linked with MAGIC TRICKS Points: 35

Trait:
9 +5
Rank

Link
CRIMINAL GENIUS (1/2/3)
Points: 40

Trait:
Rank

7 +3
Link
MAGIC TRICKS (1/2/3)
Modifiers: Auto-Defend, Versatile (armor, teleport,
___, ___) Points: 35

Trait:
Rank

5 +3
Link

CHARISMATIC (1/1)
Scott Brewer
Modifiers: Not-a-finisher
Points: 13 Complications:
• Always has to put on a good
Trait: show
Rank

5 +3
Link

ALWAYS HAS A PLAN (1/2) • Crazy


• Not always committed to
Points: 16 killing
• Always wants to get away
Trait: • Soft spot for children
Rank

5 +3
Link

MAKING A GRAND SPECTACLE (1/2)


Factoids:
Points: 16 • Classically educated
• Longs for old-fashioned en-
tertainment
Background • Sadistic, yet surprisingly
noble
Trained as a stage magician, Professor Prestige, • Loves a challenge
through diligent research, also discovered some • A gentleman
of the secrets of actual magic. Although magic Base Editorial Control
can make the impossible possible, his interest
was not enough to consider full-time study of +0
these arts, rather, he saw this new knowledge Threshold
as something to be included and supplement-
ing his on-stage persona and repertoire. Work- 10
ing for months on a new trick only to perform it
for a room full of people had begun to lose some Design Points
luster. He wanted a bigger audience, but did not 200
want to go the route of television magicians, be- Total Unspent
cause of the cameras, there were always doubts
about the magician’s skill versus camera tricks.
He wanted an audience, he wanted to be remembered, and what better application
of his training than taking the world stage, letting his work speak for itself, embrac-
ing the criminal charlatan aspects of his profession from long-ago practitioners.
The Rat King 63

Trait:

Rank
9 +5

Link
COMMAND & CONTROL VERMIN (1)
Points: 22

Trait:

Rank
8 +3

Link
CUNNING (1/1/1)
Modifiers: Auto-Defend
Points: 27

Trait:
8 +3
Rank

Link
INFECTIOUS BITE (1/2/3)
Modifiers: Incapacitate, +2 Linked with VICIOUS
Points: 32

Trait:
Rank

CLAWS (1/1/1)
6 Link +3
Points: 20

Trait:
Rank

6 +3
Link

FAST (1/1/1) Scott Brewer


Points: 20
Complications:
Trait:
Rank

5 +3 • Vestige of Humanity
Link

VICIOUS (1/1/1)
Modifiers: +2 if used to attack with multiple allies
Points: 20

Trait:
Rank

4 +1
Link

STRONG (2/1) Base Editorial Control


Points: 9
+0
Threshold
Background
The Rat King is a humanoid rat-human hybrid, 10
the necklace has embedded itself into his skin.
If he is defeated, and brought to a superpower Design Points
containment facility, they will be able to remove 150
the necklace, returning him to normal. Total Unspent

As a solo villain (with rat swarm minions), the


Rat King should prove to be an interesting foe
for the player characters. He is not above teaming up with one or more rat swarms
to attack a character, and has the entire pool of EC (6+1 per player) available to
him to ensure his longevity in the fight, and perhaps even his escape at a dramatic
moment.

Rat Swarm (100 Design Points; 2 Setback Tokens)


• SWARM ATTACK 8 (3/2/1); +2 if attacking with multiple allies; Link (+3); (30 points)
• RABID BITE 6 (1/2/3); Incapacitate; Link (+3); (26 points)
• BITING ATTACK 5 (1/2/3); Link (+3); (22 points)
• CLAW ATTACK 5 (1/2/3); Link (+3); (22 points)

EDITORIAL CONTROL: 0
THRESHOLD: 10
64 Red Phoenix
Trait: GOOD AT READING PEOPLE

Rank
9 +5

Link
AND SITUATIONS (1/2/3)
Modifiers: +2 Outside of Combat, +2 if a full round
is spent activating this Trait Points: 44

Trait:

Rank
6 +3

Link
FEARLESS (2/1)
Modifiers: Only when the chips are down, +2 against
opponents with more Design Points Points:
14

Trait:
6 +3
Rank

Link
NINJA TRAINING (1/1/1)
Modifiers: +2 when NAGINATA is Linked to the
Trait, Auto-Defend Points: 25

Trait:
Rank

5 +3
Link

NAGINATA (1/1/1)
Points: 18

Trait:
Rank

5 +3
Link

Scott Brewer
LATERAL THINKER (1/1/1)
Points: 18
Complications:
• Protector of children
Trait: • Foolhardy/ Overconfident
Rank

5 +3
Link

• Code of Honor (Samurai)


BRUTALLY EFFICIENT (1/2) • Unafraid to do what other
Modifiers: Only when the chips are down heroes might be reluctant to
• Not well liked by the capes
Points: 12 community
Trait: Factoids:
Rank

4 +1
Link

ATHLETIC (1/1/1) • Very smart


Points: 10 • Self-educated
• Well read
Trait:
Rank

3 +1
Link

BODY ARMOR (1/1/1)


• Dry sense of humor
• Used to work for the Triad
Points: 9
Base Editorial Control
Background 2
Some kids dream of growing up to be a fire-
man, or racecar driver. Jason Robbins dreamed Threshold
of being a superhero, and has worked tirelessly 10
towards that goal. Not blessed with any sort of
superpowers, he dedicated himself to being the Design Points
best he could be, knowing that what might very 150
well set him apart is his willingness to go farther Total Unspent
than anyone else. He has studied superheroes,
supervillains, classic literature, history, military
tactics, anything he could get his hands on. At
the age of 16 he first ventured out in his Red Phoenix costume, and ever since then
has been fighting the good fight, and getting his hands dirty!
The Scarab 65

Trait:

Rank
9 +5

Link
POISON (1/2/3)
Modifiers: Incapacitate
Points: 42

Trait:

Rank
7 +3

Link
SCARAB AMULET (1/1/1)
Modifiers: Versatile (magical blast, armor, ___,
___), Auto-Defend Points: 31

Trait: MAGICALLY ENHANCED


5 +3
Rank

Link
STRENGTH (3/2/1)
Points: 22

Trait:
Rank

FLIGHT (1/1/1)
5 Link +3
Points: 18

Trait:
Rank

5 +3
Link

EDUCATED (1/1) Scott Brewer


Modifiers: Not-a-finisher
Points: 13
Complications:
• Greedy
• Flees if he feels things
Background aren’t going well
He always wanted to look good in the beat up old
fedora, but was never able to make it work. But
during one of his archeological digs in Egypt, the
man who would become Scarab found an artifact Factoids:
• Academic
unlike any recorded or unearthed before. • Upset at how little respect is
given to education and educators
The artifact called to him, promising him great • Wants to be a writer
power, power of the forgotten gods, power to • Speaks many obscure and an-
rule. He was not interested so much in ruling, cient languages
• Huge Indiana Jones fan
but power was always good. Scarab got his su-
pervillain start robbing museums, relieving them Base Editorial Control
of their antiquities, which he knew full well they +2
were not respecting enough.
Threshold
14
Design Points
150
Total Unspent
66 Slavedriver
Trait:

Rank
9 +5

Link
ELEMENTAL DJINN (1/1/1)
Modifiers: Only when the chips are down
Points: 26

Trait:

Rank
9 +5

Link
SUPER-STRENGTH (1/1/1)
Modifiers: Can only be Used after DJINN is Used
Points: 32

Trait:
9 +5
Rank

Link
INVULNERABILITY (3/2/1)
Modifiers: Can only be Used after DJINN is Used,
Auto-Defend Points: 41
Brent Sprecher
Trait: MYSTICAL ENERGY
Rank

9 +5
Link

MANIPULATION (1/2/3) Complications:


Modifiers: Can only be Used after DJINN is Used, • Can be driven from host
Versatile (energy weapons, energy projection, soul body
drain, ___, ___, ___), Incapacitate Points: 49

Trait:
Rank

5 +3
Link

STRONG (1/1/1) Factoids:


Modifiers: Cannot be Used after DJINN is Used • Immortal
Points: 16
Base Editorial Control
Trait:
Rank

5 +3
Link

TOUGH (1/1/1) +0
Modifiers: Cannot be Used after DJINN is Used Threshold
Points: 16 10
Trait:
Rank

5 +3
Link

BRUTAL MOB ENFORCER (1/2/3) Design Points


Modifiers: Cannot be Used after DJINN is Used 200
Total Unspent
Points: 20

Background
Slavedriver is the current corporeal incarnation of the malevolent Djinn Talhazar, an ancient spirit whose
existence predates humanity. Talhazar’s primary form is that of fire, smoke and electricity, a state in
which it “lived” for untold years before the arrival of man. In its elemental state, Talhazar is virtually
indestructible, susceptible to only the most powerful of magics, but the Djinn frequently takes posses-
sion of the bodies of animals and humans so that it can experience the pleasures of the flesh and exact
its will upon the material world.

Though the Djinn’s energy makes any body that it possesses far stronger and more durable than that of
an average human, the hijacked bodies are still susceptible to injury and destruction. After finding and
losing several bodies in quick succession, Talhazar grew annoyed with the perpetual quest for hosts and
sought out a stronger host body, finding it in Clive Warburton, aka Slavedriver, a low-level meta-human
working as an enforcer for the mob in the 1930s. Talhazar took possession of Slavedriver’s body and
amplified the meta-human’s own powers and abilities, making him far stronger and more resistant to
injury and magic.

Slavedriver’s unique physical makeup also allows Talhazar to channel its own energy through the host
body as offensive weapons. It is capable of projecting powerful energy blasts from its eyes and can
create weapons out of its own energy, typically manifesting as a whip, the weapon of choice of Slave-
driver before he was corrupted by Talhazar. When Talhazar strikes or lashes its victims with its energy
weapons, it is capable of siphoning off and consuming the target’s very life essence, adding it to its own.
By doing this, Talhazar can “feed” its elemental essence and regenerate its host body at the same time.
This has allowed Talhazar, as Slavedriver, to remain virtually unchanged throughout the decades.
Superball 67

Trait:

Rank
9 +5

Link
SUPER-BOUNCE ATTACK (1/2/3)
Modifiers: Only when the chips are down, +2 vs
multiple opponents Points: 34

Trait:

Rank
8 +3

Link
SUPER-SPEED (1/2/3)
Modifiers: Auto-Defend, +2 vs multiple opponents
Points: 33

Trait:
7 +3
Rank

Link
BOUNCE ATTACK (3/2/1)
Points: 26

Trait: HAS READ THE ENTIRE


Rank

ENCYCLOPEDIA, LIBRARY, ETC. (1)


7 Link +3
Modifiers: Fickle
Points: 10
Scott Brewer
Trait:
Rank

5 +3
Link

BOUNCING (1/1/1)
Complications:
Points: 18
• Easily distracted
Trait: • Not taken seriously
Rank

5 +3
Link

MULTI-TASKING (1/1/1)
Modifiers: Fickle
Points: 14

Trait: EVERYONE ELSE IS MOVING Factoids:


Rank

5 +3
Link

IN SLOW MOTION (1) • Loves video games


• Fast food junkie
Points: 10 • Knows a lot of information, has
trouble using that knowledge
Trait:
Rank

• Fidgety
3 +1
Link

POP-CULTURE KNOWLEDGE (1) • Surprisingly serious at times


Points: 5
Base Editorial Control

Background
2
What do you do when you can run faster that Threshold
the speed of sound? You run. What do you do 10
when you are essentially invulnerable to damage
when you crash? You run faster. Allen Roberts Design Points
rarely crashed, but sometimes, he was think-
150
ing about a road sign four miles back, “World’s Total Unspent
Best French Fries” mmmm, French Fries would
be tasty right now. CRASH. Bounce! Enthusias-
tic and eager, excited to be a superhero, Allen
Roberts fights crime as Superball!
68 Supermodel
Trait:

Rank
10 +5

Link
SUPER-STRENGTH (3/2/1)
Points: 44

Trait:

Rank
10 +5

Link
SUPER-TOUGH (1/1/1)
Modifiers: Auto-Defend, +2 vs males
Points: 43

Trait:
8 +3
Rank

Link
INCREDIBLY ATTRACTIVE (1/1/1)
Modifiers: +2 vs males
Points: 26

Trait:
Rank

BRAWLER (1/2/3)
7 Link +3
Modifiers: +2 vs males
Points: 28

Trait:
Rank

5 +3
Link

SUPERMODEL (1)
Modifiers: Not-a-finisher
Points: 9

Scott Brewer
Background Complications:
Oh, to be young, rich, beautiful, on the cover • Overly obsessed with her
of all the magazines, and to have superpowers!
looks/ appearance
Why not? What can one do to keep from being
• Doesn’t like losing to women
bored all the time? Why not a life of crime? It is
• Not entirely convinced the
the easiest answer. Being a Hero is hard work.
criminal life is for her
Villains have it much easier.

Although frequently wanted by most interna- Factoids:


tional agencies, her allure as a model is so great • Confident, yet also self-
that her agent is still able to secure her mod- conscious
elling gigs, and her lack of availability at times • Speaks several European
languages
only adds to her appeal. One day she knows she • Likes the high life
won’t be as wanted, and she is planning for that • Fashionable
future, using her other assets to keep herself in • Bi-sexual
the lifestyle she has grown accustomed to. Base Editorial Control
+0
Threshold
10
Design Points
150
Total Unspent
Terrapin Man 69

Trait:

Rank
9 +5

Link
TERRAPIN-SHELL CAPE (2/1)
Modifiers: Auto-Defend
Points: 34

Trait:

Rank
5 +3

Link
GADGETS (1/1)
Modifiers: Versatile (net, grappling hook, ___,
___), Incapacitate Points: 22

Trait:
5 +3
Rank

Link
TOUGH (1/1/1)
Points: 18

Trait:
Rank

EARNEST (1/2/3)
5 Link +3
Points: 22

Trait:
Rank

1 +1
Link

AMPHIBIOUS (1/1)
Scott Brewer
Modifiers: Not-A-Finisher
Complications:
Points: 4
• Fear of fire
• Absent-minded
Background
Movie stars, captains of business, artists, Steve
Schmidt and his co-worker took care of all
their pools. But one day, as he skimmed leaves Factoids:
and scrubbed the scumline, the owner and his • Intelligent
guests milled around the deck, talking business, • Engineering background
but this was not a standard business meeting. • A dreamer
Steve had known this customer for some time,
Smith was the name of course, and he was al-
ways pleasant enough, offering a cold drink on Base Editorial Control
a hot day, but today, the owner was in his work
attire. He and his cohorts, supervillains all, were 2
plotting their next nefarious scheme. Steve and Threshold
his co-worker would have to do something! The 10
villains were planning ahead, they had time, so
he pitched the idea to Brock, and of course he Design Points
accepted, who wouldn’t want to be a sidekick to 100
Total Unspent
a famous superhero?
70 Tiger Lord
Trait:

Rank
9 +5

Link
TIGER-CLAW ATTACK (1/2/3)
Modifiers: Only when the chips are down, +2 Linked
with TIGER MARTIAL ARTS Points: 34

Trait:

Rank
7 +3

Link
TIGER STYLE KUNG FU (1/2/3)
Points: 26

Trait:
5 +3
Rank

Link
ACROBATIC (1/1/1)
Modifiers: Auto-Defend
Points: 21
Scott Brewer
Trait:
Rank

TRAINED BY MONKS (1)


5 Link +3 Complications:
Points: 10 • Will not refuse a chal-
lenge
Trait:
Rank

1 +1 • Honorable
Link

ATHLETIC (3/2/1)
Points: 9

Factoids:
Background
• Brooklynite
The child of two Columbia professors, Jacob
• Child of academics
split his youth between Brooklyn and China, his
father deep in research, his mother still at Co-
lumbia. Accompanying his father on a trip into
the mountains, they came upon a monastery
lost to time. Embraced by the monks, Jacob and Base Editorial Control
his father had discovered something well worth 2
investigating. The monks took Jacob in, as his
father spent most of his time in the library of Threshold
the monastery. Months passed, and they fi- 10
nally returned to Brooklyn, but Jacob contin-
ued his studies in private. This continued for Design Points
many years, until at the age of 16, Jacob finally 100
Total Unspent
asked if he could stay with the monks. Six years
passed, and when his mother died unexpect-
edly while delivering a lecture on Native Son,
Jacob returned home. Before he left, he challenged for the right to be the Tiger
Lord, knowing that if he was to win, he would have to accept the title and the
responsibility that went along with it.
Vector 71

Trait:

Rank
10 +5

Link
FLIGHT (1/1/1)
Points: 38

Trait:

Rank
10 +5

Link
26th CENTURY SUPER-SUIT (1/1/1)
Modifiers: Auto-Defend, Versatile (armor, ___)
Points: 44

Trait:
10 +5
Rank

Link
GRAVITY CONTROL (1/1/1)
Modifiers: Incapacitate
Points: 40

Trait:
Rank

ENERGY PROJECTION (1/1/1)


10 Link +5
Points: 38

Trait:
Rank

8 +3
Link

SUPER-STRENGTH (1/1/1) Brent Sprecher


Points: 24
Complications:
Trait: KNOWLEDGE OF 20TH & 21ST
Rank

5 +3 • Guilt-ridden
Link

CENTURY HEROES & VILLAINS (1/1)


• Not a native of 20th/21st
Modifiers: +2 to discover Complications century
Points: 16 • Superhero (and even Vil-
lain) worship

Factoids:
Background
Nara Valdarian grew up in a fantastically advanced • Immature
off-world colony of Earth called Clear in the late 26th • Socially awkward
Century. The colony was founded by scientists and
intellectuals in the early 23rd Century who wished
to escape the 1-World military dictatorship that took
control of the planet following the 90 Second War
that nearly ended all biological life on Earth. After Base Editorial Control
hundreds of years of isolation and peace, Clear has
become a scientific utopia where hunger, disease and 2
war are foreign concepts and death itself has nearly Threshold
been eradicated.
10
However, while most denizens of Clear consider the
colony to be a near perfect paradise, Nara was… Design Points
bored. She spent countless hours reliving the ex-
ploits of Earth’s super-powered heroes of the 21st 200
Total Unspent
Century in the holomnasium. Eventually, however,
the holo programs were no longer sufficiently stimu-
lating to her. Nara used the advanced technology in
her gene donor’s lab to fashion a high-tech “super-suit” and slipped through a recreational
wormhole, traveling into the past in an attempt to meet one of the heroes she idolized.
However, her arrival in the 21st Century happened to coincide with a pivotal battle in her
hero’s career and, alerted by her presence, the hero was distracted long enough for his
enemy to deliver a killing blow. Guilt-ridden over having caused the death of her hero, and
stranded in the past because his death ruptured the time stream, Nara uses her supersuit
to fight crime and injustice as the hero “Vector!”
72 Chapter 2
The System
CC&VF in Action compensated for increased use
and production of d12s.
CC&VF uses twelve-sided dice
(d12s) exclusively. The d12 just
does not get enough love. With that out of the way, players
and Editors will want to have a
Overall, we think we have small handful of d12s available
come up with a relatively to them for an Issue of CC&VF.
simple, intuitive, fun, creative, Between 5 and 10 should be
narrative system for everyone plenty, but if you are one of
to create their own Issues those players who doesn’t ever
telling superheroic tales. want anyone else touching their
dice, consider having 10 just for
Some terminology: yourself. However, it is uncommon
to roll more than 5 dice at a time.
• Issue: an evening playing
CC&VF In addition, players will want a
pencil with an eraser, some scrap
• Editor: the Game Master, the paper, and their character sheet.
person responsible for coming
up with the framework of the Die-Rolling Essentials
Issue, and creating memorable The basic die rolling mechanic is
and challenging NPCs, Villains, simple. In order to attempt any
encounters and problems for the sort of action, a player will roll a
Heroes to overcome. twelve-sided die (d12) and add
the value of a Trait, comparing
In this section, we will cover the this result to the opposed Trait roll
types of Scenes in an Issue of result or difficulty.
CC&VF. We’ll also discuss how
to roll the dice -- okay, not how Most often, this roll will be
to roll them (gamers can be opposed by another character,
very particular about how they whether it is one character
physically roll their dice), but wanting to punch another or a
rather, how to use the dice and character attempting to convince
interpret their results. In addition, another to tell them where the
we’ll deal with Setback Tokens, hidden nuclear warheads are.
Initiative, Special Actions, and
Assigning Difficulties to actions. Of course, there are some additional
rules, but the core mechanic doesn’t
Grab Those Dice! change: roll and add.
There is no truth to the rumor
that the creators of Capes, Cowls Each time you use a Trait, you
and Villains Foul have any must mark it off as having been
relationship to the manufacturers Used (throughout the game, this
of twelve-sided dice. In no is referred to as a Usage of a
way are we getting financially Trait). We have provided you with
73

a Usage Sheet for tracking Usages Benefit Dice and


and other such information (see Detriment Dice
pages 73 and 159). Continued Use of a Trait makes
the Trait less effective, but luck
Each Usage of a Trait, whether as can still work in the favor of any
a Primary Trait or Secondary Trait, individual. When Detriment Dice
expends a Usage of that Trait. accumulate, a player will roll
multiple dice, and keep the result
Linked Traits of the lowest die. Detriment Dice
Some Traits can be Linked, meaning add a die or dice to a roll, and the
they can have a value added to player will keep the lowest of the
another Trait. This will allow you results rolled.
to get higher results on your roll,
but at the cost of exerting yourself. Some Signature Traits and various
There is no limit to the number of actions allow a player to accumulate
Traits you can Link in any roll, but Benefit Dice. Benefit Dice add dice
spending all your resources early to a roll, and a character will keep
will mean that you are tired later, the highest result.
and much more likely to go down
at the hand of a nefarious villain. Benefit Dice and Detriment Dice
Linked Traits should make sense cancel each other out on a one-
Linking together, this is very much for-one basis, if a player is in a
up to the Editor. situation where they have both.

NOTE: You do not have to Link As you Use a Trait more, it


Traits for any specific action; you generally becomes less effective.
can, of course, perform an action Many Traits can be used multiple
with just one Trait. times before becoming ineffective,
and some Traits start out
The Trait being Used is called the incredibly effective, and others
Primary Trait, while any Traits Power-Up. This is recorded on the
Linked to the Trait are called character sheets by listing how
Secondary (or Linked) Traits. many dice are rolled:

Each Usage of a Trait in a 1/ 2/ 3/ -1/ -2/ -3 etc.


particular Scene must be noted on
the Usage Sheet. The more a Trait • 1 means one d12 is rolled and
is Used, the less effective it gets. adding to the Trait and any Links.
Although, some Traits actually
can be used several times before • 2 means that two d12s are
losing effectiveness (Signature rolled, the higher of which is kept,
Traits), at some point, any trait and added to the Trait and any
used often in a particular scene Links.
will accumulate Detriment Dice.
• 3 means that three d12s are
74

The System
rolled, the highest of which is
kept, and added to the Trait and
Performing Actions
So, now you should know how to
any Links. roll dice: Roll dice, keep only one
(okay, there is an exception to
Negative numbers mean that an this, the optional Pushing rules,
additional number of dice equal which actually give Bonus Dice)
to the negative number are and add to your Trait.
rolled, and the lowest is kept.
This is called the Detriment Dice But what about performing an
mechanic, and it does not stop at action?
-3, Detriment Dice will continue
to accumulate as long as a scene These are superhero comics, so
goes on. let us start with combat (and
Action Scenes).
If a Linked Trait is in the negative,
an additional die (or dice) equal to For the purposes of the rules,
the negative number is added to any action against another will
the pool, and the lowest number be called an attack, but because
is kept of the very flexible nature of the
system, an attack does not have
If a Linked Trait gives Benefit Dice to be a punch, laser blast, or
(and they are not cancelled out by anything one might traditionally
any Detriment Dice), each Benefit think of as an attack, an attack is
Die adds +2 to the result.

Bill Williams
75

Many characters have one Trait


Ed. NOTE: TIE GOES TO... with Auto-Defend attached to it.
What about ties? What if a defender Once per Issue, after an Attack
and attacker tie? What if the is declared, but before a result
difficulty for an action is matched? is declared, they may use their
My personal rule on ties: Always give Auto-Defend. The attacker’s Traits
the players the advantage. You may are still used, but the attack
want to declare that a defender misses.
always gets the advantage, i.e.
they met the number, thus they are They roll the appropriate dice and
successful. You may want to say that add everything together.
a defender needs to beat the number.
It is your call. The Attacker declares their total,
the Defender then must state the
Trait and Links they are using and
merely an action against another
try to tie or beat that number.
character (or characters) designed
to wear them down.
Characters should use appropriate
Traits to attack and defend. Some
To Attack, a player declares their
Traits lend themselves to being
action, and the Trait and possible
used primarily for one or the
Links they are using.
other, but nothing is set in stone.

Ed. NOTE: TRAITS, USAGES, AND LINKING


A very quick example, using characters from Chapter one, see pages 58 and 61:

Muse is attacking Supermodel. Muse has never fought Supermodel before, so


she wants to test the waters. Muse gives her a big old punch using SUPER-
STRENGTH 8. The result of the die roll is a 7, giving Muse a 15 for the attack.

Supermodel defends with just SUPER-TOUGHNESS 10. A roll of 6 gives


Supermodel a 16, absorbing the attack. Muse now knows that she will doesn’t
need to pull her punches. But will it be too little, too late?

Supermodel winds up, and uses SUPER-STRENGTH 10 Linked with BRAWLER


7(s). Muse isn’t too worried, so she doesn’t Auto-Defend. The Editor rolls
3 dice for Supermodel, (3, 8, 11). The Editor will keep the 11, adding 10 for the
SUPERSTRENGTH and the Linked value of 3 for BRAWLER(s). Final Result: 24!

Muse is a little worried now. Muse will use NON-CORPOREALNESS 8, Linked with
SUPER-TOUGH(s). Because SUPER-TOUGH is a Diminishing Signature with 3 dice
available, Muse will add an additional +4 to her result. The result of the die roll is
5. 5+8+Linked value of 3+4= 20.

Ouch! Muse takes a hit, and gets a Setback Token. Supermodel is tougher than
she looks.
76

The System

Combat Synopsis
1) Attacker declares their attack, and marks off Usages.
2) Defender has a chance to Auto-Defend.
3) Attacker rolls, and declares their result.
4) Defender, knowing the result total, declares their Defense, marks
off Usages, and rolls.
5) If attacker’s roll beats defender’s, defender takes a Setback Token.

Non-Combat Scenes Setback Tokens, Big


Shhh…. Here is a secret:
Actions pretty much work the
Hits, and Threshold
Capes, Cowls and Villains
same way, no matter what. A
Foul uses a very abstract system
character wanting to sneak past
to represent damage, but this
the security measures of the
system represents not only
top-secret government facility
damage, but possibly fatigue,
in an Extended Scene? Still
frustration, disinterest, and
an action. A character trying
resources.
to use subtle manipulation to
obtain information from another
In an Extended Scene, a Setback
character? Still an action. A
Token might represent a dead-
character attempting to leap to
end when researching something,
disarm a bomb before it goes
hours spent that led to nothing,
“ka-blooey”? Yep, still an action.
exhaustion of resources, maybe an
overheated computer, red herring
Declare Traits, roll dice, declare
clues or uncooperative NPCs.
result, and compare to either an
opposed roll, or a Difficulty.
In combat, a Setback Token could
represent a LASER BLAST to the
Fumbles & Critical Hits
chest, the fist of a being able to
If the result of your die roll is a
smash planets connecting with
1, you fail. This is a Fumble. You
your jaw, etc.
must still figure out your total,
because you may or may not be
But, in an Action Scene, Setback
subject to a Big Hit.
Tokens might also represent
boredom for the nigh-invulnerable
If the result of your die roll is a
character (although he is not
12, you do not automatically hit,
harmed, he tires of all the lesser
however, you get to double the
beings attacking him), frustration
value of the Primary Trait before
(maybe all the WITTY BANTER
adding it to the die result. This is
is just too much) or fighting off
a Critical Hit.
psionic control.
77

All of these examples mean the Sometimes, a character can take


same thing: a character is moving one hit and find themselves out of
closer to no longer being an active a scene. This is called a Big Hit.
member of a particular scene (or
Out Of Commission). A Big Hit occurs when a character
fails a roll by more than their
Every player character will have a Threshold (see page 27). A Big
pool of 4 Setback Tokens available Hit instantly takes a character
to them for each Scene. Four. That’s Out Of Commission. That’s it,
it. Same for all player characters. they are done. Unless they want
to use some of their Editorial
In an Action Scene, a character Control to offset this Big Hit.
acquires a Setback Token when
their opponent attacks them
in some way, and beats their Ed NOTE: TAKING THE HIT
defensive roll. Fighting powerful foes, or defending
against really high numbers, players
In an Extended Scene, each failed may often try to ensure they can
roll by a player character (likely) easily get to within their Threshold,
uses up one of their Setback and not worry so much about taking
Tokens. a single Setback Token.

In a Contested Scene, each roll is


opposed, and the loser of the roll Scenes From a
acquires a Setback Token. Comicbook
An Issue of CC&VF should be
However, some hits hurt more memorable, exciting, dramatic,
than others, some knowledge humorous (if that is what you
man was not meant to know, like in comics, some folks do not,
and sometimes, bringing a Ian, I am looking at you!), and
3-year old’s tricycle to a NASCAR the system and mechanics of the
race is just not going to cut it. system will hopefully encourage
and enable this.

Ed. NOTE: SETBACK TOKENS AND There are only three types of
EXTENDED SCENES Scenes in an Issue of CC&VF.
Sometimes, an Editor may decide to An Issue might not contain each
not give a player a Setback Token for type of Scene, but each has their
a failed roll in an Extended Scene. place.
Why? Because maybe the Editor
doesn’t want the player to know they Action Scenes
failed. Or maybe the player was so The first, and most frequently
off base in what they were trying to associated with comicbooks is the
do. See page 83 for more information Action Scene. An Action Scene
on establishing Difficulties. will likely be some sort of brawl
78

The System
between the good guys and the of “combat”, most likely involving
bad guys, or maybe the good the heroes trying to solve a
guys, and another team of good mystery, gather clues, find the
guys with whom they are not villains, determine where they will
seeing eye to eye. strike next, and so on.

An Issue will likely contain more For the Extended Scene, a


than one Action Scene, and character will Use their Traits
frequently, most characters are when appropriate, and may well
created with an eye toward Action suffer Setback Tokens. In this
Scenes. Although a Watchmen case, Setback Tokens are likely
story could be told with CC&VF, it not damage at all, but could be
was more designed with good old- viewed as frustration, a dead end
fashioned pre-deconstructionist to a line of thinking, exhaustion of
superheroics in mind. ideas, etc.

In each Action Scene, a Hero Also, unlike in an Action Scene, in


starts with zero Setback Tokens an Extended Scene, failure means
(see the Setback Token section getting a Setback Token. So, if
of this chapter for more details), a character is trying to gather
and all their Usages are Refreshed clues at a crime scene using
and ready to use. Villains also DETECTIVE, and they fail the roll,
start with no Setback Tokens (see not matching or exceeding the
the Chapter on Villainy for more Difficulty set by the Editor, they
information about this intriguing will take a Setback Token.
verbiage… not all Villains have
4 Setback Tokens) and all their Most actions in an Extended
Usages are also Refreshed. Scene will be opposed by a
Difficulty set by the Editor, but
If a Hero (or Villain) loses all their some might be opposed by
Setback Tokens, they are out of another character in some way.
the Scene. Simple. Each Action Once a character has four Setback
Scene all of a character’s Setback Tokens they can no longer Use
Tokens and Traits Refresh. Traits in the Extended Scene.

Extended Scenes However, the Extended Scene


The second type of Scene is the is unique in that a player can
Extended Scene. Look at the spend EC to remove a Setback
Extended Scene as one long Token anytime after they have
Scene that takes place in the taken their fourth Setback Token.
Issue between all the action. This allows a character to still
participate as a player, and if they
There is one Extended Scene per decide that they need to take an
Issue, and it is broken up by the active role in the Extended Scene,
Action Scenes. Extended Scenes they can do so.
are the Scenes that occur outside
79

Contested Scenes should feel free to veto any Trait


The third type of Scene is one Usage that is not appropriate) and
that might not come up too often, roll as normal. The character with
and is essentially a sub-scene, the lower roll takes a Setback
occurring within an Extended Token. Ties continue the scene
Scene or an Action Scene. The with no effect, thus requiring even
Contested Scene is very specific more Usages.
and occurs when more than one
character is attempting essentially No matter what condition a
the same action against another character was in before the
character (or object), both Contested Scene, all their Traits
utilizing similar Traits. are Refreshed for this Contested
Scene, and they have zero
It could be two characters arm Setback Tokens for this Scene.
wrestling, using STRENGTH or
whatever is appropriate, it might Players should not clear all
be one character chasing another Usages and Setback Tokens from
who is flying away, attempting to the Scene the Contested Scene
escape with a vital clue. grew out of, they may very well
end up back in that Scene. Once
Each round, the two characters a character has taken all their
will use those Traits appropriate Setback Tokens, they have lost
to the Scene (it is important to the Contest. Likely, one character
note that creativity can still be (or possibly both characters) will
exercised here, but the Editor return to the Scene they left,
which has still been
going on! Obviously if
one character was trying
to escape, and won
the contest, they will
not likely be returning
to the Scene, and the
pursuing character may
not return right away,
depending on how many
rounds the Contest took.

But, don’t leave the


player out of the scene
for too long. Bored
players are prone
to start reading a
book, taking a nap,
checking their email, or
browsing the host’s DVD
collection.
Bill Williams
80

The System

Bill Williams

Initiative if they are getting the jump on


the Villains. Villains tend to be
(or the Big Beatdown and How
to Get It Started) the sort of are either causing
A good artist doing a two-page mayhem, or who are holed up in
spread is a wonderful thing to the dank secret lair, just waiting
behold in a comicbook, especially to be caught. My bias towards
if those two pages are the start of Heroes aside, how does it work?
a big battle between the heroes
and the villains. Initiative, the The Editor needs to inform
start of combat should have that the players all the characters
same sense of cool. Everyone participating in the combat (see
should want to take a moment to Ed. Note on Surprise for one
see who is involved, what they exception). The Editor determines
are doing, and how this is going which side acts first. Someone
to shake down. from that side has to be the first
to act. If it is the players’ side,
Action in CC&VF has been they can decide who acts first.
designed to emulate comicbooks, The player who acted then gets
and initiative is certainly a part to determine who goes next,
of action. An Action Scene starts, it could be someone from their
somebody has to go first, right? side, or from the Villains’ side.
A lot of times this is the Heroes, This continues until everyone
81

Ed. NOTE: DEFENDING Others


What if one character wants to defend another character or characters? Well,
we have rules for this (see page 87 for details on how this works), but we will
mention it here, as it does relate to Initiative.

A character will selflessly throw themselves in harm’s way to protect someone


else, this is good stuff! This is heroic. This should be encouraged.
Okay, enough of my bias. How does it affect Initiative?

Villain 4 is going to unleash his MEGA-BLAST to the bus-load of tourists. Hey,


it is what Villains do. Hero C doesn’t like this. Hero C wants to take the full Blast
himself. Hero C declares this intention, and gives up his next action, whether it
would be in this round, or the next, to do just that.

Simple.

So, the Villain has essentially wasted Hero C’s action, possibly damaged Hero
C, and denied Hero C a chance to take part in the declaration of Initiative. Wow,
maybe Villains do know what they are doing.

IF (all caps = big if), for some reason a Hero needs to do this multiple times in
a row, they can, taking a debit on their actions. The cost for this debit is that
their rolls are a cumulative –2, until they are no longer in debit. Now would be a
good time for that Hero to consider calling in some backup, or hoping for some
assistance in some way. Isn’t it a good thing there is Editorial Control?

Ed. NOTE: SURPRISE!


(or SHHHHHH… we’re hunting Heroes)
Villains sometimes have tricks up their sleeves. Sometimes there is a bomb they
do not want the Heroes to know about. Sometimes there is a Villain lying in the
shadows, waiting to strike. Or maybe sometimes, one member of the Villainous
team did not get the memo and missed the bus, and is late to the scene.

Surprises are part of the fun of comicbooks.

In this case, the Editor does not have to declare who all the participants are in a
combat, and can spring this surprise on the Heroes at the appropriate time. This
is best handled, when a Villain declares the next character to act, and announces,
rather boldly, that a heretofore unannounced Villain will act!

Bum bum BUMMMMM!

And the Players will cry foul.

Oh, well. No one said being a Hero was easy.


82

The System
has gone at least once, and the RPG definition of “round” loses
last character to act in a round, some significance, as combat
determines who acts first at the becomes an ever-changing
start of the second round. field of chaos. Maybe the Editor
determines that the Heroes do go
The Editor needs to track each first, and all the Heroes decide
character, whether it is with index to act before the Villains? Well,
cards, that they flip over when a then all the Villains will get to act,
character acts, or scratch paper potentially twice!
with every character’s name, and
they check off when a character The side that goes first is very
has acted. much up to the Editor. If the Heroes
are interrupting the Villains, the
We are using “rounds” here, but Heroes will likely go first.
you will find that the traditional

A Quick and Dirty Example


There are 3 Heroes and 4 Villains. The Editor has determined that the
Villains, engaged in villainy, as they are wont to do, are busy causing
mayhem, and when the Heroes arrive on the scene, they get to declare
first. The Heroes chat quickly, and decide that:

Hero A will act first. Hero A acts, attacking his archenemy. Being heroic,
and a good sport, Hero A next lets Villain 1 act, as Villain 1 is his
archenemy, after all.

Villain 1 acts, and the Villains have a numbers advantage, so Villain 1, who
really doesn’t like Hero A, decides that Villain 2 will act.

Villain 2 acts. Villain 2 just attacked Hero A, and Villain 2 decides that they
like this numbers advantage thing, and they are villainous, and villains are
way too often short-sighted, so Villain 3 will act.

Villain 3 acts, and determines that Hero B should next act.

Hero B acts, and thinks hard, should it be Hero C, or Villain 4. Hero B


decides to let the Villains bring their best, and Villain 4 will act.

Villain 4 acts, which leaves only Hero C.

Hero C acts. The round is over (not that anyone cares, but everyone has
acted). Hero C decides they need to keep hitting and keep hitting hard,
and decides Hero A should act again.

ROUND 2

Hero A acts, and decides…

And so on.
83

EDITOR’S NOTE: BUT I’M REALLY, REALLY, REALLY FAST!


Sometimes a player may want their Hero to act before the Villains, and maybe
the Editor has declared that the Villains really do have the jump on them. Maybe
that Hero is a speedster, or has precognitive powers, or some sort of temporal
control, or breaks the fourth wall, or is just really, really, really lucky.

The Hero has to make their case, and if the Editor begrudgingly agrees, can let
that Hero act before the Villains; BUT, they have to expend a Usage of the Trait
(or Traits, depending on if multiple Traits were Linked, which could be part of
the negotiation) that is enabling them to beat the odds. No dice are rolled, but
Traits are Used.

In addition, after that Hero acts, the Editor determines who will act next in the
Initiative order.

Assigning Difficulties TRAITS and assume that those


traits are linked. A 12-story
and Penalties building might have VERY LARGE
Because of the nature of the 8 as well as HEAVY(s) 8 and
CC&VF system, which does not possibly AWKWARD TO HOLD(s)
seek to quantify what a specific 8. Those three Traits linked
Trait means in real world terms together come up with a base
(that means, there is no chart number of 14 before rolling.
indicating that SUPERSPEED 7
indicates that a character can Should an Editor than have
run 723.65 mph) and because of to roll? No. Add 6 to any base
the power of Linking, assigning number to arrive at the difficulty.
Difficulties to tasks not opposed
by another character is very much So, a character attempting to
up to the Editor. With that said, hold up this building would need
we will do our best to describe the to beat a DIFFICULTY of 20. A
process and give some examples. Formula One racecar might have
FAST 5, so a character attempting
Difficulties to catch one would need to
How hard is it for a character with beat a difficulty of 11. An Alien
SUPER-STRENGTH to knock down Battle Cruiser would be HUGE
a 12-story building? How hard is it 14 and VERY HEAVY(s) 14 and
to hold that building up? CAPABLE OF FTL TRAVEL(s) 12,
so attempting to stop one from
Situations like this occur in crashing into the Earth would
comicbooks all the time, so an require overcoming a difficulty of
Editor should have the power 30. Want to catch a bullet? Bullets
to quickly and easily make a are VERY FAST 7, VERY SMALL(s)
determination. 5, and DEADLY(s) 4, thus a player
Imagine an opposed task having should hope they can beat 17.
84

The System
As with any Trait Usage, the Traits clues have long been a part of a
must be appropriate. If they are roleplaying game, and there have
not, the Editor might also assign a been whole games designed to
Penalty. help make this process fun, and
not rely on dice rolls, yet also
For example, the hero wants not rely entirely on the deductive
to break down a door. A sturdy clues of the players, because,
wooden door would be in the their characters might well be
Human range, so might have a smarter than they are.
Trait of 2, thus a character would
need an 8. A heavy safe door My advice and mechanics to
might be superhuman and have support my advice are as follows:
a Trait of 8, thus requiring a 14.
Superheroes smash open doors all Indie game design superstar
the time! Make it quick and easy. Jared Sorenson has a comment
about a locked door in an old-
More difficult tasks might require school dungeon crawl type game.
the Editor to figure out several of What I took away from it: if your
the Traits of the object or task in game hinges on the ability of one
question. After playing the game character to make a roll and they
for a bit, this will get easier. fail that roll, your game is not
much fun. You need to give the
Extended Scenes and players options. To bring Raymond
Villainy Chandler into the discussion, have
So, in an Extended Scene, a a man with a gun break down the
character may well be up against door.
the machinations of a supervillain.
Supervillains love to leave clues to When I run scenarios that rely on
their crimes. Fact. So, how does the characters gathering clues,
an Editor help the players along I try and help them along, and
as they attempt to solve these debrief them at the end, as it will
mysteries? help them in the future.

Running mysteries and gathering But, they also need to look down

Ed. NOTE: SETTING DIFFICULTIES FOR A CONTESTED SCENE


The nuke has been launched, and the Heroes must stop it. Well, they have to
catch it first. In a Contested Scene like this, the Editor can handle it one of two
ways, neither different from the standard Contested Scene rules. The Editor
can determine the rating, and add 6, thus the Hero has to beat a static number.
Losses accumulate as usual. Or, to increase the dramatic tension, the Editor
can have the rating and roll a die, with standard die rolling rules applying (rolling
a 1 or a 12). The Editor might even decide to roll two dice for each Contested Roll,
keeping the better of the two!
85

the right paths and use the right beat the base number (in this
Traits, some are more appropriate case 16: the number before
than others, but due to the very adding the 6), but fail to beat
open-ended nature of Traits, the the Difficulty, they do not get a
Editor has a ton of flexibility. Setback Token, but they also do
not get any useful information.
Ultimately, I will likely get the This is a way I can encourage
characters to the finale of the them to try another tactic, maybe
villainous plans. It is not much they are looking in the wrong way
fun if the players and their and in the wrong location.
characters are just not in synch
with the Editor. So tease them, It truly depends on how long you
give them some breadcrumbs. want the Extended Scene to be.
Comicbooks are filled with villains
who choreograph every phase of I tend to approach failure (i.e.
their plans. Use that. Setback Tokens) as when a
character is on the right path, but
Now, how to set the Difficulties? doesn’t make the roll. But, if you
want your Extended Scenes to
Much of this can be done be lean and mean, failure means
beforehand. If the Villain has Setback Token. That’ll learn the
Traits appropriate to plotting a Heroes!
grand scheme, use those Traits.
Take a look at Professor Prestige Remember though - the Heroes
(see page 62). He might use live in the world. They have
THE BIG REVEAL and CRIMINAL Traits. The player might not best
GENIUS(s) which is 13+3+6= 22. know how to use those Traits,
but the Hero does. A player
So, characters trying to follow the using a DETECTIVE Trait might
trail of breadcrumbs Prestige is not have the mental capacity to
leaving might well have to beat a break down exactly how they
22. Characters need to use Traits are looking for clues, but their
appropriate to what is going on, character knows how. Let the
as well as a description of what characters shine. This will make
they are doing, and they may be your players happy.
really off base.
Penalties
What if they don’t? Sometimes, a Trait is very
appropriate: “I use my SUPER-
The rules say that they likely get STRENGTH to defend against the
a Setback Token for the Extended blow from the STAR SWORD by
Scene. But maybe the Editor catching it in my hands.”
wants the players to flounder a
bit. Sure. It sounds cool. It looks
cool. Go for it. “I use my SUPER-
My rule of thumb is that if they STRENGTH to defend against the
86

The System
LASER EYE BLAST.” Not so much. are not just indicative of damage,
In cases like this, or trying to in this case they could represent
use MEGA-ENDURANCE to catch frustration. So, how do these
a speeding racecar, an Editor soldiers, with not a single Trait
may want to encourage the use above 4, attack such a foe? They
of a more appropriate Trait. If gang up.
a player insists, but is not able
to provide a convincing case, First: Characters ganging
assign a penalty to their action. up must all act as one in the
Penalties should be in increments Initiative order.
of 2, and the higher the penalty,
the less appropriate the Trait(s). Second: All characters will
Don’t punish players, let them activate Usages for any Trait
be creative, but sometimes a they are going to be using. One
character just does not have the character will act as the attacking
right tools for the job. It happens. character, and whatever their pre-
roll number is, all other characters
Staples of the Genre must get their pre-roll numbers
The “Fastball Special”, Captain within the same Tier.
America protecting a child behind
his shield, an army of soldiers all If they do so, activating Usages
taking aim at one character, and for each character participating,
a character leaping into a room the attacking character will make
filled with villains and attacking their roll with Benefit Dice and
many of them at one time. These
are all staples of comicbooks, Ganging Up Chart
and thus, CC&VF needs a rule to
accommodate such actions. No. of Additional Benefi t
Attackers: Dice & Roll
The basic mechanic is the Modifi er:
same for all, using Benefit +1 (2 total) +1d12
and Detriment Dice, and some +2 (3 total) +1d12+1
modifiers. However, we will offer a
+3 (4 total) +1d12+2
detailed explanation for each.
+4 (5 total) +1d12+3
Ganging Up +5 (6 total) +2d12
Sometimes groups of (often
+6 (7 total) +2d12+1
terrified) soldiers are ordered to
take down a foe that their guns +7 (8 total) +2d12+2
individually would do nothing +8 (9 total) +2d12+3
against. Or the master villain +9 (10 total) +3d12
sends his lackeys out to dogpile
his heroic adversaries en masse. +10 (11 total) +3d12+1
+11 (12 total) +3d12+2
Remember that Setback Tokens +12 or more +3d12+3
87

modifiers depending on how many Defending Others


individuals are teaming up (see A villain is going to open fire on
chart). a group of innocent civilians.
Hopefully, an Editor will give the
If five soldiers team up, the players some foreshadowing of
attacking character will roll one this, either through villainous
Benefit Die and add 3 to the roll. chatter, or just in describing the
If ten soldiers gang up, 3 Benefit situation.
Dice would be added to the roll!
The Defending character must be
Ganging up also makes life easier able to act at the same time in
for Editors, allowing them to the Initiative order (see Defending
resolve a massive group attacking Another Ed. Note), and will be
with just one roll. (Now, it is also using their action to Defend
possible that these ten soldiers instead of something more
could attack several characters, offensive in nature.
which would add a Detriment Die
and possibly a modifier to the If a character has GENERATE
roll, again though, nice and easy SOLID FORCE as a Trait, they may
rolling for the Editor.) try and create a Force Field to
protect everyone.
Combo Attacks
A Combo Attack is essentially the
same as Ganging Up, but is
likely to be used more by
named characters.

Both characters must


act consecutively in the
Initiative order, and both
activate Usages.

The attacking character


declares their Usages, and
the supporting character must
get their pre-roll value to
the same Tier (see page 11)
(1-4, 5-8, 9+). Benefit Dice
are added to the roll. With
higher powered characters,
this can be devastating, and
more than that is very fun to
describe!

Bill Williams
88

The System

Ed. NOTE: DEFENDING Others (Again)


This section is reprinted from the Initiative section and modified slightly to
make it fit here, but we thought you, the reader, might appreciate not having to
flip back and forth.

A character will selflessly throw themselves in harm’s way to protect someone


else, this is good stuff! This is heroic. This should be encouraged.

Okay, enough of my bias. How does it affect Initiative?

Villain 4 is going to unleash his MEGA-BLAST to the bus-load of tourists. Hey,


it is what Villains do. Hero C doesn’t like this. Hero C wants to take the full Blast
himself. Hero C declares this intention, and gives up his next action, whether it
would be in this round, or the next, to do just that.

Simple.

So, the Villain has essentially wasted Hero C’s action, possibly damaged Hero
C, and denied Hero C a chance to take part in the declaration of Initiative. Wow,
maybe Villains do know what they are doing.

IF (all caps = big if), for some reason a Hero needs to do this multiple times in
a row, they can, taking a debit on their actions. The cost for this debit is that
their rolls are a cumulative –2, until they are no longer in debit. Now would be a
good time for that Hero to consider calling in some backup, or hoping for some
assistance in some way. Isn’t it a good thing there is Editorial Control?

Or a character may choose to Attacking Multiple


throw himself in front of a bullet Opponents
intended for the grandmother Some characters revel in taking on
making a deposit at the bank. multiple foes at once. Let them.
The basic mechanic is the same. No need to have rules allowing
The number of individuals the multiple attacks in a round, or
character is trying to protect some special character extra.
determines how many Detriment
Dice are added to their roll, and Instead, use this same basic
any modifiers to that roll. mechanic. If a character wants to
attack two characters, they will
If their defensive roll is successful, make one roll with a Detriment
the attack does not get through. Die added to the roll, applying
If the attack is successful, the the result to both opponents.
defending character will take See the chart for the breakdown
the Setback Token. Heroism is of penalties depending on the
rewarded through selfless acts. number of opponents targeted.
89

In playtesting, one character Assisting an Ally


loved to push and attack multiple The base mechanic is the same as
foes, essentially negating any Ganging-Up or a Combo Attack,
penalty for a straight roll. The but is used more for non-combat
character happened to have a activities (defusing a bomb,
Power-Up Signature, so was still hacking into NORAD).
quite terrifying against many
opponents at once. All characters must go on the
same Initiative. The acting
It is up to the Editor’s discretion character declares their Traits and
how many opponents a character Usages, and assisting characters
can attack with one action. Some declare their (appropriate) Traits
characters may use SUPER-SPEED and Usages. The acting character
to attack many foes, running will get Benefit Dice and possibly
from one to the other, another a modifier added to their roll.
character may dodge enemy fire
and acrobatically leap from one The general rule is this: if the
foe to the next, and of course, numbers are in the favor of the
there is the classic, a character character, they gain Benefit Dice
smashes the heads of two foes and a positive modifier, if they
together! Villains can do this, too! are in favor of the opponents, the
roll gains Detriment Dice and a
negative modifier.

Pushing
Multiple Opponents Chart
Sometimes characters will have
No. of Additional Detriment the need to push themselves to a
Opponents / Dice & Roll greater chance of success at an
Characters Being Modifier: action.
Defended:
+1 (2 total) -1d12 Characters may push themselves
by voluntarily taking a Setback
+2 (3 total) -1d12-1
Token. One round must pass
+3 (4 total) -1d12-2 before a character can Recover
+4 (5 total) -1d12-3 from these Setback Tokens using
+5 (6 total) -2d12 Editorial Control.
+6 (7 total) -2d12-1 If a character takes their 1st or
+7 (8 total) -2d12-2 2nd Setback Token, they can roll
+8 (9 total) -2d12-3 one additional die and add it to
their result. For a character rolling
+9 (10 total) -3d12
multiple dice, they add this die to
+10 (11 total) -3d12-1 their pool of dice, and can keep
+11 (12 total) -3d12-2 two of their highest. This is called
a Bonus Die.
+12 or more -3d12-3
90

The System
neutralize the Trait needs
Pushing Chart
a viable way to do it. For
Setback Die: Traits that are ostensibly
Token: gear, this is pretty
1st or 2nd +1 die to result easy. But, how do you
3rd +2 dice, +1 die to result neutralize a character’s
SUPER-STRENGTH? Or
4th +3 dice, +1 die to result ARCANE ABILITIES?

If a character is taking their 3rd The player will need to


Setback Token, they add 2 dice to make their pitch to the Editor (or
their pool, adding one to their roll, the Editor will need to explain
and using the other as a Benefit to the player how and why it is
die. happening.)

If a character voluntarily accepts If it is a go, i.e., the Editor agrees


their 4th Setback Token - hey, with the method described, what
sometimes, the world needs to be next?
saved, no matter what!- they add
3 dice to their pool, keeping one The player targeting the Trait will
as a Bonus Die with two serving declare that they are attempting
as Benefit Dice. to neutralize a Trait, and what
Trait(s) they are attempting to
A character can only take one do it with. The Trait total of these
Setback Token at a time. negating Traits must be in the
same Tier (see page 11) or higher
Pushing will only grant a character than the targeted Trait.
one Bonus Die, but adding an
extra die to a roll is a wonderful The targeting character then
thing (for Villains too!) needs to deliver a Setback Token
to the targeted character, in some
Bonus Dice are negated by way appropriate to the method. If
Detriment Dice, the same as a character is neutralizing a gear
Benefit Dice. type Trait, they will need to of

Targeting a Trait
Sometimes, the best way to
neutralize a character, is to Ed. NOTE: EDITORIAL TRAIT
take away one of their Traits. NEGATION
It happens in comicbooks, so it If the Editor wants to negate or
needs to be able to happen in neutralize a Trait, they can follow
your CC&VF game. the rules above, or they can just do
so. If they just do so, they of course
How? should reward EC to the player.

First the character attempting to


91

course hit the character, or their Trait (or Traits) that they are
gear. attempting to negate with.

If they succeed, and deliver the The defending character will roll
Setback Token, they now will as many dice as they would in the
attempt to negate the Trait. (If roll Using the targeted Trait.
they fail, they can of course try
again.) The targeting character will roll
one die.
And this is simple.
If the targeting player wins the
The character attempting to roll, the Trait is Negated. It cannot
negate marks off Usages for the be used for the rest of the Scene.

Bill Williams
92 Chapter 3
Villains
Villains Foul Villainous Threats
Heroes have a code of conduct;
a way of acting that makes them
(and the Other
unafraid to put themselves in People of the World)
harm’s way for the greater good. Sometimes, Villains team up.
Villains have none of these Sometimes, they act solo.
restrictions and thus have rules Sometimes, against the same
designed just for them to carry on foe. So, how can a Villain prove
in their wicked ways. a threat for a Hero while acting
alone, but also join up with a
The Editor is responsible for team of bad guys and prove a
bringing to life all the non-player threat as well, without becoming
characters that Heroes will an overwhelming challenge?
encounter, and often, the most
interesting of these characters are So, how is this done in context of
the yin to the Heroes’ yang, their the game?
counterparts in the battle between
good and evil: Supervillains. Certainly, Editorial Control plays a
part. A solo Villain has the entire
Capes, Cowls and Villains Foul pool of EC to use for their own
is designed so that Villains are well-being.
more than just Heroes on the
wrong side of the law. Although There’s also Setback Tokens. As
Villains are created in the same a solo villain, the aforementioned
way as Heroes, there are also Villain will have 4 Setback Tokens.
specific rules in place to ensure However, if he and his team are
that they can be villainous. taking on the Hero, each Villain
may only have 1 or 2 Setback
Villains have unique applications Tokens. Individually, each Villain
of Editorial Control available to is a challenge for the Hero in
them; a Villain can prove to be question, but together, they are
challenging versus a Hero or almost overwhelming. The Traits
group of Heroes either solo or of the villains do not change; they
teamed up with several other just go down in combat a whole
Villains. lot easier.

There is no need to create Finding that sweet spot is part of


different versions of a Villain. the trial and error process of the
Villainous cannon fodder (minions, Editor. It is possible that in the
lackeys, red shirts, nameless first Action Scene of an Issue,
guards) are designed to tie up each Villain might have 2 Setback
heroes, but go down quickly. Tokens, and it is possible they
will easily handle and defeat the
Hero(es). Perhaps for the big
finale, downgrade most of them
93

to only 1 Setback Token, and than the supervillain. Whatever


perhaps upgrade the main villain the case is, some heroes relish
to 4 Setback Tokens. the opportunity to take out five
minions with one action.
Minions, Lackeys,
Redshirts, Henchmen Non-Player Characters
Nameless villainous minions serve Non-Player Characters (ordinary
one function and one function people) have 1 Setback Token
only -- to tie up Heroes, diminish each. They get hit, they go down.
their resources (Traits), and give Assign them Traits as needed, be
a named supervillain support. they a scientist, beautiful actress,
Frequently, they will team up to astronaut, or even benevolent
attack Heroes (and consequently, world leader.
Heroes frequently decide to take
on more than one at a time). Villainous Editorial
Minions have only one Setback Control
Token and can be made with any While Heroes can tap into their
number of Design Points. Editorial Control to do heroic
things, Villains have some inherent
Some villains are known to have advantages to make them villainous.
very imposing and powerful It isn’t fair, it isn’t balanced, but such
minions; other times the minions is the life of a Hero.
are nothing but street thugs in a
slightly less interesting costume

Bill Williams
94

Villains
The Editor will have a pool of EC just like a Hero, they also have
Editorial Control available to some options available to them
them for villains and non-player because of their membership in
characters equal to 6 plus the the Villain Club (the dues are
number of players. expensive and they don’t have
much in the way of retirement
Any villain or NPC can use these benefits).
points of EC. However, during
character creation, some Villains Recharge: By spending 1 point
will be created with additional EC, of EC, a Villain may recharge any
just as Heroes can spend Design Trait, essentially eliminating all
Points to increase their pool of Usages of that Trait. This EC can
available EC. be used multiple times.

Villains start with zero EC, and a Villainous Tricks


Threshold of 10. Additional points Villains often are able to befuddle
will be noted on their character their enemies through Villainous
sheet as +X, with X being the Tricks. These are best used by
amount of EC they purchased Master Villains, but it is not
during character creation. These unheard of for any Villain to use
additional points will be available any of these tricks.
to these individual Villains
only, and they can spend their Activation of any Villainous Trick
individual points, or points from requires a die roll. A result of 1 or
the EC pool. Increasing individual 2 indicates that the Trick does not
EC will also increase a Villain’s work. Regardless of success or
Threshold. failure, the Editor should describe
the Trick. Failure to activate a
You might notice that Villains Trick still requires 2 points of
have a whole lot more EC EC, but a Villain can attempt to
available to them than Heroes. activate a Trick later in the issue.
Life sucks like that for Heroes.
This is the story of the Heroes. It Each Trick can only be Used once
is their Complications that make each Issue.
life interesting. Villains want to
commit crimes, beat up Heroes, Villainous Escape
and get away. Villains love to get away and
commit acts of villainy another
Of course, Villains may gain day.
additional personal EC available
by having their Complications Success indicates that the Villain
activated. No more than 4 EC manages to get away, and is no
per Issue can be gained this way. longer in the scene. Nothing the
Period. heroes do can stop the villain
from escaping (a previously
And although Villains can spend
95

unseen jetpack, a secret door, of the Scene. Failure of course


a teleporter, etc). Be creative. means that the Villain had an
Think of the Villain and their unsuccessful audition for a
modus operandi and Traits. Make community theater production
it memorable, make it frustrating, of Hamlet, and likely gives
make it villainous! away a crucial part of their plot,
something the Heroes can use to
Trap gain an advantage!
Villains love traps. Failure to
activate the trap indicates that the Kaboom!
trap was unsuccessful or that the Some Villains just like to blow
heroes were able to avoid it. But things up! And sometimes,
if the trap is sprung, the Editor buildings just blow up.
can distribute 3 Setback Tokens
to the heroes however they like. Success indicates that the building
Whether the trap is activated or where the Heroes and Villains are
avoided, the Editor should relish currently battling is getting ready
describing the trap to the players. to self-destruct. Often, this is the
Some traps are brutally simple Villain’s doing, but other times the
in their execution, and some are hand of fate just makes things
intricate and elaborate. really complicated for Heroes (and
potentially Villains).
Big Speech
So many Villains love to hear How long before the building
themselves talk, and love to blows? Roll a die: a roll of 1-3 is 3
engage in chitchat with the rounds; 4-6 is 4 rounds; 7-9 is 5
Heroes. It isn’t always ego or rounds; 10-12 is 6 rounds. Maybe
loneliness that makes them so the Heroes and Villains know
chatty; sometimes a Villain will how long before the explosion,
deliver a Big
Speech that
can prove so
frustrating,
disheartening,
distracting, or
maybe just so
long-winded that
Heroes lose some
of their focus.

Success indicates
that all Heroes
suffer a -3
penalty to all
their actions for
the remainder
Bill Williams
96

Villains
but often they will not know how need to throw a punch to take
long, and may not even know on an A-list hero. She doesn’t
that the building is going to go need a fighting stat, but she has
up at all. Any character still in shown up time and time again,
the structure when it blows up and frequently gets the best of
is instantly defeated (i.e. Out Of a Hero in the early pages on an
Commission). Issue. Who cares that the Silver
Streak can land 50 punches on
Clone/ Robotic Double/ her in a matter of seconds?
Magical Body Transference
Many Villains always have an CC&VF was designed to
ace up their sleeve, whether it accommodate these characters.
is that they have sent a rapidly
degrading clone, or a robotic Take a look at the Harpist to see
double to do their bidding. an example of a 150-point Villain.
Using this EC should be carefully
considered, and should only
be used by Villains who have The Harpist
Editorial Control: +1
established these tricks in their Threshold: 12
repertoire. In many ways, this is
the same as a Villainous Escape, SOOTHING HARP TONES 18 (1/2/3)
but could be saved for even after +2 vs Multiple Opponents
the Villain has been captured and +2 Linked with Magic Harp
+2 vs the Silver Streak
incarcerated. Incapacitate
(84 Points)
Bring on the MAGIC HARP 9 (3/2/1)
C-Listers Auto-Defend
More so than Heroes, many Link +5
(45 Points)
Villains are one-trick ponies.
They have one gimmick, they
can’t punch to save their
lives, and “on-paper” they Two Traits, one extra point of EC.
are no match for established That’s it. But try this character
superheroes. out, the Traits can be used for
Attack or Defense. In Round
Solo comics (and team books) 1 against the Silver Steak, The
are filled with this sort of ne’er- Harpist uses SOOTHING HARP
do-wells. They frequently have TONES with MAGIC HARP(s)
some of the greatest costumes, Linked (18+5+4+2+2).
and prove to be more than a
thorn in the side for our Heroes. Before any dice are rolled it is a
total of 31! Yikes!
The Harpist (she plays a magical
harp that can subdue others These “C-Listers” might not have
with it’s golden tones) doesn’t staying power, but EC can Refresh
97

Bill Williams

their Traits, and likely, a Hero will If your players are not interested
figure out how to beat them by in this style of play, consider
the end of the Issue. another system. With that said,
no matter how evil I might play
Have fun! my Villains, I always want the
Heroes to win. I do not make it
Villainy Conclusion easy for them, because an easy
fight is not a memorable fight.
CC&VF is designed to emulate
superheroic comicbooks. The
One of the playtesters asked
key part of that phrase is heroic.
the question “Well, what if my
Players who just want to bash
players just want to blow up the
things might find another game
building that the villain is in?”
more to their liking.
My responses might be: Find
another group of players. Maybe
With that said, Villains do have
the villain has a surefire escape
some distinct advantages over
plan, and instead of his body, it is
Heroes. Why? Because a Hero is
the feeble grandmother of one of
best defined only when they have
the Heroes in his place; or maybe
been put through the wringer,
they do blow up the building and
and still come out with an air of
the Villain, but what about their
nobility and heroism.
reputations? Being a Hero is hard,
remember that.
98 Chapter 4
Options
Chapters 1-3 detail a fully thought humanity of comics, but there
out and playtested system, ready is nothing to say that an Editor
for you and your friends to have cannot also reward players for
fun with. This chapter deals excellent roleplaying, creating
with options, from Live Action a memorable moment, or even
Roleplaying to Experience Points, the time-honored-class, of the
as well as some advice for Editors Gamemaster bribe.
and Players.
Editorial Control is a way to help
empower players to empower their
To Link or Not to Link Heroes in comicbook appropriate
Linking is cool. Folks usually have ways, and, sometimes the best
most of their Traits be Linkable. way to encourage this play style is
One option with Character Design with the proverbial carrot. So, as
is to have Links be the default, and with anything, go for it!
if a Trait is unable to
be Linked, that would
be a Trait Restriction,
and would give Design
Points back to the
players, at a cost of
-2/-4/-6.

Editorial
Control As
Reward
I have been very
fortunate to game with
a group of players who
love and embrace all
the beautiful clichés
of comicbooks, being
silly when they should
be silly, and being
serious when things
get grim and gritty
(note, however, that
one can always crack
wise when things are
grim and gritty.
The Editorial Control
mechanic as written
is designed to reward
all the angst and
Bill Williams
99

Zero-Level Traits on, I keep the worst of the two.


5 player characters versus a team
Sometimes a player may want to
use a Trait they do not have. A of 7 villains… each player only has
Trait indicates that a character is to worry about one character for
better than someone else in that Usages, the Editor has to worry
area. about 7.

The game is supposed to be fun,


Zero-Level Traits are Traits that and no one has to know if you
most every person could have, use one of those GM screens to
such as INTELLIGENT, QUICK, keep your rolls private. Give it a
ATHLETIC, etc. Inappropriate Traits try, see how it goes. And if your
would be FLYING and LASER EYES. players question you, reply with
If for some reason a player wants a threat of, “Yeah, we’ve gotten
their character to use a Zero-Level some fan mail and readers don’t
Trait (most often this is when a really like your character too
character doesn’t need to get too much; we’re considering dropping
high a number on a resisted roll, them from the series.”
and doesn’t want to Activate a
Usage), they can do this.
Fleeing the Scene
So, the Heroes are fighting the
Zero-Level Traits can be used ad Villains, and sometimes one or
infinitum. Roll a die (d12 + 0). more of those Villains just want
That is your result. to get away. Obviously, some
Traits lend themselves to this
Editorial Dice very readily - a Villain who can
TELEPORT can likely get away
Rolling very, very easily. But what if the
I’m going to let you in on a little
Heroes want to pursue? Villains
secret: Sometimes, to keep things
can be a cowardly lot, and if they
moving along at a rapid-fire clip,
get the jump on the Heroes, they
I cheat.
do have a distinct advantage.
I don’t cheat horribly, mind you,
For their action in a round, a
and it’s always for the sake of the
Villain will declare their Traits and
story, but I do cheat.
make their roll. Write this number
down. Any Hero wishing to pursue
Instead of all the bookkeeping
must have appropriate Traits and
that goes along with recording
has to first overcome this number
Trait Usages, and how many
before the Hero and Villain can
dice to roll for a team of Villains,
engage in a Contested Scene. If
sometimes I just roll two dice.
the Hero cannot beat this number
on their next action, the Villain
Early in a scene, I keep the better
has escaped.
of the two dice. As the scene goes
What about that pesky teleporter?
100

Options
Another character with TELEPORT spotlight due to the greater level
might be able to follow their of power?
teleport trace signature, a
character with access to magic Nah, that’s no fun. The idea of
might be able to cast a spell to an inexperienced teen sidekick
determine where they teleported teaming up with one of the most
to, etc. Let common sense prevail. powerful heroes in the world is
It can often be more fun if the great, but should also be fun for
Villain does escape, as it can set both the players.
up a climactic final battle.
In a situation where characters
are designed with a drastically
Auto-Defend different number of points, the
Because this game has been run character built with fewer points
by me and played by the same needs some way to even the
group of players for so long, some playing field (see page 27).
things have changed and some
have not. The primary way of doing this
is bonus points of Editorial
In my group, I allow characters Control. The character with fewer
to Auto-Defend once per Scene Character Design Points will get
(instead of once per Issue). bonus Editorial Control, as much
as they can purchase based on
Villains get to do the same, so the difference in Design Points.
it all evens out in the wash as it
were. Any leftover points should be used
for Traits that will only be used
Special Guest for this Issue: battle armor, a cool
gadget, maybe even a special
Stars, Team-Ups attack taught to them by the
and Crossovers more powerful hero.
So, maybe an Editor is running
two separate series with different An Editor can also allow the
characters. Maybe an Editor wants “weaker” character to slightly
to use an NPC to team up with the modify some of their Traits, if
player-character heroes. Maybe appropriate, perhaps adding in a
an Editor is running a solo series, Link, eliminating a Drawback, or a
and the player likes team-ups. new Situational Boost. In no way
should the “weaker” character be
Awesome! able to increase any Trait values.
Their character should essentially
But, what if the characters remain the same, but has a bit
appearing with one another are more of the kind hand of the Editor
not built with the same number of making sure they can keep up.
Character Design Points? Should Obviously, after this team-up is
one character get to hog the over, the weaker character will
101

revert to their standard point whopping 4 extra points of


value. Editorial Control. And he has 6
points left over to modify his
This bonus Editorial Control existing Traits, or to add a Trait
does not increase a character’s useful only when adventuring
Threshold. alongside the American Spirit.
Wow! You might be worried that
An Example of Differing this creates a huge advantage
Power Levels for Sparky. Likely though, Sparky
Sparky, the All-American Boy (a is going to be struggle against
150-point character), is going to whatever 200+ point foes these
team up with The American Spirit, two will encounter, and those
a 200-point character. extra points of Editorial Control
will be needed for Creative
Sparky’s highest Trait is PLUCK- Control or anything else.
8, so the difference between the
two characters is 50 points, and Why should Sparky be ineffective?
each additional point of Editorial
Control will cost 11 points (8+3). Sparky may not be doing much
with his punches against a foe
Adventuring with the American who can shrug off a nuclear
Spirit, Sparky will have a warhead, but he will be effective
due to his increased EC.

Bill Williams
102

Options

Heroes in Training Fickle, or have a Disadvantage


attached to them. Maybe they are
Some series might be about the
growth and maturation of a group not yet Linked.
of Heroes. They might be learning
to use their powers, training and But here is where it can get
learning new skills, and coming interesting. As a character Trains,
into their own. Perhaps a flying the player may decide they want
character has incredible difficulty to slightly change the direction
slowing down, or maybe all of their character is going. Perhaps
the Heroes need to work on their they untap a new use of a power,
combat training. or maybe they even unlock the
potential for an entirely new
Series like this can be a lot of fun, power.
and CC&VF wants to encourage
them if this is the sort of series an As a series progresses, an Editor
Editor and players want. Perhaps will hand out Design Points to
the series even revolves around players to add to their character:
an experienced Hero or Heroes Maybe a character’s power is no
training a younger group of longer fickle. Maybe a character
Heroes. becomes more skilled in MARTIAL
ARTS. If a player sees a character
How to do it? developing differently, they should
talk about this with their Editor,
If all the characters are in before points are spent and
training, an Editor should work allocated. For example, a player
with players as they design their might have a great idea for a new
characters. skill they want to develop, or a
new application of their power, or
The first version of a character maybe even a special attack.
should be designed looking
toward the future, with the How frequently should an Editor
Traits how the player sees them hand out these points? That
ending up when their training is is very much up to the Editor.
done. From there, the Editor will Make it dramatic, perhaps after
establish how many points the a big fight against an archenemy
untrained character should be (preferably a crushing defeat of
created with. the Heroes), the Editor might
hand out some of these points.
Players will then have to shave
points from their character to How many points? Again, this is
lower the number of points they up to the Editor. The Editor should
are created with. Maybe some have a rough idea of what the
Traits are not as effective and trained characters look like, and
have lower values. Maybe they what the characters-in-training
have Situational Setbacks, are look like. It could be 5 points,
to allow a player the chance to
103

negate a Situational Setback, and together.


increase a Trait a rank or two. It
could be 20 points, which signifies For example, in a “young heroes”
significant training and might be a series, the Editor has determined
major increase in several traits. that heroes will grow into their
roles as 150-point characters,
If points are not spent, they are so players create the Hero they
held in reserve, perhaps the want to be down the road. The
training the player wants is more Editor and players really want to
expensive, or perhaps they don’t explore the maturation process,
use all their points. Next time, so the Editor determines that the
they can use these points. Some heroes-in-training will be made
characters will have Traits that with only 75 points. Roughly
require more points than other every 6 Issues, the Editor
characters. distributes 5 points to the players,
and perhaps every 20 Issues, he
If some of the characters are hands out an additional 10, after
experienced, and some are in some Big Dramatic Issue!
training, the characters in training
should be made the same way as Note that Editors and players can
above. However, the difference have fun, and maybe a player
in points between the characters spends their points, but doesn’t
should be noted, and the in- want the improved or new Trait
training characters should be to show up until the middle of an
given extra points of Editorial Issue. As with anything: go for it!
Control based on the cost for their
characters. Any unused points are Characters should keep track
not available to the characters- of their total number of Design
in-training (Wait! That isn’t fair! Points, both those spent and
Well, being a hero-in-training those unspent.
running with the Big Boys can be
like that sometimes).
Long-Term Injuries
In this case, characters may have Sometimes, a character will suffer
well over 5 points of Editorial a long-term injury or trauma that
Control, and Editorial Twists and doesn’t go away right away. As it
Creative Control become very stands, the Setback Token system
memorable and exciting: “I’m doesn’t really reflect this, but if
shooting RAINBOW RAYS from my the Editor and Player agree that a
fingertips! What is going on!?!” character would have a long term
injury, it can be done.
How long should a training series
take? How long before characters Give a character fewer Setback
improve? This is very much up to Tokens and compensate that with
the Editor and players, and the one extra point of Editorial Control
type of series they are creating for each Setback Token removed.
104

Options
So, a character with a minor long- shoulder pads to match.
term injury would have only 3
Setback Tokens before being Out Okay, off of my soapbox.
Of Commission, but would get an
extra point of Editorial Control If you want a game where the
each Issue they had the injury. threat of death is ever-present,
How long will the injury last? An consider the following: Villains can
injury isn’t that interesting if it always deal Killing Damage, they
goes away after just one Issue. are Villains after all. This holds true
for any age of comic books you
are looking to emulate. The Villain
Killing Damage declares they are doing Killing
Shame on you! Damage, and it is done.
This is a game designed to Heroes, if you want to call them
emulate Golden, Silver and even that in this case, might also want
Bronze Age comic books. Heroes to deliver Killing Damage. If this is
and Villains wear outlandish the case, they must also declare it.
costumes and adopt ridiculous But, how does it work? A character
nicknames. This isn’t the angsty gets their normal number of
‘90s where everyone wore black Setback Tokens, before they go
and had lots of pouches, belts and down. Now, the Killing starts.
ridiculously oversized guns with

Bill Williams
105

A character gets the same What You’ll Need


number of additional Setback Let’s gear up!
Tokens (might we call them Death
Spiral Tokens?) above and beyond • Each player will need a
this. If Killing Damage is declared, standard deck of playing cards,
and a character is down, they can with the Kings removed.
only resist with Traits that are
appropriate for a character who is • Several index cards (4” x 6” is
essentially unconscious. preferable)

So, a FORCE FIELD might still • A pencil


be sputtering, but being AGILE
is no good whatsoever. After a • One or more Editors to oversee
character’s Death Spiral Tokens the whole evening.
are all gone, they are dead. That
is until they come back from the Players will record all their
dead. (Hey, it’s a comicbook! Traits, Complications, Factoids,
Name one character who has Threshold and Editorial Control on
stayed dead for a significant an index card. This will serve as a
amount of time! A certain teen character sheet.
sidekick was once the default
answer, but even he has come In a Live Action Issue, players
back in recent years!) will often interact more with each
other than the will with the Editor.
Anyway, it’s kind of simple, very
deadly, and no major changes in Instead of rolling dice, characters
rules are necessary. What you will will pick a card from a deck of
notice is that some characters, cards. Whether they draw from
such as those who are SUPER- their own deck or the deck of
TOUGH, etc. will be harder to kill another player is entirely up to
than those whose ability to avoid the Editor. This will be established
damage relies on them being before the Issue begins.
conscious. An AGILE character
isn’t very AGILE when they are Aces will count as one, numbered
lying down on the ground. cards will count as their value,
Jacks will count as 11, Queens
as 12. Aces are Failures, just like
Live Action rolling a one, and Queens are
Superheroes Automatic Successes. If a player
What could be more fun than would normally roll multiple dice,
tying a towel around your neck they instead draw multiple cards.
and pretending to be a superhero?
Without too many changes, Capes,
What about Scenes?
Cowls and Villains Foul can be
Since there is no Editor overseeing
used for Live Action Roleplaying as
every Action, Usages will be reset
well as traditional tabletop gaming.
106

Options
by the Editor. their Complication, and after
each minute, they draw one card
Frequently, an Editor will set the from their deck. If the value of
actual times that all Usages will their draw is equal to or less
Refresh for all characters. For than the number of minutes
a Live-Action Issue going from they have been affected by their
8pm to midnight, the Editor Complication, the Complication
might determine that Usages will ends.
Refresh at 9pm, 10pm, 11pm,
and 11:30pm. Editorial Twists
Due to the lack of an Editor
In addition, if the Issue is taking overseeing all Actions, Editorial
place in close enough quarters, Twists are still part of the game,
the Editor also has the option to but will be totally random.
reset Usages at any point during
the Issue, being sure to let all the Print out the small chart on the
players know. following page, which streamlines
the Editorial Twists presented in
So, as the Issue builds to a the book, and allows characters
climax, the Editor might let to randomly activate them. Once
everyone know that all Usages printing it out, tape it to the back
are Refreshed, to give everyone a of your character sheet for easy
chance to get ready for the final reference.
throwdown.
Out of Commission
During the Issue, players will It happens. Heroes go down. If
track their Usages as normal on your character goes down, write
their index card character sheet. the time down, Just like with a
Complication, draw a card each
Editorial Control and minute; if the value is equal to
Complications or higher than the time elapsed,
Characters, of course, start with your character shakes it off and
their standard number of Editorial re-enters the game. Usages are
Control. If they wish to activate not Refreshed, unless a new
a Complication, they have to let scene has begun as determined
another player know, and need to by the Editor.
act accordingly.
Challenges
This means that a character An Editor might very well set up
who activates their “Crazy” challenges for the characters.
Complication may very well They can do this by using
decide to run around singing envelopes and index cards. On
show tunes (not too loudly, the outside of the envelope, an
please). The player will need to Editor will write down what it is.
record what time they activated Inside the envelope, will be a
107

Card: Editorial Twist


Cut out and tape to the back of your card!

Ace New Power


2 Surge
3 Opening a Can
4 Rotten Luck
5 Distraction
6 Take Cover
7 Mega-Link
8 Power-Swap
9 Sacrifice
10 Ignore Complication
Jack Great Shot
Queen Combo

static number for the challenge. looking for. The character has
SUPER-STRENGTH and wants to
This number will be modified by know what is behind it. Grabbing
a draw from a deck of cards. If another player, he goes to the
a character wishes to overcome door and takes out the Index
this challenge, they need to Card which reads: INCREDIBLY
have another player or Editor SECURE SAFE LIKE DOOR 12 The
present, and activate Usages character has SUPER-STRENGTH
and overcome the Difficulty of 11, so this will be difficult, but
the Challenge. If the player fails he has to know. The Hero draws
to overcome the challenge with his card(s) and gets a result
their draw, they take a Setback comparing it to the draw for
Token. If they give 4 Setback the door. The character is able
Tokens to the challenge, they to open the door, and removes
have overcome it. Once it is the envelope inside and opens
overcome, there will be another it. “Once this door is opened,
envelope in the primary envelope it is removed from play. The
with a description of what information contained within this
happened when the challenge was room is…”
overcome.
It is also possible that a challenge
For Example, an Editor tapes an could be multi-tiered. Maybe
envelope to the wall that reads getting the door open was just
“Do Not Enter: Secure Facility.” the first stage of the challenge,
A character has been informed perhaps the envelope inside reads
by the Editor that behind that “The room is empty save for an
door lies the MacGuffin he is ENCRYPTED COMPUTER 10.” The
108

Options
Hero now has to run out of the
room, and grab their ally, who is a
Static Attacks
The Negatray Bomb is going off,
better at tech-related actions. sending forth waves of death
charged negative energy every
Be sure to be prepared to explain round. How does an Editor handle
to the Editor how the challenge this?
was overcome, i.e. what Traits
were Used. Obviously, the Negatray Bomb
should have Traits assigned to it,
All other rules can be used as but sometimes it is fun to have
well, subject to the Editor. no dice rolling for an inanimate
object, instead having it send
In Closing forth waves of death every round.
Running a Live Action Issue is
another thing entirely. In many The neat thing about any RPG
ways, an Editor’s job is concurrently system is that rules can always be
much easier and much more broken by the Editor. This is a fine
difficult. Give characters something example.
to do, create interesting challenges,
throw wrinkles into their plans, and Instead of rolling dice each round,
be prepared to show up for the big give the object a place in the
throwdown at the end with your Initiative Order, usually at the top
Villains ready to win! or the bottom of the order.

Done well, a Live Action Issue Now, based on the Traits it has
can be a lot of fun, but requires (DEATH WAVES 12, NEGATIVE
a good amount of prep work ENERGY 12, Linked +5, AFFECTS
to keep everything running ORGANIC AND INORGANIC
smoothly, combined with a MATERIAL 12, Linked +5), get
great deal
of flexibility.
Because the
Editor is not
omnipresent to
keep things on
track, plots will
deviate.
But run around,
have fun, cackle
maniacally,
and have your
Villains show up
at just the most
inopportune
times.
Bill Williams
109

your base number (22), add 6, When a Trait is subject to


and use that number every round. Detriment Dice, it only ever
accumulates 1 Detriment Die.
In this example, the Negatray Now, of course linking multiple
Bomb has a 28 each and every Traits subject to Detriment Dice
round to attack each and every would accumulate them, but each
person nearby. Trait, on its own, would only ever
be subject to 1 Detriment Die.
Of course, deactivating/ This would apply to Heroes and
destroying the Bomb is a different Villains.
matter entirely. It is POWERED
BY ALIEN TECHNOLOGY 12 and So, if rolling a fistful of d12s, or all
DESIGNED TO SELF-DESTRUCT the bookkeeping of having a Trait
12, Linked +5. be subject to 4 Detriment Dice is
less than desirable, or if you want
So, each round characters can characters to be more skilled as a
try to disable it, and the bomb combat rages on, consider using
could either actively resist (rolling this alternative die-rolling option.
dice) or again, a static number
could be assigned. I would
suggest doing whichever is more Experience
fun, knowing your players and Points, Character
the Traits they have. If they will
have an incredible amount of Advancement and
difficulty hitting this static number Character Changes
(17+6=23), roll dice instead (17 This option deals with advancing
+ die roll). It will create drama, or modifying characters.
and a bad roll by the Editor for
the bomb gives the players a Experience Points
lucky break. Gamers love them. “How do I get
XP?” is a common question after
Too Many Dice an RPG session. Experience Points
As written, CC&VF is guilty of allow a player to improve their
the Death Spiral effect. The character, gaining more power the
longer a battle rages, the less more they are active.
competent an individual will likely
get (Heroes and Villains), as So, what about Experience Points
characters may well be rolling two for Capes, Cowls and Villains
or three or even more Detriment Foul?
Dice.
Well, the system is meant to
Add to this the bookkeeping of embrace comicbooks, thus the
tracking all Usages, and you default assumption is that there
might consider the following is no Experience Points. Over the
option: course of hundreds of Issues,
110

Options
characters do not necessarily Crunching the Numbers
improve or get more powerful. Do not forget to take into account
the different costs for some Trait
So, if you want to embrace the modifiers depending on their Tier,
comics and start with experienced and the cost of Editorial Control,
heroes, consider not having a which is modified by the highest
system for Experience Points. Trait a character has.
If you are interested in some
character growth, consider using So, if a character wants to spend
the rules for Heroes-in-Training. XP to increase a Linked Trait from
one Tier to another, they will need
But, if you’re a gamer and XP is to pay the cost to increase the
part of the reward of playing, we Trait, as well as the difference
will do our best to not disappoint. in cost for the Link modifier.
If a character has purchased
In simplest terms, Experience additional points of Editorial
Points would translate 1:1 to Control and their highest ranked
Design Points. How frequently, Trait increases, they will need to
and how many should be pay for the increase in the cost of
distributed? This is very much their Editorial Control as well.
up to the Editor and players.
Maybe award XP at the end of Characters should keep track
every Issue, maybe after every of their total number of Design
story-arc, maybe in the middle Points, both those spent and
of a story-arc as characters gear those unspent.
up for the final battle. Whatever
works best in your story!
Character Changes
Let’s discuss altering a character.
Think about what the tone of
your game will be and how it will
Costumes
change as characters gain more
I love it when heroes and villains
and more power (and don’t forget
wear new costumes. Of course,
to advance Villains similarly!).
I don’t always love their new
costumes, and sometimes, I really
Characters do not have to spend
hate when Editors take a classic
these XP Character Design Points
look for an iconic hero and update
immediately, and may not be able
them with a “hip” and “relevant”
to, instead saving them up to
look.
increase a Trait, or to buy a new
one. It is assumed that characters
Let characters change their
will maintain the spirit of their
costumes if they so desire. Some
characters, and any change will
heroes are known for constant
be reflected through play.
costume changes.Others try new
costumes out... only to return to
their classic look, perhaps with
111

slight modifications. change, skills that were a focus in


early Issues no longer seem to be
New costumes can be lots of fun. applied in any way, shape or form.
You might even want your Hero to
assume a new heroic identity. If a player wants to tweak or
redesign their character, or simply
Redesign reallocate points from one Trait
In the ever-changing world to another, the solution is simple:
of comicbooks, characters Let them.
sometimes change. Their powers

Bill Williams
112

Options
Talk to them about having the This would most often occur
redesign occur through in-game after or during the conclusion of
roleplaying or if it happens between a significant storyline or event.
Issues, let there be a moment of The key is to know what your
exposition explaining it. players like and what they don’t
like. Some players will absolutely
If a character knows for certain they not be interested in this kind of
want to do this down the road, and editorial decision, while other
they are not interested in a Hero- players will embrace it whole-
in-Training, one neat way to make heartedly.
this happen is for a character to
purchase extra points of Editorial Issue Specifi c Changes and
Control, and swap those out at Upgrades
some point for their Design Points Another interesting idea is to
which are redistributed. And, if award characters a significant
after changing, a character wants sum of Design Points for a specific
to change back, let them do that as Issue or story-arc.
well.
This might represent the
Editorial Redesign characters training as they never
An even more interesting have before taking on the Galactic
application of the redesign Armada as well as wearing their
concept is for an Editor to specially-designed battle suits. Go
redesign a character and present crazy! Give players 25, 50, heck,
it to a player. even 100 Design Points to add to
their character!

Bill Williams
113

Letter From the Editor


Of HEROES AND VILLAINS
I’ll be honest, I want the Heroes to win. I want them to save the innocent people and
stop the Villains. Sometimes it is fun if the Villains win a battle, but the Heroes
should win the war. Why bring this up?

Capes, Cowls and Villains Foul has not been designed to be fair or balanced. If an
Editor wants the Villains to beat the Heroes, chances are pretty good that they
can.

Think about the stories you want to tell, and the stories your players want to be a
part of. Have the Villains win sometimes, put the Heroes through the wringer, but
let the spotlight shine on the Heroes, and let them be rewarded for their Heroism.

This might seem counter to many RPGs where the GM-Player relationship can be
almost adversarial.

An Editor doesn’t need to use all of a Villain’s Editorial Control. An Editor can
decide on the fly to give the Villains only 2 Setback Tokens instead of 4.

Don’t let your players know that you are pulling for them. Let them think you want
to beat them every time. And this is not to say that you shouldn’t beat them
sometimes.

Failure is frustrating. Repeated failure is very frustrating.

Let the players (and their characters) learn from mistakes, roleplay failures out,
create interesting Villains who are less about the maniacal laughter and blowing up
the world, and more about moral grayness. Encourage Heroes and Villains to talk
to one another.

You will be rewarded. You will also be surprised.

Throwaway characters who got lucky will become significant (“Oh no! Not Pencil Man
again, we can never seem to beat that guy, we beat everyone else, but he always
seems to get away!”).

The greatest Villains in all of comicdom have committed an endless array of bad
deeds, but they have also been known the help the Heroes when the occasion
warrants it. This is what makes such Villains interesting.

However, sometimes, it is also great fun to have a good old-fashioned slugfest. Make
some beefy Villains, have them rob a bank, and let the Heroes and Villains go at it.
114 Chapter 5
Example of Play
The Magnificent course, a trial run is in order.
From an Editorial standpoint, this
Muse in... “There’s is primarily because it gives the
Something in the Heroes an Action Scene and sets
the stage for the final act.
Water!” (Guest
Starring Dr. So, Professor Prestige will try out
Moonlight] his elixir on some of the patients
at the psychiatric hospital,
So, how does it work?
the same one that houses
both Frances Wurmer (see Dr.
Glad you asked. Presented here
Moonlight, page 54) and Mime
is an Issue of CC&VF, starting
(see page 58), who is certainly
with the background of the Issue,
in need of psychiatric care.
and then with how it played out,
Contaminating the water supply is
using characters presented in the
a given.
CC&VF rulebook.
This will be a team-up issue,
The Issue, as with Muse (see page 61) being
Plotted by the Editor joined in her solo series by a
Professor Prestige (see page 62) special guest star, none other
is at it again! This time he has than Dr. Moonlight! In true team-
his eyes on a stealth airplane. up fashion, first the characters
He has a buyer quite interested will have to fight one another.
in procuring such an item, and And a hypnotic elixir will be just
Professor Prestige loves any sort of the thing to get things started
challenge, especially one this big. on the wrong foot. The issue will
start in medias res, with Muse
He has settled on the Lockheed encountering the good Dr. on one
Martin F-22 Raptor. You can of her patrols.
do a Web search for further
information if needed. Dr. Moonlight has been affected
by the elixir, but given his mental
As much as he has faith in his makeup, it affects him slightly
Masters of Mayhem, several differently than it does the other
members of his team are patients. The elixir, once given
currently incarcerated, and taking does have one noticeable effect:
on an entire military base seems the affected individual will have
both foolish and unnecessary. wildly dilated pupils.

So, he has been working on After the Editor manages to bring


a plan. He has developed a the team together, they will have
concentrated elixir that has some time in the Extended Scene
limited hypnotic properties. He to try and begin to piece the
is fairly certain it works, but, of puzzle together.
115

But then they will have another either figure out what is going to
Action Scene, as the psychiatric happen, or, they need to be able
hospital is taking some patients to show up at the last minute as
out to the local mall for an outing. the heist is taking place.
The patients, led by Mime will
begin a flash mob, dancing to What is the final plan? It just so
Madonna’s “Vogue.” Because of happens that one of the F-22s is
Mime’s involvement, the hospital located on the bridge of the USS
will request some help of the George H.W. Bush, which just
superheroic variety. happens to be docked in the city.
Tourists will be on deck, as the
Two heroes, one Mime, the Navy is allowing folks aboard for
Action Scene shouldn’t be too tours of the ship. Prestige knows
difficult. But Mime’s involvement this. So, after the successful trial
should raise some flags, as she of his elixir, he has a plan in place
rarely acts without Prestige to contaminate the water supply
being involved. And given the of the carrier, and after taking
connection to Dr. Moonlight, the over their PA and piping in the
Heroes should start seeing some song of his choosing (“In the Navy
of the story develop. “by the Village People), the entire
crew will find themselves unable
Professor Prestige will now stage to not dance, he and Deadeye
an announcement of his upcoming (see page 51) will waltz in and fly
trick, he will “make an airplane the plane away.
disappear!”
Now, this special team-up Issue
Now, the Heroes will likely have does have a couple conceits (and
figured out that Prestige has conceits are the bread and butter
something planned, but they may of comicbooks anyway), so the
have to put it all together. Editor confers with the player of
Dr. Moonlight, and explains his
True to her name, Mime will say motivation in the first Scene,
nothing. and requests that he not use any
Editorial Control, or that at least
Now, as an Editor, here is one he keep it to a minimum.
of the most difficult things, and
where CC&VF differs from other Dr. Moonlight’s notes on the first
systems, as it is designed to Scene: Release all the animals, do
emulate comicbooks. The Editor it with flair, and understand that
doesn’t want the Villains to win. Muse, as “Roundie”, has turned on
It is imperative that the Heroes you.
show up and have a fight with
the Villains. This is why folks read The Editor has to be sure to
comicbooks. So, in planning this mention the “crazed look” in
Issue, the Editor must be fully Moonlight’s eyes, and not his
aware, that the Heroes should usual crazed look.
116

Example of Play
The Editor also notes that once With characters all set, we are
Moonlight is delivered his second ready to crack open the first
Setback Token, he will snap out of page!
the thrall of the Elixir.

Or, if he wins, the Editor is The Example


prepared to point Muse to the Seated at the table are the
psychiatric hospital. Editor, Beth, who is playing Muse,
and Marty, who is playing Dr.
Plan for as many contingencies Moonlight. Dialogue by players
as possible, but do so with the and characters will be noted here,
freewheeling spirit of comicbooks. gameplay mechanics and behind-
Know your backstory, and adapt the-curtain Editorial shenanigans
and adjust. will be italics.

Editor: Okay, Muse, you are


Following Along out on patrol, when something
If you would like to see how catches your eye. An alarm is
this plays out, read on. You will going off on the street below,
want to reference the following and there seems to be some
characters: Muse (see page 61), sort of break-in happening at a
Dr. Moonlight (see page 54), Mime storefront.
(see page 58), Professor Prestige
(see page 62), Deadeye (see page Beth: Well, clearly I should go
51), and the Mathemagician (see down there and stop whatever’s
page 57). happening.

In addition, because Dr. Moonlight Editor: Okay, you swoop down,


is a 100-point character and he and see that Poppy’s Pets is being
will be teaming up with Muse, he broken into, there are cages out
will need to be tweaked slightly on the sidewalk, and animals are
(see pages 27 and 100). taking off into the street. You hear
someone shouting inside.
There is a 50-point difference
between the two characters, so Dr. Moonlight: For justice,
Moonlight, whose highest Trait is oppressed companions, for
9, will get an additional 4 points justice! Fear not, for Dr. Moonlight
of EC (48 points), and with 2 is here to free you from these
points left over, he decides to shackles of oppression.
eliminate the “Usable only once
per Scene” from his BATTLE CRY Editor: Muse, as you are
Trait. surveying the scene, you see Dr.
Moonlight jumping through the
The Editor will have a pool of 8 EC broken window, a pet carrier in
for the Issue (see page 27). each arm.
117

Moonlight: Roundie! SWASHBUCKLER (s) and attempt


to subdue Muse.
Beth: Isn’t he a hero? And wasn’t
Roundie his sidekick? Marty will roll 1 die, add 9 for
BATTLE CRY, +3 for the Linked
Editor: Dr. Moonlight is indeed SWASHBUCKLER, +4 for the
well-known as a hero, and the Benefit Dice of SWASHBUCKLER
Roundie question, that is one I (see Ed. Note on page 15). Beth,
will leave unanswered for now. of course, does not know the
values of Moonlight’s attack, just
Muse: Dr. Moonlight, stop! What that he is using two Traits.
are you doing?
Editor: Muse, it looks like
Midnight: Roundie, I know that Moonlight is going to Swashbuckle
you are in the clutches of some you, Auto-Defend?
nefarious supervillain, because if
not, I know you would be here, Beth: No. I think I’ll defend using
helping me spread justice and my SUPER-TOUGH and FLIGHT (s)
freedom to these poor caged
animals. Editor: Ok, roll’ em. And you
don’t have to declare your
Editor: Muse, you have never defense until after the attack.
met Dr. Moonlight, but something
seems a bit off about him. Marty rolls one d12, and gets a
7 to which he adds 9+3+4, for a
Muse: Dr. Moonlight, I’m not total of 23!
Roundie. I’m Muse! You have to
put the animals down, they might Beth defends, rolling 3 dice (10,
get hurt or lost if you let them 4, 4), keeping the 10 to which she
free. adds 6+3: 19!

Editor: Animals are indeed Editor: Muse, Moonlight leaps at


running everywhere, Moonlight you, shouting out “For Justice!”
has probably released about ten and attempts to ‘subdue’ you. You
from what you gather. launch yourself into the air, trying
to fly out of the way, relying on
Moonlight: Do not stand in the your SUPER-TOUGHness if he does
way of justice, Roundie. I know manage to hit. Moonlight bounces
what machinations the forces of off a couple awnings, and brings
evil have brought to you, I am the pommel of his rapier squarely
guessing tainted jerky, but you down on the back of your head,
shall not stand in my way! FOR you fall to the ground. Have you
JUSTICE! been subdued?

Marty: I am going to let out Beth records one Setback Token


my BATTLE CRY, Linked with for this Action Scene.
118

Example of Play
Beth: My turn? CRY, SWASHBUCKLER (twice),
DERRING-DO, and LIKES TO JUMP
Editor: Yup. And you could even AROUND. After each Usage, Marty
go twice if you wanted, which would record that on his Usage
because there are only two of sheet or index card (see pages 46
you, would give him that same and 159).
opportunity (see pages 80-82).
Muse has Used: SUPER-TOUGH,
Beth: Well, to start, I’m going to FLIGHT, NON-CORPOREALNESS,
try to go right through him with and SUPER-STRENGTH, in
NON-CORPOREALNESS and then addition, she has taken one
turn around and hit him with my Setback Token in this Action
SUPER-STRENGTH(s). Scene.

Marty: No Auto Defend for me! Moonlight: Roundie, you must


snap out of this. Fight it!
Beth rolls one die (5) and adds 8
+3, for a total of 16. Editor: There is really something
not right about Dr. Moonlight,
Marty: I will defend with more Muse. You’ve heard stories, sure,
SWASHBUCKLing and DERRING- but this goes way beyond what
DO(s), and of course, I LIKE TO you have heard.
JUMP AROUND.
Marty: I draw my RAPIER and
Marty rolls 2 dice (9, 1) adding 5 face-off against my former ally.
+3+1+2: 20! I will be using my BATTLE CRY,
REPARTEE(s), RAPIER(s), and
Editor: Muse, you zoom through DERRING-DO(s).
Moonlight, who looks a bit
confused, leaps up, springing Beth: I use my Auto-Defend.
off the wall, as you bring your
fist down to strike him, he is no Marty records the Usages, Beth
longer standing where he was. records the Auto-Defend. No dice
are rolled.
Moonlight: Roundie, you pass
through me as if possessed by Moonlight: For Justice, Roundie!
demon magic! Fight this infernal hold on you.
You are the second greatest hero
Editor: Beth, do you want to go in the land.
again, or let Moonlight go (see
pages 80-82)? Editor: Moonlight draws his
rapier up, gives his moving
Beth: He can go. speech to his former sidekick,
now turned ghost-like and evil,
At the end of Round 1, and lunges at Muse. Muse shakes
Moonlight has Used: BATTLE her head, confused, and turns
119

non-corporeal, which means Beth is acting at the end of a


Moonlight goes right through her round, and to lead off a round,
and stumbles to the ground. Beth, which means Moonlight will be
your action. able to do the same, if he so
chooses.
Beth: I need to snap him out of
this. I’m SMART(s) and I figure Marty: For Justice? Marty is not
he won’t think I’m Roundie if I Auto-Defending.
use my REVEALING COSTUME to
distract him.

Marty shakes his head, smiling.


He is not using his Auto-Defend.

Beth rolls one die (8) adding 8+1:


17!

Marty: I will attempt to ignore


Roundie’s new, no doubt evil-
influenced form by averting my
eyes and (Marty looks over his
character sheet, and looks for a
Trait that might be appropriate)
leaping out of the way, with a
half-hearted cry of “For Justice!”

Marty is using BATTLE CRY (which


has two Detriment Dice) and
LIKES TO JUMP AROUND (which
gives one Benefit Die) and rolls
2 dice (7, 2), keeping the worst:
2+9+1: 12!

Marty records a Setback Token.

Editor: Beth, are you letting


Moonlight go, or you want to
double up and act again?

Beth: I’m going to do a double


action. I’m DETERMINED(s), I know
I can do this, SUPER-STRONG(s)
and I know MARTIAL ARTS(s). I’m
going to knock this out of him. And,
I am Pushing (see page 89).
Scott Brewer
120

Example of Play
Beth rolls two dice, for SUPER- Puddinhead! Puddinhead!
STRENGTH (11, 9) and one
additional die for Pushing (5) Editor: Moonlight no longer seems
keeping the better two of the to have that crazed look in his eyes.
three (11+ 9), and adding
8+1+1: 30! Marty: Moonlight rushes to get
as many of the freed pets as
And, she takes a Setback Token possible, giving them sloppy
for Pushing.

Moonlight: En garde, Roundie!

Marty: SWASHBUCKLER, with


some DERRING-DO(s), and
RAPIER(s), I am going to knock
away her brutish attack with
style and grace!

SWASHBUCKLER gets +2 Linked


with both DERRING-DO(s) and
RAPIER(s), and DERRING-DO(s)
has 2 Benefit Dice, which will
give his roll an additional+4.

So, before any rolling:


5+3+3+2+2+4=19 plus
whatever Marty rolls, which,
sadly, for Dr. Moonlight in
this case is a 1. So, his total
is 20, which is more than his
Threshold (see page 76), so it
is lights out for the good doctor,
unless he spends some EC.

Marty: I spend EC, so I don’t


go down (see page 28).

Marty records his second


Setback Token, and subtracts
the 2 EC from his pool of 6
(giving him 4 still).

Moonlight: Roundie, why do


you strike me so? Quickly, we
must rescue these animals and
get them back into Poppy’s.
Tom Martin
121

smooches, and petting them, a are accounted for, but... have there
smile on his face the whole time. been any strange activities lately?
People ingesting hallucinogens or
Editor: This is your action, something like that...?
Moonlight?
Officer: Not that I am aware of.
Marty: Yes, I go first in the next
round, and work at rounding up Moonlight: What are you
the animals. thinking, Roundie? Your deductive
powers pale to mine, but there
Moonlight: Roundie, you look are times of course when you
as beautiful as ever, now, please, strike upon a kernel of an idea.
cover yourself, and help out here.
Beth: Muse rolls her eyes, a little
Beth: Muse still seems a little annoyed.
weirded out, but helps him round
up the animals. Marty: Dr. Moonlight reaches
into his tunic and takes out a
Muse: I’m not Roundie, I’m Muse. piece of beef jerky and offers it to
Roundie.
Marty: Moonlight is silent, leaping
around, acrobatically rounding up Muse: Well, Dr. Moonlight, where
animals. were you before you came here?

Editor: Okay, after about five Moonlight: I do not know what


minutes, the two of you round you mean. We were on patrol. I
up all the animals, secure the came across this situation, and
storefront, and the police show up. alerted you, and we proceeded to
round up these poor defenseless
Police Officer: Muse. Dr. animals.
Moonlight. What seems to be the
problem here? Beth: I’m SMART (s)and good
at COMPUTER STUFF, could I
Moonlight: Roundie and I were possibly do a quick search to see
on patrol when we came across if Moonlight was up to anything
this storefront. Someone had before I ran into him?
broken in and released some of
the animals. We quickly went into Beth rolls a die (6) and adds
action rounding them up. 5+2+1, for a total of 14. She
records both Usages for the
The Action Scene is over, now we Extended Scene.
move seamlessly to the Extended
Scene, should either character The Editor has determined that
want to Use any Traits. Muse is using some Traits, and
what she is looking for isn’t too
Muse: You’ll see all the animals difficult to find, so the Editor will
122

Example of Play
share some info: head to the hospital that he was
at. It seems as good a lead as
Editor: Ok, Muse, you take out any.
your smartphone and do a quick
search. The main thing you Moonlight: What do you mean?
discover about Moonlight, is that A lead? Into the break-in at
it is pretty well known amongst Poppy’s? Surely, there is villainy
the supers population that he is out there, should we not leave the
Frances Wurmer, a patient at the patients at the hospital alone?
psychiatric hospital.
Muse: I think something
Moonlight: Perhaps, good officer, happened at the hospital.
you can contact Poppy and
let him know that his pets are Moonlight: I…
safe and that Dr. Moonlight and
Roundie have been here to insure Marty: I am activating my two
everything is okay. Complications (Certifiably Insane,
Easily Flustered) and Moonlight
Offi cer: Do you think this was a runs off into the darkness.
supervillain, Dr. Moonlight?
Moonlight: For Justice, Roundie!
Moonlight: Who knows what
evil lurks in the hearts of Beth: Ugh, I guess I have to go
supervillains? We must be off! after him.
Roundie, have you uncovered any
more crimes on your Moonlight Editor: Moonlight takes off into
communicator? the darkness, you try and follow
him, but he is able to elude you.
Muse: Sure, Moonlight, let’s go, I By activating a Complication,
think I’ve got something. Marty has added a point of EC to
his pool.
Moonlight: Farewel, officer. Here,
have a piece of jerky. I know Beth: Then should I go ahead to
that it is not quite a jelly donut, the hospital?
but everyone loves jerky. Come,
Roundie, let us be off into the Editor: Sure, if that is what you
darkness of the city, to strike fear want to do.
into the hearts of supervillains!
Beth: I will do that.
Editor: The Officer takes the jerky
with a puzzled look on his face. Editor: Ok, you take off to the
hospital. You just going to walk in
Offi cer: Ok. the front door?

Beth: And once we get away from Beth: Can I fly around, look for
the officer, I will ask if we can anything out of the ordinary?
123

Editor: Sure, Use some Traits, tell Looking through it, you find
me what you are Using, and we’ll nothing more than ordinary street
see what happens. clothes, several packages of beef
jerky, and a patient ID bracelet
Beth: FLIGHT(s) and SMART, that reads “Frances Wurmer.”
looking for anything usual.
Beth: Hmmm... Moonlight might
Beth rolls a die (10), marks off want this stuff back. Can I go
the Usages, and adds 5+2+3: 20! inside, maybe, and look around?

The Editor knows that it is Editor: Sure, you could go in


the water that has been the front door, or go intangible,
contaminated. Prestige has done whatever you want to do.
a good job of covering those
tracks, he doesn’t want anything Beth: Intangible.
to lead back to the psych hospital,
he just picked the one where Dr. Editor: Mark it off, and make
Moonlight happens to spend his a roll, assuming you are being
days. Comicbooks have a way or sneaky and stealthy, if you just
working out like that. want to get inside, no worries.

So, Prestige has THE BIG REVEAL, Beth: I want to be sneaky, so I’ll
CRIMINAL GENIUS, and ALWAYS use my MARTIAL ARTS(s) too.
HAS A PLAN, which will make
the Difficulty to find out anything Beth rolls a die (4) and adds 8+1:
about the water: 11+5+3+6= 25. 13.
Muse did not beat 25, and isn’t
really looking in the right way, Recall, the Difficulty to find out
flying won’t do much for her. So, anything about the water is 25,
the Editor decides to not give the Editor determines she is on
Muse a Setback Token, but she is the right path, but her roll is just
still Using her Traits. And, maybe not very good. She is sneaking
she will find out something about around, but not really using her
Moonlight, as 20 is a good result. intelligence in any way. Instead
of giving her a Setback Token,
Editor: You fly around the the Editor just keeps stringing her
hospital, keeping your eyes along, letting her Use her Traits.
peeled for anything unusual. As
you are up on the rooftop, you Editor: Very well, grasshopper.
see a small satchel hidden away You pass through the door and
in a corner. start roaming the halls, silently,
hiding in the walls. Are you
Beth: I want to check it out. looking for anything in particular?

Editor: You swoop down to the Beth: Are people in their rooms?
rooftop, and pick up the satchel. If not, is there some noise
124

Example of Play
somewhere, or indication of where The Editor jots down a quick note
they are? and passes it to Marty. The note
says: “Frances is out enjoying a
Editor: Patients are in their day trip with the fellow patients
rooms, nurses, orderlies, and at the hospital, a trip to the mall,
hospital staff are still up. when, while dining, every patient,
and most of the staff break into a
Beth: So nothing weird is going very synchronized dance routine.
on? While this is indeed strange,
even stranger is that it is led by
Editor: Well, it is a mental one of your fellow patients, who
hospital, patients are in their has donned the costume of that
beds, nurses and orderlies are nefarious villain Mime!”
doing their jobs, nothing seems to
be out of the ordinary. (to Marty) Marty: After ducking out and
Marty, Moonlight can re-enter the changing into my costume, I will
picture any time you want. call Roundie on the Moonlight
communicator.
Marty: Thanks. I have a plan.
Moonlight: Roundie! Come
Beth: Well, since I can’t seem quickly to the mall. Something
to find anything else, I guess I’ll villainous is happening. And they
leave. are giving away free samples of
sesame chicken!
Editor: Ok, doing anything else
this fine evening? Editor: Muse, as Katie, you are
going about your normal routine,
Beth: I guess I’ll fly out and go it is around lunchtime when your
on patrol? smartphone rings, the number is
not identified.
Editor: You got it. Moonlight?
Beth: I’ll pick it up.
Marty: Well, I would deduce that
Roundie took my stuff, so I will Editor: Sorry for stealing your
continue to patrol, keeping to the thunder, Moonlight, gotta get the
shadows, and after a couple hours ducks in a row.
retire for the evening and go
about my day. Moonlight: Roundie! The food
court at the mall, something
Editor: Muse, your evening patrol villainous is happening, and they
is relatively uneventful for the are giving away delicious sesame
rest of the evening. Are you going chicken samples. Come quickly!
to try and get some sleep? For Justice!

Beth: I guess so. Muse: Right, for...Justice...


125

Beth: And I will fly there asap. keeping the best (12), which will
double the Primary Trait (5) so he
Editor: You change into your will add 10+3+3 to his roll of 12:
costume and zoom to the mall. As 28!
you approach the food court, you
see quite a scene. Patients and Editor: Your cry for justice
staff from the psychiatric hospital seems to go unheard, as you are
are doing a perfectly synchronized charmed by her seductive smile,
dance routine to Madonna’s and unable to break through her
“Vogue,” which is being piped in mimed box. Who goes next Marty.
through the mall’s PA system, the
dance being led by none other Marty: Roundie, of course.
than Mime. Moonlight, you see
Muse swoop into the mall. Editor: Muse, you’re up.

Moonlight: Roundie, no time for Beth: Alright, I’m going to fly in


sesame chicken now, we’ll get using FLIGHT(s) and sock that no
some later, but we must stop this good Mime in the face with my
villainy. I shall, to Mime, attack. SUPER-STRENGTH and MARTIAL
I expect you can handle crowd ARTS(s) for good measure. I want
control. SUPER STRENGTH to be my base.

Marty: And Moonlight will leap Editor: No Auto-Defend.


into action, now that his faithful
sidekick is here. I will start out Beth rolls one die (10) and adds
with my BATTLE CRY, of course, 8+3+1: 22!
and DERRING-DO. Hopefully, the
presence alone of Dr. Moonlight Editor: Mime still has her box
will strike fear into Mime. up to protect her (UNSETTLING,
SILENT(s)) and will leap out of
Editor: Mime is not Auto- the way, taking the box with her
Defending. (HEIGHTENED AGILITY(s)).

Marty will roll one die (3) and add Editor rolls two dice (5, 6) keeping
9+3, for a total of 15! the 6 and adds 5+3+3: 17! Mime
will take a Setback Token. But,
Editor: Mime sees Dr. Moonlight her highest Trait is only Usable
leaping at her, and starts miming When the Chips Are Down, so
a protective box around her maybe this is her plan? It is now
(UNSETTLING) (SILENT(s)) while Mime’s turn to go, and she could
giving the very handsome Dr. act twice if she wanted to.
Moonlight a FLIRTY(s) smile.
Editor: Muse flies at Mime, wuxia
Moonlight: Curses! style, and pulls back delivering
a punch strong enough to put a
Editor rolls 3 dice (4, 4, 12) hole in any wall. Mime holds her
126

Example of Play
hands up and falls to the ground Setback Token. Mime’s turn to
elegantly, and slowly stands, go now. She will Push (see page
miming the action, and wipes the 89), and take out her UNIQUE
trickle of blood from her mouth, GUN. She lines up the plastic
tilts her head and smiles. gun as if taking very careful aim,
and counts off with her fingers
Beth: Did she get hurt? “one, two, three” before making a
Saving Private Ryan run for Muse,
Editor: Yes, you gave her a leaping through the air and taking
aim. She is Using HEIGHTENED
AGILITY, UNIQUE GUN(s), and
SILENT(s). Muse, you already
used your Auto-Defend this Issue,
so, you’re gonna take this one.

Editor rolls three dice (2, 4, 11),


and will keep the best two (4+11)
and adds 5+3+3: 26! Muse will
take a 2nd Setback Token at the
resolution of this action, and then
she will determine who will lead
off the action in the next round.

Beth: I’ll defend with SUPER-


TOUGH, DETERMINED(s) and
NON-CORPOREALNESS(s).

Beth rolls three dice (7, 7, 12),


and will add 6+3+1+6 again (the
Primary Trait is doubled): 28. No
Setback Token for Muse.

Editor: Mime is starting to get a


bit irritated, and she will lead off
this round. Her bullet flies right
through the ghost-like Muse, and
she lands on her feet, and tilts
her head to the side, and mimes
thinking of an idea by tapping her
temple. She lets out a silent roar
of anger, and rips up one of the
tables, and proceeds to run across
the food court, leaping off the
big sculpture in the middle and
charging at Muse. She is using
PSYCHOPATHIC, UNSETTLING(s),
Scott Brewer
127

and SUPER-STRENGTH(s). Editor: Go for it. (The Editor


knows that Marty is Linking
Editor rolls one die (9) and adds: up a lot of Traits in a very
9+3+3: 24! advantageous way, but is not
meta-gaming, and therefore not
Beth: I’ll defend with NON- Auto-Defending.)
CORPOREALNESS, SUPER-
STRENGTH(s), and FLIGHT(s). Marty rolls two dice (3,
8) adding 5+3+1+2+2+4
Beth rolls one die (7) and adds (SWASHBUCKLER-5, DERRING-
8+3+3: 21! Muse takes a Setback DO Link +3, RAPIER Link +1,
Token. Situational Boosts for both +2
apiece, and two Benefit Dice for
Editor: Muse, you fly straight at Roundie= +4): 25!
Mime as she is coming at you,
flying right through the huge Editor: Mime will defend
hanging sculptural mobile hanging with HEIGHTENED AGILITY,
over the food court, hoping to ENHANCED-ENDURANCE(s), and
disrupt her attack, you reach up FLIRTY(s).
to catch the table as she swings
it at you, but you are not quite Editor rolls two dice (3, 9) (3 dice
fast enough, as the table connects from AGILITY, plus one Detriment
squarely with you, knocking you Die from FLIRTY) adding 5+3+3:
to the ground. Moonlight, it is 20! Mime takes her 3rd Setback
your turn. Token.

Moonlight: Roundie, I appreciate Editor: As you swing through


you taking on this villain alone, the air, Mime blows you a kiss,
but we must work together. and she attempts to leap out of
Come, stand-up, and together, we the way, your rapier delivers a
shall share the glory, and will be good blow, cutting her black tunic
able to enjoy our sesame chicken slightly. She mimes her heart
in peace. Quickly, eat this jerky! beating, and bats her eyes, and
gestures one tear falling down her
Marty: Moonlight is going to swing cheek. She seems genuinely sad
across the mobile, grabbing Muse that her crush, Dr. Moonlight, has
up off the ground, and getting her struck her so.
to standing, somersault through
the air, unsheathe his rapier and Moonlight: Nay, foul temptress!
bouncing across three tables, Roundie, quickly, you can finish
stopping for a quick sip from a fair her!
maiden’s soda along the way, bring
his righteous steel down upon this Editor: I am spending one point
silent nemesis. SWASHBUCKLER, of EC to remove a Setback Token,
DERRING-DO(s), RAPIER(s), and so she is back at two Setback
ROUNDIE(s). Tokens. Beth?
128

Example of Play
Beth: I want to smack her Marty: I am using my DERRING-
hard, and I know the exact DO, SWASHBUCKLER(s),
place to hit her, so I want to use RAPIER(s), ROUNDIE(s) of course,
SUPER-STRENGTH, SMART(s), and my BATTLE CRY!
DETERMINED(s), and... can I use
my COMPUTER STUFF(s) skill to Editor: Ok, Beth, you need to
figure out the right location to get a Trait total up to at least 9 to
hit her, using the cameras in the assist. What are you Using (see
mall? page 89)?

Editor: Hmmm…How about this, Beth: SUPER-STRENGTH,


I’ll let you do it if, you give up this DETERMINED, and COMPUTER
action, and, you are at the end STUFF.
of the round, so you could act at
the top of the next round if you Editor: Muse, you start looking
like. So, from a game perspective, on your smartphone, folks are
sure, but it is only +3. Your call. dancing all around you, still
I do like the idea, it will just take voguing as it were, Mime has
some time. to have some weakness. You
think you’ve found something.
Beth: What about throwing a “Moonlight!” you cry out,
computer at her? Would that preparing to launch him into
count? the air for an acrobatic attack.
Moonlight bounds across the food
Editor: Ha! No, that is pretty court, launched into the air by
much some sort of strength-based Muse’s strength, you flip, turn,
something. How about… you flourish.
assist Moonlight with an attack, if
he wants, and you can use your Marty is preparing to roll dice, a
computer skillz to help him out? whole bunch of them, adding in
lots of bonuses.
Beth: Sure, I’d like to assist
Moonlight! Editor: And…. Mime Auto-
Defends. Moonlight slams into
Editor: I am assuming you will her, and she jerks her head back,
have him start off the next round, looking shocked that she was
so you can assist him. Moonlight, attacked, she dusts herself off,
Roundie is looking something up and that is that!
on the Moonlight communicator,
and thinks she has found Mime’s Marty: Curses!
weakness.
Beth: Darn!
Moonlight: We shall dine with
jerky and sesame chicken. Editor: Marty, you acted first in
Excellent work, Roundie! the round, who is up next?
129

Marty: Muse, you want this? So, we would have 2 dice, minus
1 die, add 2 dice, and keep the 2
Beth: Let Mime go first. highest.

Editor: All right. She squints Ouch.


her eyes, rips two tables out of
the floor, juggles them once or Marty: Wow. Um. I’m gonna take
twice, and tilts her head at each the hit, and spend 2 points of EC
of you, pointing with one hand so I take one Setback Token and
as she is juggling these two avoid an Insta-Defeat.
tables, and taps her head, as if
she just had a brilliant idea. She Recall, Moonlight is a 100-point
is PSYCHOPATHIC and using her character, with extra EC, so this is
SUPER-STRENGTH(s), she is also not a bad call.
going to spend one point of EC to
refresh UNSETTLING(s), and she Editor: Beth?
is Pushing, which will give her 3
Setback Tokens, and she is going Beth: Well, I only have one
to attack both of you with the Setback Token, and I think I
tables: Moonlight, she will just be can make it to my Threshold at
slamming one at you, and Muse, least. I’m going to use NON-
she will throw the other from her CORPOREALNESS, SUPER
juggling routine. TOUGH(s), and FLIGHT(s).

Marty: Uh-oh. Beth rolls one die (7) and adds


8+3+3+2: 23! Beth takes her
Editor rolls one three dice and Second Setback Token.
will keep two (1, 3, 10) and adds
9+3+3+4: 32! Editor: Beth, you’re up, end of
the round also.
Explanation: PSYCHOPATHIC has
2 dice, and is 9. Beth: Ok, she used up her
Auto-Defend and has 3 Setback
UNSETTLING is +3 Link value, Tokens... I’m going for it! SUPER-
and has 3 dice, so +4 (see STRENGTH, FLIGHT(s), MARTIAL
Ed. Note on page 15). SUPER- ARTS(s), and SMART(s). I know
STRENGTH is +3 Link Value. exactly how and where to hit her
to make her go down.
Attacking two opponents adds a
Detriment Die (see page 88) Beth will roll 3 dice (2, 2, 12) and
add 8+3+1+1+8 (the Primary
Pushing and taking a 3rd Setback Trait doubled): 33!
Token gives 2 extra dice to the
roll, keeping an extra one for the Editor: Muse focuses her chi for
result. a moment, thinking about Mime’s
weak-spot, and zooms across
130

Example of Play
the food court, and is preparing fear fair shoppers and diners at
to use the punch that her sensei this food court, Dr. Moonlight is
taught her long ago. Mime makes here, and this sesame chicken is
an “uh-oh” face, and starts delicious!
doing the running man moving
towards you, and then breaks Beth: I’ll make sure Mime is
into a gleeful skip. She is using all trussed up properly for the
PSYCHOPATHIC and ENHANCED authorities and, we’re out of
ENDURANCE(s). combat so everything refreshes?
I’m good at COMPUTER STUFF
Editor rolls three dice for Mime and SMART(s), can I figure out
(6, 9, 10) and adds 9+3: 22! Not what was up with the patients?
only will Mime take her fourth
Setback Token, her total was not Beth rolls a die (8) and adds 5+1:
enough to meet her Threshold! 14!
However, Mime is just here to set
the stage, no need to fight until Editor: It doesn’t refresh, we just
the bitter end. continue the Extended Scene.
Mime looks very sad as you
Editor: You have learned well, deliver her to the authorities.
grasshopper. Your punch connects Now, Mime is here, which might
with Mime, and she is thrown well mean Professor Prestige is
across the food court. involved. As you are reviewing the
mall security tapes, everything
Moonlight: Great show, Roundie! seemed very normal, until the
Prepare that villain for the patients and hospital staff all
authorities, while I secure us jumped up in unison. There is
some sesame chicken. And we no sound on the security tapes,
should be sure to look into why so you would guess that is when
all the hospital’s patients saw fit the song started playing, and two
to do a synchronized dance, don’t figures run off, maybe they were
you think? both patients. Mime comes back
on-screen and starts leading the
Marty: And Moonlight pats Muse dance, and…
on the shoulder, handing her a
piece of beef jerky, and goes Moonlight: Thank you again
over to the free sesame chicken Roundie. I was deep undercover,
samples, asking for two. as when you mentioned the
hospital I knew something must
Editor: The worker is happy to give be up. So I gained entrance to
you the whole tray, thanking you. the hospital and was able to move
about undetected.
Marty: I take off my hat and bow
deeply. Editor: And Dr. Moonlight enters
the scene on the surveillance
Moonlight: You have nothing to tape, keeping to the shadows.
131

Muse: Sure, Dr. Moonlight. I’m Muse: Um, no, no, I don’t think
glad that you were there to check it’s love... I have a boyfriend.
it out. But I think this is part of a
bigger plot. Moonlight: Then perhaps we will
just be lovers.
Moonlight: Prestige!
Beth: She is very red.
Marty: Moonlight holds up his
fist, staring at the sky. Muse: No. I have a boyfriend. I
think we should figure out where
Muse: Um, exactly right. I think Professor Prestige is.
Professor Prestige did something
to the patients and staff... maybe Moonlight: Yes, our love will
last night? have to wait until then. Finish
your chicken, and we shall be off.
Editor: Muse, you did notice that FOR JUSTICE!
the patients had that same crazed
look in their eyes that Moonlight Beth: She covers her face and
did when you encountered him. heads out... but not before eating
the chicken.
Moonlight: Nefarious! Perhaps
the next song will be something Editor: Where to?
more appropriate for dancing
Muse, a nice foxtrot perhaps. Marty: Hospital? Should we look
for anything at the mall?
Marty: Moonlight bows and holds
his hand out to Muse. Beth: I don’t think so...it seems
like the plan was just to create a
Beth: She takes his hand very big distraction maybe?
confused.
Moonlight: I hate mimes. They
Muse: The patients... had a very upset me.
unusual look in their eyes.
Muse: Me too. Let’s go to the
Marty: Moonlight takes your hand hospital, then.
and begins a foxtrot, looking into
your eyes. Moonlight: I think it best we split
up, Roundie.
Moonlight: As do you beautiful
Muse, but that is the look of love, Muse: Um, why is that?
I have seen it many times before.
Moonlight: Because, Dr.
Editor: The music playing over Moonlight must stay in the
the loudspeaker is just piped in shadows, his ear to the ground,
muzak right now. feeling the heartbeat of the city,
sniffing for the scent of villainy.
132

Example of Play
The sterile atmosphere of the Marty rolls three dice (4, 7, 8)
hospital has already affected my and adds 1: 9!
acute senses, if I were to return
there I fear I would be giving Editor determines that the
Prestige an advantage. Mathemagician wasn’t too careful
about covering his tracks, so 9
Muse: All right, I guess we can is certainly enough to get some
split up. information.

Moonlight: Very good, Roundie, Editor: Roundie might notice


your sidekick training is going the chalk dust obviously left by
well. We shall be in contact if we Prestige, no wait, not Prestige,
find anything. the Mathemagician! That nerd
must be involved in this.
Marty: Moonlight is going to head
back into the mall. Can I check Moonlight: I hate chalk, like
out the mall PA system? I don’t fingernails on a chalkboard, that
really have any appropriate Traits, is why I hate chalk, because it
but maybe there is something reminds me of chalk. I must alert
obvious. Roundie. After I get some more of
that sesame chicken.
Editor: Muse, what are you
doing? Beth: Well, I have FLIGHT
and I’m SMART(s) and
Beth: Going to the hospital to DETERMINED(s), I want to fly
look around for clues. around, looking for clues to the
whereabouts of Prestige, or
Editor: Tell me what you might what he might have done at the
want to do, look for, anything like hospital.
that? Moonlight, you do not find
anything too obvious in the PA Beth rolls a die (7) and adds
system, though it does seem like 6+1+1: 15
the Madonna song playing was
not part of the normal routine.
Editor determines that Prestige
is keeping his next move secret,
Marty: I’ve got it. I am going to
but not as secret as the water, so,
use ROUNDIE.
THE BIG REVEAL 11+6= 17. But,
he is leaving an obvious trail of
The Editor cocks his head.
breadcrumbs, on his terms! So,
no Setback Token for a failed roll,
Moonlight: I know the answer is
the Editor smiles inside, knowing
obvious, but I must think like my
that although Muse failed, it is all
dim-witted sidekick-in-training
part of Prestige’s plan, so no need
Roundie, how would Prestige fool
to let her know that she failed.
him here?
133

Editor: You fly around, looking for thinking cap!


clues. What you do notice is that
the staff is talking about Mime. Marty: I’m going to Use ROUNDIE
again, and push.
Staff: She seemed to be doing
so well? Do you think she was Marty rolls three dice (4, 5, 12)
involved or just affected like the he will keep the best 2 (5+12),
rest of us, by whatever it was? and because he rolled a 12, will
double ROUNDIE, adding 1+1:
Editor: Additionally, as you are 19!
flying around, something catches
your eye. Plastered up all over Editor: All right, Moonlight
the city (freshly plastered mind studies the signs, and realizes
you, judging by the glue that is that the USS George H.W. Bush
still damp) are signs announcing is docked in the city, and as an
Professor Prestige’s next big trick: aircraft carrier, certainly has
aircraft aboard.
Sign: See Professor Prestige do
the impossible, as he makes an Moonlight: Roundie, Prestige will
airplane disappear! strike at the aircraft carrier!

Editor: Moonlight, you find Muse: Ok, let’s go there then!


similar signs around the city.
Moonlight: For Justice!
Moonlight: I’ve got to contact
Roundie. I’ll use the Moonlight Editor: The two of you make your
communicator: Roundie, Prestige way to the aircraft carrier, it is
is at it again. The Mathemagician teeming with tourists, snapping
was at the mall, and now I have pictures, sailors going about their
come across signs advertising his business. Even a local TV camera
next trick, he will be making a crew is here, probably working
plane disappear! on a feel good feature for the
evening news. Do you just want
Muse: I saw those signs, too. to show up in full costume and
Let’s get going! announce your presence?

Moonlight: For Justice! Beth: I can fly us to the aircraft


and sneak us in?
Beth: Does it say anything about
what kind of plane or where? Moonlight: Nay, Roundie. I shall
don a disguise and board the
Editor: Nope. craft, on the lookout for any of
the Masters of Mayhem. You take
Moonlight: Prestige wants to put to the skies, keeping a lookout!
on a show, he wants us to find
out, come Roundie, put on your Beth: Ok…
134

Example of Play
Moonlight: (whispering) For Marty: I must get a good view, I
Justice! will climb up as high as I can and
see if I can see any villains doing
Marty: I will duck into the villainous things.
alleys and dress in street clothes
and board the carrier, going Beth: I can fly you higher, if you
anywhere I can without causing a want?
disturbance, keeping a lookout for
Mathemagician or Prestige or any Editor: Moonlight easily and
of the other Masters of Mayhem. quickly climbs the tower, getting
to the top of the antenna, looking
Beth: I will fly around, trying to out. There are over 20 aircraft on
hide myself, looking for anything the deck of the ship.
out of the ordinary.
Beth: Which one looks like the
Editor: Muse is circling the one Prestige is going after?
carrier, trying to stay out of sight,
Moonlight, as you are snaking Editor: No idea, you tell me.
around the ship, something odd
happens. The ship’s PA starts Moonlight: Roundie, is this song
playing a song: “In the Navy” by standard naval issue?
the Village People.
Muse: Not at all, Dr. Moonlight.
Beth: That seems odd.
Moonlight: NERDS!
Editor: Even odder is the fact
that every sailor on board the ship Beth: Muse rolls her eyes.
begins dancing to the song.
Moonlight: Do you want to beat
Moonlight: Prestige! up the nerd, or wait for Prestige
to make his entrance?
Marty: I head out to the flight
deck, donning my costume. Muse: We should figure out
where Prestige and the other
Moonlight: For Justice, villain! Masters of Mayhem are. Also, we
Your magic tricks shall not rule should try to evacuate the ship,
this day, this day shall be saved so no one gets hurt.
by Dr. Moonlight, and his faithful
sidekick Roundie! Moonlight: Excellent idea,
Roundie. Get down there and
Editor: Well, Dr. Moonlight, you dance and lead a conga line off
bound onto the flight deck, and it the ship. I am going to see if I
is chaotic scene, tourists snapping can find the Mathemagician. I
pictures, news cameras rolling, am sure Prestige will make his
sailors dancing. entrance soon!
135

Beth: Okay, so I want to lead Professor Prestige: Ladies and


people off the ship, if possible. Gentlemen, joining us here today,
none other than Dr. Moonlight,
Editor: Moonlight, you are accompanied by the always lovely
surveying the scene, Muse, you Muse!
take off, getting ready to fly down
to deck of the ship, and conga or Editor: He vanishes in a puff of
something. Sure enough, as you smoke.
two are ready to jump into action,
you see, breaking away from Moonlight: Villainy!
the tourists and the chaos, one
Professor Prestige. Editor: Ok, Moonlight, who goes
next?
Beth: Can we corner him?
Marty: How about the
Marty: Moonlight is going to leap Mathemagician if he is around?
down to the deck of the ship Errol
Flynn style, with his battle cry The Editor smiles and nods.
and attempt to stop Prestige from Because Moonlight had found
carrying out his wicked plan! prior evidence likely pointing
to the Mathemagician, he is
Editor: No Auto-Defend. assuming he is here and might
have once again been responsible
Marty rolls three dice (1, 3, 9) for for taking over the PA system.
SWASHBUCKLER and adds 5 +5
(BATTLE CRY(s)) and +1 (LIKES Editor: The Mathemagician does
TO JUMP AROUND(s)): 20! not yet make an appearance. If
he is here, I am noting what he is
Editor: Prestige is a CRIMINAL doing.
GENIUS, he knew some sort of
Hero would figure out his plan, The Mathemagician is just holding
he ALWAYS HAS A PLAN(s), loves back right now.
MAKING A GRAND SPECTACLE(s)
and is going to Disappear using Editor: Prestige goes next, and
his MAGIC TRICKS(s) (Prestige is he appears out of nowhere,
using one of his 2 open slots of standing on one of the planes.
Versatile).
Prestige: Ladies and Gentleman,
Editor rolls 1 die 9, and adds while our fine servicemen and
9+3+3+3: 27! servicewomen are preoccupied, I
direct your attention to the flight
Editor: As you leap down with a deck. Today, under the watchful
cry of “For Justice” and stand in eye of Dr. Moonlight and Muse,
his way, he raises his hand: I shall indeed make an airplane
vanish right before your very
eyes. Any good trick requires
136

Example of Play
a lovely assistant, Muse, if you Raptor, with assistance from the
would be so kind. Mathemagician. Ideally, Prestige
will keep the Heroes occupied
Editor: Prestige is so CRAzY that while Deadeye boards the plane
he is going to teleport Muse right and prepares to fly it off the
down next to him using his MAGIC carrier, perhaps as part of a BIG
TRICKS(s). REVEAL?

Beth: His magic tricks don’t Beth: I’m not a part of anybody’s
work on me, I’m using my NON- magic show! I’m hitting him with
CORPOREALNESS and I’m SMART. SUPER STRENGTH and MARTIAL
ARTS
Editor: All I need to know is
whether you are Auto-Defending, Beth rolls one die (1) and thus
I will take that as a no. Let me misses (see page 76).
get my result, and then you can
Use your Traits. Editor: Muse, still looking dazed
and confused, takes a mighty
Editor rolls 1 die (6) and adds swing at Prestige, who simply
13+3+2 (for the Benefit Dice steps out of the way.
from MAGIC TRICKS): 24!
Prestige: Looks like we have a
Beth: Sorry, yeah I will use NON- live one here!
CORPOREALNESS, SMART(s), and
DETERMINED(s) Editor: If you’re not doing
anything else, who goes next, top
Beth rolls one die (7) and adds of the next round?
8+1+1: 17! Muse will take a
Setback Token. Beth: Moonlight, what do you
think?
Editor: Now that Muse has
popped in next to him, looking Marty: I think we need to find
very dazed and confused, Prestige the Mathemagician. I’ll go do that,
presents you to his imaginary you keep Prestige busy!
audience. And he is more than
happy to let you go next. Beth: Ok, so Mathemagician goes
first?
Note: Deadeye is part of this
scene, dressed in a naval uniform Marty: No, let me go first, I’ll try
(although recognizable, this to find him.
is comics after all) as is the
Mathemagician. The Editor is Beth: Ok, Moonlight goes first.
noting that they do not need
to act yet. Deadeye is making Moonlight: WWRD? What Would
his way towards the F-22 Roundie Do?
137

Scott Brewer

Marty: Moonlight scratches his after Prestige.


head, and as much as he loves
magic shows, he thinks hard Editor: You acrobatically leap
about the Mathemagician and his up, and indeed, you do find the
hatred of chalk. Moonlight will Mathemagician, dressed in a
try and think what that simpleton sailor’s uniform, overseeing all the
sidekick would do, where he action, headset on, a CD of the
might suggest the Mathemagician Village People’s greatest hits in
would be, and I will let out a front of him.
second cry of “For Justice!” as he
leaps into action. Marty: I will give this coward a
chance to act.
Marty rolls 2 dice (1, 5) Using
ROUNDIE and BATTLE CRY(s) Editor: The Mathemagician
and LIKES TO JUMP AROUND(s) seems not at all surprised to
adding 1+5+1+2: 14! see you, and smirks when you
acknowledge him.
Editor: Moonlight, if the
Mathemagician is controlling the Mathemagician: About time, Dr.
PA, and keeping an eye on things, Dimwit. Does the Ph in your PhD
he might be up in the bridge. stand for Phool?

Moonlight: Of course! Right Moonlight: Curse you nerd and


below where I was. I should never your chalky ways!
have listened to Roundie and gone
138

Example of Play
Editor: Ok, the Mathemagician Marty: Muse, you’re up, bring the
SEES ALL THE ODDS and is a hurt to Prestige.
MASTER TACTICIAN(s) he is
going to attempt to distract Beth: Ok, let’s try this again.
you by preying on your known SUPER-STRENGTH, FLIGHT(s)
weaknesses. and MARTIAL ARTS(s). I’m flying
straight into him, knocking him
Mathemagician: Oh, is that a down.
kitten over there? Is that little
furball about to get trampled? Beth rolls two dice (8, 11),
What ever shall Dr. Moonlight do if now taking the lower, and adds
Puddinhead gets stepped on? 8+3+1: 20!

Moonlight: Puddinhead?! Editor: Prestige is going to poof


away again in a cloud of smoke,
Editor rolls 1 die (9) and adds using MAGIC TRICKS and ALWAYS
8+3: 20! HAVING A PLAN(s).

Marty: Moonlight is going to Prestige: Let’s give them a good


swing around, quickly scanning show, shall we, Muse? How about
below, but not taking his eyes off you fly at me as if you are going
of the Mathemagician. to hit me, and I shall vanish once
again at just the right moment?
Moonlight: I will not be fooled by Not the most original trick, and
your tricky tricks, you trickster. one you and I have already done,
Puddinhead is home, having but, sometimes the best tricks are
a saucer of milk. Roundie told the ones we see most often. Shall
me about your devious ways, we then?
you must instead take out your
sinister chalk, and we shall duel The Editor rolls 3 dice (3, 7, 10)
like men! and adds 7+3+2: 22!

Marty: I am using ROUNDIE, Editor: The scene plays out


DERRING-DO(s) for the swinging pretty much as he announced it
around aspect, and REPARTEE(s). would. And Prestige decides that
he will act.
Marty rolls 2 dice (4, 6) and adds
1+3+1: 11! Doctor Moonlight will (Note: The Editor is keeping in
take his first Setback Token. mind that Deadeye is making his
way to the plane still.)
Editor: You want to believe that
the Mathemagician is lying, but Editor: Prestige will use one
maybe little Puddinhead followed point of EC to recharge his MAGIC
you here? You are certainly TRICKS (see page 94).
concerned.
139

Prestige: Muse, my dear, didn’t And, what will happen next? Will
I ask you to come to the stage in the Heroes pull out a victory?
your appropriate assistant attire? Moonlight has a good amount of
EC at his disposal, and Muse has
Editor: He leans down to pick some as well. Prestige seems to
you up, and spins you around to have the upper-hand at present,
maybe the Editor, acknowledging
the audience. As he does, your
the 200-point value of Prestige
costume changes to an even will give the Mathemagician only
skimpier magician’s assistant one Setback Token, and maybe
costume, though still keeping Deadeye only two? Will Deadeye
some of the same motifs of your getting to the plane be part of the
costume, and the same color BIG REVEAL?
schemes. He is certainly CRAZY
and loves his MAGIC TRICKS(s), The Editor also has a good
thus Defining the second Versatile amount of EC at his disposal,
Trait as: Quick Change. even if Deadeye is stopped and
taken out, is Prestige going to
vanish in a puff of smoke?
Beth: And would this potentially
hurt me? Enough of this very long Example
of Play section! Go create your own
Editor: Sure. Setback Token (see Heroes and Issues, make your own
page 76). You’re all out of sorts; fun! Hopefully, this Example of Play
frustrated, upset, and distracted gave you an idea of the flexibility
by not having your costume. and the potential for creative uses
and applications of Traits. It should
Beth: And I used up my Auto- also show how an Issue might be
Defend? plotted and played out. Now, the
dice are in your hands, go forth and
save the world!
Editor: Yup.
140 Chapter 6
Issues
Creating Issues of Traits, and their application, not
every situation can be accounted
Plotting a Capes, Cowls and
Villains Foul Issue is different for. Instead, an Editor needs to
from adventures in many other put their effort into developing the
game systems. Many roleplaying story and the details that make
game systems are designed with the story complete and compelling,
balance in mind, and the GM is understanding the motivations
able to make certain assumptions of the Villains and NPCs, and
based on the player characters, presenting to the players a
and is therefore able and required blanker canvas than many other
to write-up and plot out the Issue roleplaying game systems.
in painstaking detail.
Think about the pacing of the Issue;
CC&VF Issues serve more as a think in terms of a comicbook
framework, providing a situation, Issue or story arc; imagine your
an enemy to overcome, and Issue as a three-act play. The first
require the Editor to think more act introduces the situation, the
in terms of story and background. second act ramps up the action
Players are encouraged to and drama, and the third act
creatively use their Traits and presents the resolution and finale.
play to the strengths of their Everything in these acts is subject
characters. However, because of to the cooperative storytelling
the incredibly open-ended nature responsibility shared by the Editor

Bill Williams
141

and Players. Players want to do


cool things; they want to shine.
The system has been designed to
let them do this, through creative
application of their Traits.

When I design an Issue, I think


about what it is that is going to
happen, what are the Villains
trying to do? The Villains will
make all efforts to move towards
their goals. The Heroes will
oppose them. But I keep in mind
the three-act structure, and the
comicbook genre.

Introduce the situation.


Present the players with a
challenge, and whether or not
this challenge is overcome, they
should glean enough information Bill Williams

to understand more what is


happening. It is no fun if they are uninvolved
or powerless.
Move towards the finale, and
likely inevitable Action Scene. The universes of superhero
These are superheroes, there comicbooks are filled with hundreds
there should be an Action Scene! of superheroes (and even more
These characters didn’t put on supervillains). And every Issue
their spandex to not throw some focuses on one Hero or group of
punches around! Heroes. Everything happening in
the universe revolves around them
I develop the story, jotting down and their actions. If a team of
the pivotal facts about what has Villains is attacking Manhattan, the
come before, and what might solo Hero in his solo book is going
happen if the Villains are not to deal with it. Why?
opposed. I think about the set-
pieces for the Action Scenes. Because, at the end of the day,
And lastly, I think about ways comicbooks are about focusing
to ensure that the Heroes are on the characters. It is not worth
involved and included. thinking about the fact there are
at least ten other superteams in
Read that last sentence again. Manhattan as well as innumerable
other solo heroes. Each series
The point of your roleplaying focuses on the Heroes featured in
sessions are to involve the Heroes. that series. There are team-ups
142

Issues
and guest appearances, but at Awesome! But, mix it up. There
the end of the day, comicbooks are other Villains out there. What
are about Heroes saving the happens when they attack an
world. Because, for every Hero, armored car on the Brooklyn Bridge
there are probably three Villains. during rush hour? Give the Heroes
Villains are doing villainous things a chance to do some fun stuff.
all the time. It is not realistic,
in-genre, to eradicate all villainy As an Editor you have put many
from the world. hours into plotting this mega-
story arc. All the players will
You must involve your Heroes. know is what they witness,
so much of your work will go
If they are having trouble figuring unappreciated. Or, you could let
out where and how the Villains them know what is going on.
will strike next, well, as Raymond Maybe at the conclusion of the
Chandler said “Have a man with a arc, you debrief them, revealing
gun kick down the door!” everything that happened and
why. They may smile, they may
If you, as the Editor, want to have shake their heads, but what you
your Villains get away with every are doing is sharing your thought
crime and never get caught, and process, which will help them the
leave the Heroes standing around next time, and make the whole
without a clue, you can do this. experience that much more
rewarding for everybody.
But, it isn’t fun.
Enough general gamemastering
CC&VF is designed to tell your advice.
own superheroic comicbook
stories cooperatively with your Think up your Issue. Fill it with
friends. Think about the structure details. Know the backstory.
of these stories. Read some Design your Villains, and get
comicbooks. This is what you are things started. What is the first
trying to do. act? Introduce the situation. Act
two, what will happen to advance
This is not to suggest that you the plot? And what will the finale
railroad your players. Maybe the be?
Villains do need to get away, and
maybe the Heroes need to improve But, be prepared for your players
their tactics. Absolutely. But, Heroes to jump in your sandbox and bring
running around always arriving too their own toys. The character who
late is just not fun for an extended is a CEO OF A HI-TECH COMPANY
period of time. might very well do something you
never accounted for or expected.
Maybe you want to tell a long story This is the Heroes’ story, let them
arc where the Villains do get away, drive it.
building to something HUGE!
143

Introductory Issue was more to it than just these


simple control spells. The wearer
Hey, if you’re going to be a player
and not the Editor, don’t read any of the necklace gained the ability
more. It might ruin any fun that to communicate with vermin and
the Issue contains. Seriously, it is exert some control over them,
kind of uncool. and because the gem holding
the spell had been ravaged and
Unlike the bombastic comicbook damaged by time and salt water,
covers of the 70’s, which (as my it now had an unusual side effect.
friend Mike said) “tell you both
everything and nothing about As Russell coveted the necklace
what is inside,” giving players the too much to consider selling it,
title to this issue might give too it slowly exerted influence over
much away, but if you want to his psyche and body. Russell
tell them, the title of this Issue is became more and more vermin-
“Oh, Rats!” like in action and appearance,
and after several months of
trying to maintain an ordinary
Background/Set-Up life in Los Angeles as a waiter-
This Issue is set in Los Angeles,
writer-actor, he gave into his now
but as with anything, feel free to
animal instincts and took to the
set it in whatever city you want.
underground, to be with his kin.
Several years ago, Russell Marks
Living a life of scavenging and
was scuba diving off the coast
holding court over his kingdom
of California searching for the
of rats, Russell Marks, who now
Spanish Galleons that sank there
referred to himself in the third-
almost 500 years ago, reportedly
person as the “Rat King”, was
carrying a significant amount of
more than happy to live in the
treasure.
tunnels beneath Los Angeles,
taking to the world above rarely
Russell indeed found one of the
when he sought something that
galleons, and did come across
he could not acquire underground.
some interesting treasure. Much
of the gold had been found by
In 2010, the city of Los Angeles
other treasure-hunters prior to
had scheduled to expand their
his arrival, but he did unearth a
underground rail system, the
barnacle-encrusted necklace that
Metro Rail. The Expo Line Phase 1
seemed like it might be of some
will be the initial light-rail route to
interest. How little he knew.
be used by the Metro Expo Line,
from Downtown Los Angeles to
Enchanted by ancient magics, the
Culver City. It just so happens
necklace was indeed interesting.
that this proposed line will move
Spells cast up on it were able to
through the Rat King’s domain,
help the problem of vermin on the
and he and his subjects are none
galleon. But as magics go, there
to happy about it.
144

Issues
Although the necklace has heroes to the death of Arthur
changed Russell’s personality Leahy. The coroner’s report
significantly, he still retains some indicates that his body is covered
human intelligence. He began in small scratches and rabid bites,
expressing his dissatisfaction by as well as larger scratches and
having his subjects move against bites from a large vermin like
those who would destroy their mouth (also rabid).
kingdom. A small cave in and
sabotage of the equipment left Information that might be
in the tunnels was not enough gathered in the first part of an
of a deterrent. Russell sent his Extended Scene:
subjects aboveground. Packs
of wild rats began lashing out • How Leahy was killed
at residents of El Lay near the
construction site. • Unusual happenings around
the construction site for the new
City officials claimed the tunnel (attacks by swarms of rats,
construction and the rat attacks sabotage, cave-in)
were totally unrelated, but it did
not stop reactionary individuals • Researching the proposed
to take up the cause that the construction of the tunnel, where
construction of this tunnel was it will go
disturbing the ecosystem and
home of the rats. Depending how the Extended
Scene goes, the Rat King will
But this sabotage did not halt the strike again, this time attacking
construction. As the machines and killing Don Knabe, the chair
infringed more and more upon of the Board of Directors. It is
their kingdom, the Rat King had possible that characters will
to protect his subjects. somehow deduce that Knabe
might be next, and this might
He had to be proactive. Last bring with it an Action Scene,
night, accompanied by several as the Rat King and his minions
swarms of rats, he attacked and strike.
killed the Executive Director of
the Los Angeles Metropolitan If the heroes deduce Knabe is
Transportation Authority, Arthur next, maybe they will just come
Leahy. Because of the unusual across his ransacked home, Knabe
nature of the attack, the player gone, and the players will have to
character heroes are brought into deal with several rat swarms. If
the fold. the Heroes secure Knabe, the Rat
King will use his subjects to try
The Issue Begins! and find him, using his ability to
Local authorities, a team contact, communicate with rats across the
or even a news report alerts the city and beyond.
145

Assuming that the heroes head reveal these forgotten and


down to the construction site, uncharted tunnels, approximately
they will certainly provoke an halfway down the proposed route,
Action Scene as swarms of rat but below where the construction
sentries attack. will occur is a long forgotten room
tunneled out years ago during the
Heading deeper into the tunnel bureaucratic construction of the
and finding the Rat King might Pacific Electric Subway. Far too
prove difficult, and he has set frequently, multiple construction
up several areas of the tunnels companies were working, often
trapped against intruders. without approval of the proper
powers that be, and often without
Extended Scene continuing in the knowledge of one another.
tunnel:
Feel free to attack the heroes
• Finding, avoiding, deactivating again with swarms of rats, if they
traps: the traps should have an crave action, or if they are not
almost steampunk feel, players picking up on the clues. Or maybe
not taking precautions might be more rat attacks, this time not
surprised by a Villainous Trick: as close to the construction site,
Trap (see page 95), if players are maybe after one of the swarms
taking precautions, allow them breaks up, the players can track
to creatively use their Traits to the rats, if they can move quickly
search for and avoid traps. through the tunnels, conduits
and ancient pipes (A shrinking
• Finding the Rat King - magic speedster? An incorporeal
detection might determine that character?).
magic is indeed involved, due
to the coordinated attack of the Through tunnels and conduits,
rats. The Rat King is able to move some of them vertical, the heroes
through the tunnels without can find their way to the lair of
leaving much of a trail behind, but the Rat King.
let players get creative, and as
always, reward creativity. Once there, it will likely be time
for the Boss Action Scene.
• Exploration of the tunnels
reveals several tunnels not The Rat King is a formidable foe
mapped on blueprints for the made with 150 Design Points,
tunnel construction. Research but more importantly, has many
into old city plans and blueprints swarms of rats to assist him.
The rats will attack as individual
Ed. NOTE: Rat Swarms swarms, in addition to teaming up
The game stats for rat swarms can to gain advantage against more
be found on the Rat King’s character powerful opponents.
sheet on page 63.
146

Issues
Describe the dripping stagnant Indeed.
water, the buzzing antique light
fixtures, crackling electricity from Mining platinum is difficult, which,
severed ancient power lines, added to the rarity, makes it so
broken tiles, pools of fetid water, valuable. Terrestrial platinum
scavenged and salvaged items mining has a yield of roughly 10
from aboveground. tons of ore to get one ounce of
pure platinum. Asteroids are not
The Rat King doesn’t want to terrestrial, however.
attack anybody, he just wants to
be left alone, with his kingdom When it was reported that many
left intact. Maybe resourceful asteroids may very well contain
Heroes will be able to convince a large amounts of platinum,
higher-up to delay construction, economists had a field day.
to alter the course. Maybe they Asteroid 433 Eros, which is
can make an ally of the Rat King… much farther from Earth, likely
Or maybe there will be a vicious has trillions of dollars worth of
fight. If he is defeated, what platinum contained within it.
happens to his necklace?
Not content to be one of the
Introductory Issue 2 world’s most famous supervillains;
not content with the millions
The price of platinum is over
$1.500 an ounce. That would
make a pound of platinum worth Ed. NOTE: Structure
over $24,000. A cubic foot of This Issue does indeed follow
platinum weighs 1,330 pounds. a 3-act structure, but one
One cubic foot of platinum would stolen from magic, as opposed
be worth over $30,000,000. That to the standard three-act play
is a lot of money. structure. Stealing from the
film The Prestige, the Issue is
Asteroid 2012 DA14 is a small structured around the pledge,
asteroid, but one which regularly the turn, and the prestige.
passes relatively close to Earth,
under 30,000 miles. That is one There may or may not be more
tenth of the distance the moon is than one Action Scene in this
from Earth. Issue, very much dependent
on the actions of the Heroes.
Asteroid 2012 DA 14 has an Note that it is not important
estimated mass of well over that Prestige make it to the
100,000 tons. More importantly, it Final Act. If he is defeated,
has a diameter of approximately incarcerated, etc., the shuttle
150 feet. That is a small piece of launch will still happen. Heroes
space rock to be certain. may of course figure out that
aspect of the plan as well.
Interesting facts you say.
147

of dollars hidden away from might not be heading into space,


previous heists; always loving a but instead would need to provide
challenge, and having a flair for some misdirection, additionally,
the dramatic, Professor Prestige he would have to make sure the
has been working on a plan. right members of his team were
on the ground and in the shuttle.
As much knowledge as he might But if everything turned out well,
have access to, more significant what is to say he couldn’t pop
is that he knows full well when he in at the last minute and strap
doesn’t know enough, and defers himself into the shuttle? Like
to the experts. In this case, any good showman asking for a
economists. volunteer from the audience, he
would have to improvise.
So, there is platinum in space.
How to get it? And, more And, like any good administrator,
significantly, once secured, how he started making a list:
would it be extracted?
Supermodel: her strength
Building his own personal would be needed in space.
platinum extraction center has
been easy. The process is no Mathemagician: his intellect
secret, and he would think of the would be useful in space.
cost as an investment. Mathemagician will need to
take a covert crash course in
Now, how to get one of these space shuttle operations.
space rocks?
Deadeye: ground support.
Space!
Scarab: space. He’s nerdy
Prestige and the Masters of enough to appreciate it, and
Mayhem have done some pretty the versatility of his powerset is
incredible things, but what young always a plus.
boy doesn’t dream of one day
going into space? And dear old Mime: if ever
there was a perfect partner in
The US space program publicly misdirection, she would be it.
lists its launch dates. Ground.

The standard space shuttle


payload was 15 feet by 60 feet. Now, what would be a
Not as large as Prestige might misdirection large enough to
like, but for now, he would have distract attention from the shuttle
to make do. launch?

As his plan was coming together, He would make the Statue of


it looked like Prestige himself Liberty disappear!
148

Issues
This is the end of the background aim, describe the reflection of
section, now, onto the Issue the sniper sight, let the players
proper, and some of the Scenes, try and figure out where he is. It
and additional background should ratchet up the tension.
necessary to make this your own.
If the Heroes want to engage
Ten days before the scheduled Prestige, they can. He is more
shuttle launch, Prestige will show than happy to engage in fisticuffs.
up at the Statue of Liberty with Well, not literally, he is not much
Mime in tow. of a combatant, but the spectacle
of a big superhero vs. supervillain
He is not currently wanted, and fight is always fun!
is in no way breaking any laws.
Mime will be doing her Mime But, as mentioned above, he
thing, Prestige will just be walking has done nothing wrong, so he
around the Statue, admiring it, might only be held overnight in a
deep in thought. jail cell. If somehow the Heroes
are able to come up with a way
This will attract some news to hold him longer, well, he is a
attention of course. master escape artist as well.

A news anchor will likely try to get After this first day, he is again
a sound bite from Prestige, and he seen around Manhattan.
will be more than happy to oblige.
A week before the shuttle launch,
“I am here not just as a tourist, he makes an announcement.
admiring this beautiful lady, but
I have come into town to begin “In one week’s time, I shall make
working on my next great trick. the Statue of Liberty disappear,
One that will have people talking and not just by rotating the stage,
for some time.” thank you, Mister Copperfield. To
anyone viewing Lady Liberty, she
If pressed, he reveals nothing will be there one moment, and
about the trick he has planned at gone the next. I will of course
the present moment. return her to her proper place,
because without Liberty, none of
Deadeye is across the harbor, us are truly free.” If pressed on
keeping an eye on Prestige the issue, Prestige will offer up
through the scope of his long that what he is doing will indeed
range sniper rifle. If an Action be an illusion, not trickery through
Scene is provoked, do not declare superpowers or actual magic, but
him as a combatant, let him jump the type of illusion that will have
into Initiative as a Surprise. And people talking. Craftsmanship, not
if you use his SNIPER trait, you cheating. (Of course, as you read
could have him enter the Initiative on, you will discover that Prestige
Order, he declares he is taking has no plan in place to make the
149

Statue of Liberty disappear, but in a magic trick in some way, a


it sure does prove to be quite the false-bottomed tomb?) is some
spectacle.) equipment likely not needed
for an illusion this size. Three
After this, he will be seen around space suits, and a teleportation
the statue again regularly, deep in device. Although Prestige is able
thought, taking pictures, making to teleport shorter distances
quite a grand show of things. with his MAGIC TRICKS, a long-
distance teleport is likely beyond
Now, should the Heroes suspect his capability, so he had this
something is up, and they nifty device brought here. It has
should, here is some additional not been pre-programmed with
background information. a destination, and activating it
requires bypassing the security.
Prestige and Mime are staying in
a posh hotel in adjoining suites. Heroes might also wonder (or
Their movements are quite public. you could tell them) that Prestige
However, he is in communication usually works only with the
with the rest of the Masters Masters of Mayhem, and you
of Mayhem, although these could give the Heroes brief bios
communications are brief and of the other members of the
encrypted. team, and knowing Prestige’s
predilection for the dramatic, they
Deadeye is staying in a hotel may likely wonder what is up.
across the street, in his secret
identity. Deadeye has also been What is Prestige’s plan?
going back to the temporary base
of the Masters of Mayhem. Where He will show up, with Mime, and
is this base? An old boarded-up begin setting up for his grand
theater perhaps? In the back of a illusion.
magic shop?
Deadeye will be in a boat in the
What Interesting Things harbor, keeping an eye on this.
Might the Heroes Find
Does Prestige have the right
Here? permits, etc.? No? Yes? The point
Cloth. Lots of cloth. Prestige of this is that he needs to create a
will hide the Statue of Liberty distraction.
from view, raising the cloth with
hundreds of nifty little remote- Once either the gig is up, or he
controlled gizmos that will fly covers Lady Liberty in cloth, he
up, holding the cloth. Like any will step behind the cloth himself
magician, however, Prestige has with Mime, and teleport away,
secrets. Hidden away in this over to Deadeye, picking him up
base (perhaps the entrance to and making their way to their
this secret room is incorporated secret base.
150

Issues
From there, they will enter the What Happens if They are
secret room, don their space Able to Get Into Space?
suits, and activate the teleporter, They will divert the shuttle to the
heading down to Florida. asteroid, break a chunk off, load it
in the storage bay, and head back
What is Happening in the to Earth.
Sunshine State?
The Masters of Mayhem who are Won’t that make finding them
preparing to board the shuttle easy?
have been busy as well.
Yes and no.
The Mathemagician has been
working on an override, which will Finding them? Sure. An object
allow him to override any security entering Earth’s atmosphere will
protocols in place once they get certainly be monitored.
aboard the shuttle. Scarab and
Supermodel have secured the Will Heroes try and board the
equipment they will need to knock shuttle on re-entry? They could. It
off a chunk of the asteroid to will be moving very fast, and very
get it aboard the shuttle. They hot due to re-entry. There will be
have their space suits. Getting lots of G-Forces at play here.
aboard the shuttle itself will not
be overly difficult, as there are so So the Heroes let them land?
many people around pre-launch,
they will disguise themselves as If the Masters of Mayhem are able
officials of some sort, and when to land where they want, they will
the time is right, they will make have an escape plan- a vehicle
their move and board. waiting for them, and are more
than happy to fight their way to
They have set themselves up a freedom.
short distance from the launch
site, their secret base is simply If the shuttle lands elsewhere,
a ranch house, and most of their Prestige has his magic to fall
equipment is in the basement. back on, Scarab’s amulet also
can prove to be a wildcard (How
When and if Prestige and do you think the pyramids were
company are able to join them, built? Moving a big ton of space
they will teleport to the launch rock with the power of the amulet
site and Prestige is counting on should not be an issue!). Again,
his actual magical abilities to the Villains will be happy to throw
grant them access. down, and attempt their escape.
They might even relish this
opportunity.
151

What could go wrong, and why Okay, so it will be a short Issue.


are some parts of this Issue so That is all right.
vague?
Maybe the Heroes are unable to
Make this Issue your own. The stop the Villains at all, and their
background and NPCs are here for plan goes off without a hitch. This
you. Read through the Issue, wrap would be a perfect example of the
your head around the background, Editor explaining what happened
get inside the head of the Villains, behind the scenes to the players,
and do with it what you will. Maybe to let them know how it all went
you want to use your own Villains? down.
Maybe you want to set it in Paris
(the Eiffel Tower disappearing One thing to keep in mind, in
would also be spectacular). Maybe superhero comicbooks: The
you see a flaw in the Villains plan. Heroes do not always beat the
You could either fix this hole in the Villains into submission in the
plan, or let the Heroes discover it first act. This runs counter to
as well. Maybe you want Prestige’s most other roleplaying games.
NYC-based secret hideout far more The stories told in comicbooks are
elaborate. Envision it and describe it. designed to set up the conflict,
skirmish first, and prepare for the
A superhero story is not an inevitable final showdown. Killing
exercise in tactical elements. It all the opponents, looting their
is not a matter of “They can’t bodies, and moving on to the
do that because it isn’t in the next 10x10 room can be a very
rulebook.” Heroes and Villains fun gaming experience. But it is
do unexpected things all the counter to the narrative tradition
time, it is part of the appeal of of comicbooks.
the genre. Be prepared for this
and encourage creativity, let the But, this is your game, and the
Heroes drive the story. story of your Heroes and Villains.
Maybe you and your players
Maybe your Heroes capture are shaking up the superhero
Prestige and coax the truth out comicbook status quo. Go for it!
of him, and head off to Florida. Tell the stories you want to tell.
152

Appendix
Afterword from a statistical standpoint, everyone
knows Supes is way more powerful than
Another superhero roleplaying game? Bats. Playing the character who is so much
weaker is just not fun. So, how to solve
Yes. this problem?

Why? I wanted a system that emulated


comicbooks. Not a system that presented
I love superheroes, and I love supers a character as a collection of stats that one
RPGs. I have a bookshelf filled with them. player could compare to another. I wanted
Finding people who love and embrace to have Hawkeye fighting alongside Cap
both can be difficult. Several years and Thor.
ago, I was fortunate enough to be able
to run a supers campaign. When my Capes, Cowls & Villains Foul was designed
players started submitting their character to emulate comicbooks. It is a toolkit for
concepts, I realized something. None of individuals who are fans of comicbooks
the games I had really were able to do first, and happen to already be gamers, or
what I wanted. I have spent many hours who might want to try out this thing called
playing and running superhero RPGs, and roleplaying. It will empower both the
I do indeed have systems I really like, but players and the gamemaster to have all
my goal this time was to run a game that the fun and excitement a comicbook writer
felt like a comicbook. has when drafting the latest monthly tale
of a spandex-clad crusader for justice.
Many of the games seemed to suffer
from what I would describe as “square I do not think Capes, Cowls and Villains
peg, round hole syndrome.” They were Foul is better than any other supers game,
great systems, but were not designed but I think it is a game designed to craft
to make a roleplaying session feel like a a certain type of interactive experience.
comic book. They were rule-sets that had For the record, I like Mutants and
been designed to create superpowered Masterminds (First Edition holds an edge
characters. Combats took too long, over later editions), Brave New World,
were too tactical, and there were too Aberrant, Marvel Saga, and Wild Talents,
many absolutes. If one character has and have run and played all of them, and
“Invulnerability 70”, a character with will continue to do so. But for my current
“Attack 50” will be unable to do anything group, Capes, Cowls and Villains Foul is
to them. And too often, combats will just my game of choice.
break down into an exercise designed to
whittle one character down to the point of I hope you find something you like within
unconsciousness. Each round of combat this pages, and that you give it a try, and
was often the same, a character uses their maybe it finds a place on your bookshelf.
best attack, rolls to hit, and does damage.
And what about Superman and Batman? - Barak Blackburn
They frequently “adventure” together, and
153

Barak’s Acknowledgements
For my love of comicbooks: My dad, who had a copy of Defenders lying around.
Stan Lee, Jack Kirby and Steve Gerber

For this game: My gaming group, who happily (I hope) played and helped tweak, playtest, and
were patient as the game came together: Amy, Ellie, the Jen, Kate, Lynx, and Jim, even though
real-life obligations took him out of the mix, he was still instrumental in my desire to make this
game. And also, he Playtesters, with whom as a sounding board many ideas flourished, and
many ideas were killed, and all of them refined. Also, ConBust 2010, a room full of players who
never played the game got the chance to play in the full, complete version of the adventure that
became Mayhem at the Mall, hope you all had as much fun as I did during Dance With the Devil’s
Daughter. And lastly, Cynthia, who made the game that gave birth to CC&VF, and her love of
comics!

Glossary make their life difficult, and


ultimately, memorable and
ACTION SCENE (pgs. 77-78)
A Scene in an Issue, where there interesting.
is likely to be some fighting.
There will likely be numerous CONTESTED SCENE (pg. 79)
Action Scenes in an Issue. A Scene where two characters are
trying to do the same thing.
AUTO-DEFEND (pgs. 12, 100)
A bonus to a Trait that allows a CRITICAL HIT (pg. 76)
character to completely avoid an A 12 is rolled on a die, a Critical
“attack” without having to roll any Hit allows a character to double
dice, or Use any Traits. the Primary Trait and add it to the
roll.
BENEFIT DICE (pgs.12, 15, 73-74)
Extra dice added to a roll, character DETRIMENT DICE (pgs. 73-74)
will keep the highest die rolled. Dice added to a roll, Detriment
Dice require a player to keep the
BIG HIT (pg. 77) lowest die rolled, usually acquired
When an “attack” beats the when a Trait is Used frequently in
Threshold of the character, a Scene.
the character will be Out Of
Commission. EDITOR
The Gamemaster, the individual
BONUS DICE (pgs. 89-90) responsible for creating the
Extra dice added to a roll, Bonus outline of an Issue.
Dice allow a player to keep
multiple dice and add them EDITORIAL CONTROL (pgs. 27-
together. 31, 93-96, 100-101)
A resource that allows characters
COMPLICATIONS (pgs. 32-35) to exert some control over an
The flaws of a character, the Issue.
parts of their makeup, physically,
mentally, or emotionally, that EXTENDED SCENE (pg. 78)
The Scene that happens in an
154

Appendix
Issue outside of the Action SECONDARY TRAIT (pgs. 14-15)
Scenes. A Trait Used to Link to another
Trait in a roll, increasing the
FACTOIDS (pg.36) overall effectiveness of the Trait
The background information and the roll. A Secondary Trait will
that helps quickly define a be noted with (s) following the
character outside of the Traits and TRAIT NAME (s).
Complications.
SETBACK TOKENS (pgs. 8, 76-
FUMBLE (pg. 76) 77, 92-93)
When a natural 1 is rolled, it is The “health” of a character
always a miss, but a character in a Scene, player-characters
must still determine their total, will be able to take 4 Setback
to see if they will subject to a Big Tokens before they are Out Of
Hit. Commission.

INCAPACITATE (pg. 14) SIGNATURE TRAIT (pgs. 12, 15,


A bonus added to a Trait, 16)
allowing a Trait to be used to A Trait that can be Used multiple
deal non-lethal damage, as it times before accumulating
were, to grapple, ensnare, daze, Detriment Dice.
incapacitate, etc.
THRESHOLD (pgs. 27, 77)
ISSUE How easily a character is subject
An evening spent playing Capes, to a Big Hit.
Cowls and Villains Foul.
TIERS (pg. 11)
LINK (pgs. 14-15, 73) Traits are categorized by their
A bonus added to a Trait, that Rank: Human, Superhuman, and
allows a Trait to be Used in Cosmic.
conjunction with another Trait.
TRAITS (pgs. 10-11, 11-22)
OUT OF COMMISSION (pg. 77) The primary building blocks of a
When a character is no longer character, indicating what they can
active in a scene, either by taking do, and how well they can do it.
4 Setback Tokens (or less, as
appropriate, for some Villains), or USAGE (pgs. 72-73)
being subject to a Big Hit. When a Trait is Used during a
Scene, this Usage is recorded,
REFRESH (pg. 78) and the Trait likely becomes less
Every Scene, all of a character’s effective.
Usages and Setback Tokens
Refresh.

(s) (pg. 14-15)


The notation for a Secondary Trait.
155

Character Creation Cheat Sheet


Step One: Determine number of Design Points (pgs. 9-10)
Step Two: Create/Purchase Traits and Modifiers (pgs. 10-26)
Step Three: Figure up Editorial Control (pgs. 27-31)
Step Four: Determine Threshold (pg. 27)
Step Five: Create Complications (pgs. 32-36)
Step Six: Create Factoids (pgs. 36-37)

A Quick Reference Chart for Some Standard Trait Costs


Trait Signature Signature Power-up or Power-up or Linked:
Rating: x1: x2: Diminishing Diminishing
Signature x1: Signature x2:
1 3 5 4 7 +2
2 4 6 5 8 +2
3 5 7 6 9 +2
4 6 8 7 10 +2
5 10 14 12 18 +4
6 12 16 14 20 +4
7 14 18 16 22 +4
8 16 20 18 24 +4
9 22 28 25 34 +6
10 26 32 29 38 +6
11 30 36 33 42 +6
12 34 40 37 46 +6
13 39 45 42 51 +6
14 44 50 47 56 +6
15 49 55 52 61 +6
16 54 60 57 66 +6
17 59 65 62 71 +6
18 64 70 67 76 +6
Bonuses: Restrictions:
Auto-Defend: 3 Disadvantage: -2
Hint: 3 Editorial Choice: -1/ -2/ -4
Incapacitate: 2 Fickle: -2/ -4/ -8
Situational Boost: 2 Not-A-Finisher: -1
Versatile: 3/ Defined Aspect One-Shot: -3
Only When the Chips Are Down:
-2/ -4/ -8
Situational Setback: -2
156

Appendix

Editorial Control Cheat Sheet


Editorial Control Options Random Editorial Twists
For Heroes 1st 2nd Editorial Twist:
EC Effect: D12: D12:
Spent: 1 Adulation/Condemnation
1 Re-Roll 2 Break the Fourth Wall
1 Counter-Attack 3 Clone?!?
1 Recover 4 Combatus Interruptus
1 Save the Innocent! 5 Combo
1-6
2 Avoid Insta-Defeat 6 Distraction
2 Editorial Twist 7 Editorial Favorite
3 Creative Control 8 Extra-Dimensional Pest
9 Great Shot
Editorial Control Options 10 Ignore Complication
For Villains 11 Mega-Link
EC Effect: 12 New Power
Spent: 1 Opening a Can
1 Re-Roll 2 Power Swap
1 Counter-Attack 3 Recharge
1 Recover 4 Reconfiguring
1 Save the Innocent! 5 Rotten Luck
1 Recharge 7-12
6 Sacrifice
2 Avoid Insta-Defeat 7 Spatial Displacement
2 Editorial Twist 8 Spotlight
2 Villainous Trick 9 Surprise Appearance
3 Creative Control 10 Surge
11 Take Cover
12 Temporal Hiccup
157

Miscellaneous Cheat Sheet


Pushing Chart
Setback Die:
Token:
1st or 2nd +1 die to result
3rd +2 dice, +1 die to result
4th +3 dice, +1 die to result

Ganging Up Chart Multiple Opponents Chart


No. of Additional Benefit No. of Additional Detriment
Attackers: Dice & Roll Opponents / Dice & Roll
Modifier: Characters Being Modifier:
+1 (2 total) +1d12 Defended:
+2 (3 total) +1d12+1 +1 (2 total) -1d12
+3 (4 total) +1d12+2 +2 (3 total) -1d12-1
+4 (5 total) +1d12+3 +3 (4 total) -1d12-2
+5 (6 total) +2d12 +4 (5 total) -1d12-3
+6 (7 total) +2d12+1 +5 (6 total) -2d12
+7 (8 total) +2d12+2 +6 (7 total) -2d12-1
+8 (9 total) +2d12+3 +7 (8 total) -2d12-2
+9 (10 total) +3d12 +8 (9 total) -2d12-3
+10 (11 total) +3d12+1 +9 (10 total) -3d12
+11 (12 total) +3d12+2 +10 (11 total) -3d12-1
+12 or more +3d12+3 +11 (12 total) -3d12-2
+12 or more -3d12-3
Name:
Secret ID:
Height: Weight: Gender:
Affiliation: Character Sheet
Player’s Name:

Trait:

Rank

Link
Modifiers:
Points:

Trait:

Rank

Link
Modifiers:
Points:

Trait:
Rank

Link

Modifiers:
Points:

Trait:
Rank

Link

Complications:
Modifiers:
Points:

Trait:
Rank

Link

Modifiers:
Points: Factoids:
Trait:
Rank

Link

Modifiers:
Points:

Trait:
Rank

Base Editorial Control


Link

Modifiers:
Points:
Threshold

Trait:
Rank

Link

Design Points
Modifiers:
Points: Total Unspent

Background:

Copyright Spectrum Games 2012. Permission granted to reproduce for personal use.
Trait: Usage Sheet:

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested


Setback Tokens Editorial Control:
C C C C
A A A A
E E E E Character Name:

Trait: Usage Sheet:

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested

Action Extended Contested


Setback Tokens Editorial Control:
C C C C
A A A A
E E E E Character Name:
Copyright Spectrum Games 2012. Permission granted to reproduce for personal use.
Master Index
#-A Combinations see Link, Linking
Combo 29
12-Sided Die/Dice 6, 72 Combo Attacks 87
Abilities see Traits Combos see Link, Linking; the “Combo”
Action Scene 74, 76-78, 80, 146, 153 Editorial Twist is on pg. 29
Additional Attackers 86, 157 Complications 9, 18, 32-36, 40-41 (also
Adulation/Condemnation 29 see Complications of Heroes and Villains,
Afterburn 40-41 pgs. 48-71)
Afterword 152 Contested Scene 8, 21, 77, 79 (definition),
Americana 48 84, 99
Appendix 152-157 Copying a Power 26
Archenemy 34 Cosmic 11-12, 14, 19-20, 24 (also see
Assisting an Ally 89 Signatures, Links, Tiers)
Attacker 7, 74-76 Cosmic Ranks see Tiers
Attacking see Attacker, Action Scenes Counter-Attack 28, 156
Attacking Multiple Opponents 88-89, 157 Creative Control 31, 156
Auto-Defend 12, 22, 76, 100 Critical Hit 76
Average see Human, Zero-Level Traits Crossovers 100-101
Avoid Insta-Defeat 28-29, 156

B D
Damage see Setback Tokens, Out of
Background Traits 24 Commission
Bad Guys see Villains Deadeye 51
base see Shared Trait (headquarters) Death Spiral Tokens 105
Benefit Dice 12, 13, 73-74 Death Star 53
Benefit Die 12, 15, 74, 87, 90 Deathstalker 52
Big Hit 76-77 Declaration 81, 88 (see also Initiative,
Big Speech 95 Action Scenes)
Bonus Dice 89-90 Defeat see Out of Commission, Avoid
Bonus Die 89-90 Insta-Defeat, Setback Tokens
Bonuses 12-17, 22 Defeated see Out of Commission
Boy Frog 49 Defender 7, 75-76
Break the Fourth Wall 29 Defending 76-77, 81, 87-88, 91
Breaker 50 Defending Others 81, 87-88
Brick see Super-Strength Defense 76-77
Defined Aspect 17

C
Definitive 19-20
Definitive Traits 24
Careers see Background Traits, Design Points 10, 22 (also see Trait Costs)
Professional Traits Detriment Dice 11-12, 14-16, 73-74, 86,
Character 9-71 (also see Character 88-89, 109, 157
Design, Heroes and Villains) Detriment Die 28, 88, 109
Character Creation see Character Design Dice 6, 72
Character Creation Cheat Sheet 155 Die-Rolling Essentials 72-76
Character Design 9-46 Difficulties 83-84
Character Generation see Character Design Difficulty Levels see Difficulties
Check(s) see Trait roll, Die-Rolling Essentials Difficulty Numbers see Difficulties
C-Listers 96-97 Diminishing Signature 12-13
Clone 96 Disadvantage 17-18, 22
Clone?!? Robot Body?!? Disappearance?!? 29 Distraction 29
Clones/Duplicates 25 Dr. Moonlight 54, 114-138
Code of Honor 36
Combat see Action Scenes
Combatus Interruptus 29
E Character Design)
Heroes and Villains 48-71
EC 27-31 Heroes in Training 102-103, 110
Ed. Note (Editorial Note) 9, 12, 15, 18, Hint 13, 22, 155
20, 21, 34, 37, 46, 56 (Lillith only), 75, HQ see Shared Trait
77, 81, 84, 88, 90, 145, 146 Human 11-12 (also see Standard Traits)
Editor 6, 9-10, 72 (also see Editorial Human Ranks see Tiers
Control, and Chapters 3 and 4 in their
entirety)
Editorial Choice 18, 22, 155
Editorial Control (EC) 27-31
I
Ignore Complication 30
Editorial Control As Reward 98
Immunity see Definitive, and Definitive
Editorial Control Options for Heroes 156
Traits
Editorial Control Options for Villains 156
Incapacitate 14, 22, 155
Editorial Dice Rolling 99
Incapacitated 14, 26
Editorial Favorite 29
Incapacitating Traits 24
Editorial Twist 29-31
Initiative 80-83, 86-89, 108
Enhanced see Superhuman
Introduction 5-8
Equipment 24
Invulnerability see Definitive, Super-
Example of Play 114-139
Toughness, 66 (Slavedriver)
Experience Points (XP) 36, 98, 109-110
Issue 8, 27, 72, 77-79, and Chapter 6 in
Extended Scene 8, 21, 76, 78-79, 84-85
its entirety
Extra-Dimensional Pest 29

F K
Kaboom! 95
Factoids 36-37 (also see the Factoids of
Killing Damage 104-105
Heroes and Villains, 48-71)
Feats see Traits, Action Scenes, Usages, Links
Fickle 18, 22, 155
Fighting see Action Scenes, Contested
L
Lackeys 93
Scenes
Leader see Ganging Up, Team-Ups, Master
Fights see Action Scenes, attacking,
Villain
defending
Levels see Ranks, Tiers
Fire 20, 24
Lillith 56
Fleeing the Scene 99
Link 6-8, 14 (the Link Bonus), 22, 155
Fumble 76
Linked see Link
Linked Trait see Link
G Linking 14-15, 75, 83, 98
Live-Action Issue 105-108
Gadgeteer see Gadgets
Live-Action Superheroes 105-108
Gadgets 24, 49, 69 (also see Versatile)
Long-Term Injuries 103-104
Game Master see Editor
Ganging Up 86-87, 157
Gear 24
Geek Grrrl 55
M
Magic see Versatile, Versatile Traits,
Gestalt see Shared Trait
Professor Prestige
Glossary 153-154
Magical Body Transference 96
GM see Editor
Magician see Versatile, Professor Prestige,
Good see Traits, Ranks, Heroes
Mathemagician
Good Guys see Heroes, PCs
Master Villain 94-96 (also see Professor
Great Shot 30
Prestige)
Mathemagician, The 57
H Mega-Link 30
Mental Hang-Up 34
Headquarters see Shared Trait
Mime 58
Healing 25
Mind Control 25-26
Henchmen 27, 29, 93
Minions 93
Hero 5-10, 38-41, 48-50, 52, 54-55,
Modifiers 11-22, 155
59-61, 64, 67, 69-71 (also see
Monolith 59
Moon Girl 60 Q
Multiple Attackers see Ganging Up Quick Reference Chart for Some Standard
Multiple Attacks see Attacking Multiple Trait Costs 22, 155
Opponents, Linking

R
Multiple Opponents 88-89
Multiple Opponents Chart 89, 157
Muse 61 Random Editorial Twists 31, 156
Ranks 11-12
Rat King, The 63
N Rating see Rank
Recharge 30
Natural 1 76
Natural 12 76 Recharge (Villains only) 94
New Power!?!? 30 Reconfiguring 30
Non-Player Characters 27, 32, 92-94 Recover 28, 156
Normal see Human, Standard Traits, Red Phoenix 64
Zero-Level Traits Redshirts 93
Not-A-Finisher 18-19, 22, 155 Regulated Signature 16
NPC 27, 32, 92-94 (also see Villains, Re-Roll 28, 156
Henchmen, and Editorial Control) Restrictions 17-19, 22, 156
Robotic Double 96
Roleplaying see Complications, Factoids,
O Options (particularly pg. 98)
Roleplaying Game see System, Issue,
Occupation see Factoids, Background
Options
Traits, Professional Traits
Rolls see Die-Rolling Essentials, Opposed
One-Shot 19
Trait rolls, Re-Roll, Fickle
Only When the Chips Are Down 19
Rotten Luck 30
Opening a Can 30
Round 79, 81-82, 88-89, 108-109 (also
Opposed Scenes see Contested Scene
see Initiative, Example of Play)
Opposed Trait rolls 72-76, 78-79
Roundie 54, 115-138
Options 98-113
RPG see Roleplaying Game
Out of Commission 28, 34, 36, 77
Running the Game see Editor, Issue
(Definition), 96, 104, 106, 153-154

P S
Sacrifice 30
PC see Player-Character
Sample Characters 38-41 (Afterburn),
Penalties 83, 85-86, 88-89
48-71 (Heroes and Villains)
Player 6, 8 (also see Heroes, Player-
Sample Traits 24, 48-71
Character)
Save the Innocent! 28, 156
Player-Character 9-46 (Character
Scale see Tiers
Design); also see Editorial Control,
Scarab, The 65
Templates
Scenes see Action Scene, Contested
Plug and Play see Templates
Scene, Extended Scene
Points see Design Points, Editorial Control
Secondary Trait 7, 14-15 (Linking), 73, 154
Power Swap 30
Secret ID 9, 158 (Character Sheet)
Powers 23-26 (also see Traits)
Series 5, 20, 99-103 (also see Example
Power-Up Signature 15
of Play)
Pre-deconstructionist superheroics 78
Session see Issue, Options
(also see Villains, Issues, Introduction)
Setback Tokens 8, 32, 36-37, 46, 76-79
Primary Trait 15, 73, 76 (also see
(definition), 89 (Pushing)
Example of Play)
Shared Trait 20-21
Professional Traits 24
Shared Traits (examples) 24
Professor Prestige 62
Sidekicks 24, 26-27, 54 (Roundie), 100
Pushing 89-90
Signature Trait 12-13, 15-16, 22, 154-155
Signatures 12-13, 15-16, 22
Situational Boost 16-17, 22, 155
Situational Setback 18-19, 22, 155
Skills see Traits, especially Professional
Traits and Background Traits U
Slavedriver 66 Undefined aspect 17
Spatial Displacement 30 Undefined Trait 21-22
Special Guest Stars 100-101 Untrained Trait see Zero-Level Traits
Speedster 67 (Superball), 83 (Initiative) Unusual Genre Traits 24
Spotlight 30 Usage 7, 12-20 (Bonuses and Restrictions
Standard Traits 24 affecting Usages), 23, 33, 37, 46, 72-76
Static Attacks 108-109 (Die-Rolling Essentials), 78-79, 86-87,
Stats see Traits, Editorial Control, 99, 105-107, 109, 159 (Usage Sheet)
Threshold Usage of a Trait see Usage
Story-Arc see Series, Issue, Options Usage roll see Trait roll
Summary of Character Design 37 Usage Sheet 46, 159
Superball 67 Use (verb) see Usage
Superhero see Hero Using a Trait see Usage
Superhuman 11-12

V
Superhuman Ranks see Tiers
Super-Intelligence 11, 57 (Mathemagician)
Supermodel 68 Value see Rank
Super Power Traits 24-26 Vector 71
Superpowers see Super Power Traits (also Vehicles see Equipment, Gear
see Traits in general) Versatile 17, 22, 38-41
Super-Speed 17, 67, 89 Versatile Traits 24
Super-Strength 9, 11, 15, 17, 23-24, 35, Villainous Escape 94
53, 58-61, 66, 68, 71 Villainous Tricks 94-96
Super-Toughness 24, 60, 75, 117 Villains 6, 10, 27, 42-45 (Templates), 51,
Surge 30 53, 56-58, 62-63, 65-66, 68, 78
Surprise Appearance 30 (Villains Setback Tokens), 80-83 (Villains
Susceptible/ Weakness 34 and Initiative), 92-97 (Villains chapter)
System 6-8, 72-91 Villainy see Villainous Tricks, Villains

T W
Take Cover 30 Weakness see Susceptible/Weakness
Taking the Hit 77 Weapons see Traits, Equipment, Links
Talents see Traits
Targeting a Trait 90-91
Team-Ups 100-101 X-Z
Team HQ see Shared Trait XP see Experience Points
Teaming up 86-87, 100-101 Zero-Level Traits 99
Templates 42-45
Temporal Hiccup 30
Terrapin Man 69
Threshold 27, 76-77, 94, 101, 154
Tiers 11-12 (also see Signatures, Links)
Tiger Lord 70
Trait Cost Table 12
Trait Guidelines 23-26
Trait rolls 72-76
Trait Usage see Usage
Traits 10-12, 22-26 (also see all the Traits
of Heroes and Villains, pgs. 48-71)
Traits as Complications 35
Trap 95
Tricks see Villainous Tricks, Editorial Twist
Turn see Scenes, Rounds, Initiative
Twelve-Sided Die/Dice 6, 72

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