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Published by larrylightfoot1, 2019-11-17 02:15:30

Cold_Steel_Wardens_Roleplaying_in_the_Iron_Age_of_Comics_(7154603)

Cold_Steel_Wardens_Roleplaying_in_the_Iron_Age_of_Comics_(7154603)

49Chapter 04 Masteries

penalty. If the Hero succeeds at the Notice test, they may make their attack as if
the foe were fully visible. Attempting this Notice test requires an Action.

Eagle Eye (Armed Ranged 3, Notice 5)
Reduced range penalties for ranged attacks; add 2 dice to Notice rolls based on sight.
A Hero with the Eagle Eye Mastery gains 2 additional dice to any sight-based
Notice test. Further, the Hero excels at attacking at range, reducing all range
penalties by 2 dice.

Tracker (Notice 3, Investigation 5)
Can follow vehicle and man-made tracks. Add 4 dice to Investigation to follow tracks.
A Hero with the Tracker Mastery can follow almost any trail even after it’s gone
cold. The hero adds 4 dice to any Investigation test made to follow tracks. If they
lose a trail or the trail grows “cold,” the Hero can make an Investigation test to
attempt to pick it up again. If they have already followed the trail to its end, or
if the GM determines that it would be impossible to follow the trail further, this
test automatically fails.

Homewrecker (None)
Halve time to search area. Find hidden compartments/clues upon successful In-
vestigation.
No, not that kind of homewrecker! Rather, a Hero with the Homewrecker Mas-
tery is an expert in searching peoples’ homes, businesses, and offices, taking
only half the normal amount of time to do so. Further, if the area searched
contains a hidden compartment or panel, the Hero automatically locates these
with a successful Investigation test.

Investigative Lab (Investigation 5, Examination 5)
You have a laboratory suitable for major investigations.
A Hero with the Investigative Lab Mastery has a major advantage—in their
home base, the Hero has a laboratory suitable for a full forensics investigation.
This laboratory includes a computer with Internet access and facial recognition
software, a ballistics testing range, DNA testing materials, and an area in which
to complete autopsies. Note that having such a lab does not necessarily mean
that a character is able to use such advanced techniques! See some of the other
Investigative Masteries to learn these procedures.

Internet Savvy (Research 6, Specialty—Internet)
Reduce Research time when searching online. Spend Vigilance dice to consult fo-
rums for clues.
They’ve got a lot of things out there on that Internet...and you know how to
find them. Whenever a Hero with the Internet Savvy Mastery searches online,

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their Research time is reduced by half. Further, the Hero can spend 4 Vigilance
dice to “crowd-source” their Investigation, essentially canvassing anonymous
online sources to find clues and make deductions. Doing so can result in new
information or clues, as determined by the GM.

Speed Reader (Research 6, Specialty—Newspaper OR Specialty—Database)
Reduce Research time for print sources. Hero has an active, ongoing file on criminal
activity.
While the Internet may have a lot of information, sometimes older records and
papers are the only way to find what’s needed. A Hero with the Speed Reader
Mastery takes half the normal time to Research any print sources. Further, the
Hero maintains an ongoing file of criminal activity within their region. This file
provides additional information, as the GM sees fit. Note: even though the
Speed Reader Mastery focuses on print sources, this file may be digital.

Eidetic Memory (Notice 5, Investigation 5, Intellect 4)
Can recall exact details with ease. Can pick up missed clues with Notice.
Your mind is like a steel trap. A Hero with the Eidetic Memory Mastery can pull
a single Vigilance die to instantly recall specific details about a given scene.
Further, when leaving a crime scene or other area searched via Investigation,
an Eidetic Hero automatically receives a Notice test (at a -2 dice penalty) as a
Non-Action to pick up any last clues they may have missed.

Friends in Low Places (Canvass 5, Deception 3, Reputation 3, Reputation Specialty—
lower-class OR criminal)
Gain a lower-class or criminal contact.
Knowing who to talk to is sometimes all that matters. A Hero with the Friends in
Low Places Mastery has a contact in either the lower class or amongst the crimi-
nal element. This contact is an NPC, controlled by the GM, who at times pro-
vides the Hero with information or clues. The Hero’s player and the GM should
work together to flesh out this recurring character, statting the NPC as a Made
Man (see Chapter 14). Players should note that abuse of the contact may result
in the contact’s refusal to assist the Hero, or worse!

Friends on the Force (Canvass 5, Reputation 3, Reputation Specialty—law enforcement)
Gain a police officer or private detective contact.
Knowing who to talk to is sometimes all that matters. A Hero with the Friends on
the Force Mastery has a contact in either a local law-enforcement agency or a pri-
vate detective business. This contact is an NPC, controlled by the GM, who at times
provides the Hero with information or clues. The Hero’s player and the GM should
work together to flesh out this recurring character, statting the NPC as a Made Man
(see Chapter 14). Players should note that abuse of the contact may result in the
contact’s refusal to assist the Hero, an attempt to apprehend the Hero, or worse!

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52 Cold Steel Wardens

Friends in High Places (Canvass 5, Persuasion 3, Reputation 3, Reputation Specialty—
upper-class OR politicians)
Gain an upper-class contact.
Knowing who to talk to is sometimes all that matters. A Hero with the Friends
in High Places Mastery has a contact in amongst the upper class. This contact is
an NPC, controlled by the GM, who provides the Hero with information, clues,
and even crime-fighting resources. The Hero’s player and the GM should work
together to flesh out this recurring character, statting the NPC as a Made Man
(see Chapter 14). Players should note that abuse of the contact may result in
the contact’s refusal to assist the Hero, or worse!

Fingerprinting (Investigation 3, Examination 5)
Trained in taking fingerprints in the field.
Fingerprinting revolutionized forensics, and you’re no stranger to it. A Hero
with the Fingerprinting Mastery requires only a field kit to perform fingerprint
analysis and may do so in the field without penalty. The Hero also gains access
to a fingerprint database, with which they may cross-reference prints.

Surveillance (Investigation 5, Mechanics 3, Scientific 3)
Trained in using micro-cameras and other surveillance equipment.
Technology has changed the face of espionage forever, and you’re no stranger
to it. A Hero with the Surveillance Mastery may use micronized cameras, satel-
lite uplinks, and other surveillance equipment in order to stake out a location.
The Hero also gains a series of the miniature spy cameras, uplink equipment,
and parabolic microphones necessary for high-tech surveillance. Such a Hero
can even use the Scientific Skill to jam security systems, provided that they
have access to the security system controls.

Ask the Question (Canvass 5, Investigation 5)
Canvass 2 groups, gain bonus Investigative dice.
Some people don’t even think to ask. If a Hero with the Ask the Question Mas-
tery successfully Canvasses two different groups—GameMaster’s prerogative
to determine whether this has been fulfilled—the Hero gains 2 additional dice
to all Investigative Skill tests made to solve this case. This bonus lasts until the
case is solved or the information gained through Canvassing is no longer valid.

Ballistics Analysis (Examination 5, Mechanics 3, Specialty—Firearms)
May perform ballistics analysis.
Bullets tell long stories, even after they’ve been fired. A Hero with the Ballistics
Analysis Mastery may perform ballistics testing on recently fired firearms, as
well as on spent shells and slugs, provided that the Hero has access to a suitable
laboratory. This Mastery also includes access to such a laboratory. Performing

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53Chapter 04 Masteries

a Ballistics Analysis can take hours, if not days, depending on the firearms used
and the amount of evidence available.

DNA Testing (Examination 5, Scientific 3, Specialty—Biology)
May perform DNA testing.
Science has broken new grounds in investigation, including DNA analysis. A
Hero with the DNA Testing Mastery is experienced in analyzing tissue samples
and identifying DNA matches. The Hero may perform such tests as long as the
Hero has access to a suitable laboratory. This Mastery does not grant the Hero
such a facility. DNA testing technology has made significant strides in recent
years, allowing such tests to take place in a matter of hours or days, rather than
weeks.

In and Out (Investigation 3, Stealth 3)
Investigation tests take half time; automatically cover tracks.
Sometimes, a Hero must be quick in their investigations of a crime scene. A
Hero with the In and Out Mastery takes half the normal time when making
Investigation tests to search for clues. Further, such a Hero automatically is con-
sidered to have covered their tracks when leaving an area, replacing moved
items and keeping things in order. Tests made to detect the Hero’s presence
after leaving are made at a -4 dice penalty.

SOCIAL MASTERIES

Skin-Flint (Persuasion 5, Specialty—Bribery)
+2 to Wealth and Status; bribes accepted at half the amount offered.
You know the value of money…or, at least, what it’s worth to the right people.
A Hero with the Skin-Flint Mastery gains +2 to their Wealth and Status Rating.
Further, if the Hero attempts to bribe an NPC and succeeds on their Persuasion
test, the target is willing to take only half the offered amount while still divulg-
ing the desired information.

Sex Machine (Persuasion 5, Specialty—Seduction)
Add 2 dice to Persuasion tests on sexually compatible matches.
You’ve got it. Whatever it is, you’ve got it. A Hero with the Sex Machine Mastery
adds 2 dice to any Persuasion tests against a target who views the Hero as a
sexually compatible mate. Note that this does not automatically include every
person of a compatible orientation: a happily married, straight-oriented male
NPC may turn down a female Hero with the Sex Machine Mastery, as the NPC
is not “sexually compatible” due to his marriage. It is the GM’s prerogative to
determine whether an NPC is susceptible to seduction as a Persuasion tactic. If
a Hero successfully seduces the NPC, the NPC reveals information as if the Hero
had rolled a Total Success on any Persuasion test to gain information.

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Negotiator (Persuasion 6, Intuition 3, Deception 3)
+1 die to all Social Skills. May compel parley before combat for 4 Vigilance dice.
Henry Kissinger’s got nothing on you. A Hero with the Negotiator Mastery is an
expert in getting two sides to agree to terms, and adds 1 die to all Social Skills.
Further, a Hero with the Negotiator Mastery may pull 4 Vigilance dice at the
start of any combat to force a brief parley. All combatants immediately halt, and
the Negotiator may say their piece. The only Skills the Negotiator may use at
this point are Social Skills. Any threatening action—including an Intimidation
attempt—immediately ends the parley.

Master of Disguise (Deception 5, Specialty—Disguise)
Add 2 dice to Deception tests to disguise self or others; can jury-rig disguises.
You have a million faces, but which one’s really you? A Hero with the Master of
Disguise Mastery adds 2 dice to all Deception tests made to disguise themself
or an ally. Further, such a Hero may also create a jury-rigged disguise in a pinch,
reducing the time necessary to create a disguise to one minute. Doing so incurs
a penalty of -4 dice on the Deception roll to make the disguise.

Gambler (Deception 5, Fine Manipulation 3, Deception Specialty—Bluffing)
Add 4 dice to Deception tests to gamble. May use Vigilance dice to cheat.
You’re a card sharp, plain and simple. A Hero with the Gambler Mastery adds 2
dice to any Deception attempt made to gamble. Further, the Hero is an expert
at cheating, and gains 2 additional dice for every 1 Vigilance die used while
gambling. If the Hero is caught while cheating—through Intuition or Notice,
most likely—the consequences can be dire.

Cryptographer (Deception 5, Intuition 5, Scientific 3, Specialty—Computing)
May use Deception to create/decode encrypted messages.
Secrecy is of the utmost importance when you’re a masked vigilante. A Hero
with the Cryptographer Mastery is an expert in keeping information secret.
Such a hero may use Deception to encrypt or encode messages and Intuition to
decode them. The Hero also gains access to a set of encryption software, usable
when encoding or decoding messages.

Staredown (Intimidation 6, Specialty—The Stare)
May use Intimidation as Non-Action when combat starts; intimidate additional foes.
Your Hero has that look in their eye, and it’s never good for the bad guys. When
a Hero with the Staredown Mastery rolls Initiative, that Hero may make an In-
timidation test as a Non-Action against a single foe that the Hero can see, fol-
lowing the normal Intimidation rules. Further, the Hero may intimidate a num-
ber of foes equal to 2 times the Hero’s Intimidation Rating.

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Smooth Tongue (Persuasion 7, Deception 7)
Using Social Skills takes ½ normal time; may Bluff foes in combat.
You’re good, plain and simple. A Hero with the Smooth Tongue Mastery takes
half the normal amount of time to influence an NPC via any Social Skill. Further,
the Hero may use Deception to Stun foes in combat, throwing them off bal-
ance, making them flinch, or bluffing in some manner. Doing so requires an
Action and is opposed by Intuition.

Eye for Detail (Intuition 5, Notice 3, Examination 3)
Automatic Notice test to detect disguises. Add 4 dice to attempts to see through disguises.
No one gets past you. A Hero with the Eye for Detail Mastery automatically
may make a Notice test to see through an NPC’s disguise when in close proxim-
ity, even if the Hero is totally unaware of the target in question. When actively
searching out a disguised NPC, the Hero gains an additional 4 dice on any Intu-
ition, Investigation, or Notice test to see through another character’s disguises.

Growing Fame (Reputation 3, Specialty—any group)
Link your Reputation Specialty bonus dice to additional groups.
The hushed whispers of your name are spreading. A Hero with the Growing Fame
Mastery chooses two additional groups to be treated as Specialties in the Reputation
Skill. The Hero’s already existing bonus is linked now to the new groups, as well as
those chosen earlier, and the Hero may reap the same bonus with any of the groups.

Fearsome Reputation (Reputation 6, Persuasion 3, Intimidation 3)
Use Reputation instead of Intimidation or Persuasion.
You’re known for being a badass. A Hero with the Fearsome Reputation Mastery
may make a Reputation test at any point where they might normally make an
Persuasion or Intimidation test.

Veiled Threat (Deception 6)
Use Deception instead of Intimidation.
You might not be as tough as you look, but you can talk the part. A Hero with
the Veiled Threat Mastery may test Deception at -2 dice at any point where
the Hero might normally make an Intimidation test. Mental Strain damage is
calculated as normal upon a success.

Unfazed (Intuition 5, Intimidation 3)
Respond to Intimidation with Intimidation, deal double Strain.
No one scares you. If a Hero with the Unfazed Mastery succeeds at an Intuition
test to resist Intimidation, that Hero may immediately make their own Intimida-
tion test as a Non-Action against the provoking foe. If this Intimidation attempt
succeeds, the Hero deals twice the normal amount of Strain.

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Hardened (Intuition 3, Psyche 4)
Reduce Mental Strain from all sources.
He’s not so big. You’ve fought bigger. Just keep telling yourself that. A Hero
with the Hardened Mastery takes 2 fewer Mental Strain points from any and all
sources. This may reduce the Mental Strain to 0.

Untouchable (Intimidation 5, Armed Melee 5 OR Unarmed Combat 5)
Foes at -2 dice to hit Hero after successful Intimidation.
Criminals are a superstitious and cowardly lot. A Hero with the Untouchable
Mastery seems almost impossible to harm by foes that the Hero has scared.
If the Hero succeeds at an Intimidation check, any intimidated foes are at -2
dice on all tests and attempts to attack the Hero until the Hero takes at least 1
Physical Strain.

KNOWLEDGE MASTERIES

Surgeon (Scientific 6, Specialty—Medicine, Specialty—Biology, Fine Manipulation 3, Examination 3)
May attempt Scientific (Medicine) to treat severe Injuries.
Heroism is a dangerous profession. A Hero with the Surgeon Mastery may be
a classically trained surgeon, or may simply know enough to patch up them-
selves and their allies. Such a Hero may attempt surgical procedures to treat
Temporary and Lasting Injuries, provided that the Hero has access to a surgi-
cal arena and necessary tools. Surgeons are also experienced in performing
autopsies and other postmortem examinations, and they may perform them
as long as they have access to a suitable laboratory. Performing an autopsy
usually takes between three and six hours. Note: this Mastery does not provide
a surgical arena or tools, only the abilities listed above.

Hacker (Scientific 6, Mechanics 3, Scientific Specialty—Computing)
May attempt Scientific (Computing) to hack computer systems.
In the 21st Century, almost everything is run by computers. You know your
way around a keyboard or two…especially if it’s not yours. A Hero with the
Hacker Mastery may use Scientific (Computing) to attempt to hack into others’
secured computer systems and procure information from encrypted servers.
Doing so requires access to a computer and specialized software. This Mastery
also provides a high-speed computing and hacking rig in the Hero’s home or
other secure location.

Lawyer (Historical 6, Specialty—Law)
May prosecute or defend in court; adds 2 dice to Reputation with law enforcement.
You know the law, inside and out. A Hero with the Lawyer Mastery is a Bar-
certified attorney and may prosecute or defend in criminal court. Because

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57Chapter 04 Masteries

of this, the Hero adds 2 dice to any Reputation test made when dealing with
law enforcement officers. Note: this Mastery comes with a built-in Obligation
Flaw—the Hero, in their street identity, must be able and willing to prosecute
or defend criminals as needed.

Police Officer (Historical 5, Specialty—Law, Armed Ranged 3, Unarmed Combat 3)
May arrest and detain, may request warrants, add 2 dice to Reputation with law
enforcement.
You’re one of the few honest cops left in this city. A Hero with the Police Officer
Mastery is an active police officer who may detain suspects and even request
and carry out warrants for search, seizure, and arrest. As a lawman, the Hero
adds 2 dice to any Reputation test made when dealing with law enforcement
officers. Note: this Mastery comes with a built-in Loyalty Flaw—the Hero, in
their street identity, must work full-time as a police officer and may be stripped
of their badge if found to be abusing their position.

Politician (Persuasion 5, Historical 6, Specialty—Politics, Specialty—Current Events)
+4 to Wealth and Status, may use Social Skills to influence policy.
Full Description: You work within the system, to change the system. A Hero
with the Politician Mastery is a public servant in some capacity. The elected
position comes with +4 to the Hero’s Wealth and Status. Further, the Hero may
use Social Skills and Historical (Politics) to influence policy and upcoming laws.
Note: this Mastery comes with a built-in Loyalty Flaw—the Hero, in their street
identity, must work full-time in their political post, and will have to run for re-
election at times!

Artist (Cultural 5)
Increase in Wealth and Status, potential side benefits.
Whether in writing, food, sculpture, or painting, you have true artistic vision. A
Hero with the Artist Mastery gains a +4 bonus on their Wealth and Status tests,
as well as to all Social Skills when dealing with people who value the Hero’s
particular area of expertise. Further, you may be able to gain entrance to special
events for certain notable people in the setting.

Trailblazer (Historical 6, Specialty—Geography, Specialty—Local)
Test Historical to locate shortcuts. Never totally lost.
No one needs a GPS when you’re around. In their home city or location, the
Hero may test Historical (Geography or Local) to find shortcuts in their immedi-
ate vicinity. Further, the Hero is never totally lost, regardless of how unfamiliar
the territory. A Trailblazer can always find north and locate the nearest body of
water and the nearest area of civilization, with no Historical test needed.

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Mob Affiliation (Intimidation 3, Criminal 5)
Add 4 dice to Criminal and Social tests when dealing with your gang or a rival gang.
Add 4 dice to Reputation with criminal element.
Whether left for dead, left in jail, or having abandoned the life, a Hero with
the Mob Affiliation Mastery was once a member of a major gang or organized
crime family. The Hero may add 4 to any Criminal test to obtain knowledge
about their old gang or a group that was its direct rival, as well as to any So-
cial test made when interacting with such groups. Further, the Hero’s infamous
ways add 2 dice to any Reputation test made in dealing with a criminal, once
the Hero’s affiliation is known.

Cult Affiliation (Cultural 3, Esoteric 5)
Add 4 dice when dealing with your cult. Take no Mental Strain from supernatural
or metahuman horrors. Gain access to occult library.
Maybe it was a bad time in your life; maybe you managed to escape before it
got too bad. Most likely, you’ve seen things that would break other Heroes. A
Hero with the Cult Affiliation Mastery was once a member of a secret cult, but
has since escaped. The Hero may add 4 dice when testing Esoteric regarding
elements of his ex-cult. Further, having seen things no human should see, the
Hero takes no Mental Strain from viewing supernatural or metahuman horrors.
Lastly, such a Hero has what is considered to be a large occult library, which
may be of assistance when researching mystically derived threats.

Night Stalker (Esoteric 6, Specialty—Occult)
Reduce Called Shot penalties in attacks against magic-powered creatures. Identify
material weaknesses as an Action. No Mental Strain taken from exposure to occult
elements.
There are things out there that go “bump” in the night. You’re the type of Hero
who bumps back. A Night Stalker halves any penalty taken when making a
Called Shot to harm a creature that was either created by an occult or mysti-
cal source (e.g., vampires, werewolves, zombies) or derives at least one Power
from magic, the occult, or mysticism of any sort. This allows the Hero to more
easily head-shot zombies, stake vampires, and the like. Further, a Hero with this
Mastery may use an Action to test Esoteric while in combat. Success on this
test allows the Night Stalker to identify any material weakness that an occult-
or magic-powered foe might have, such as a vampires’ weakness to sunlight
or werewolves’ vulnerability to silver. Finally, Night Stalkers are inured against
mystic horrors, suffering no Mental Strain from exposure to occult rituals, read-
ing ancient demonic texts, or viewing blasphemous beings from beyond time
and space.

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59Chapter 04 Masteries

TECHNICAL MASTERIES

Demolition Man (Armed Ranged 3, Fine Manipulation 5, Specialty—Arm/Disarm Explosives)
Add 2 dice to any test made to place or use explosives.
Sometimes, the answer is simply to blow things up. A Hero with the Demolition
Man Mastery is talented at just that. Such a Hero adds 2 dice to any Fine Manip-
ulation test made to arm or disarm explosives or to set charges on a stationary
object. Further, the Hero gains this bonus when throwing grenades in combat.
Thief (Fine Manipulation 6, Specialty—Pick Pocketing)
Pocket an item as a Non-Action. No penalties to steal during combat.
Maybe you were once a cat-burglar or the like, on the wrong side of the law. A
Hero with the Thief Mastery may hide an item on their person using a Stealth
test as a Non-Action. Further, the Hero takes no penalty to steal from foes dur-
ing combat, though doing so does require an Action.
Stunt Driver (Driving 5, Specialty—Car OR Specialty—Motorcycle)
Halve stunt penalty while driving. Free Vehicular Weapons test.
Straight up, you’re hell on wheels. A Hero with the Stunt Driver Mastery reduces
all penalties assessed for land vehicle stunts by half (minimum penalty of 1 die).
The Hero must still make Driving tests to perform such stunts, as usual. Further,
such a Hero may make a Vehicular Weapons test once per turn as a Non-Action.

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Ace Pilot (Piloting 5)
Halve stunt penalty while piloting. Free Vehicular Weapons test.
Air or sea, it’s all the same to you. A Hero with the Ace Pilot Mastery reduces all
penalties assessed for air or sea vehicle stunts by half (minimum penalty of 1 die).
The Hero must still make Piloting tests to perform such stunts, as usual. Further,
such a Hero may make a Vehicular Weapons test once per turn as a Non-Action.

Repairman (Mechanics 6, Mechanics Specialties—any 2)
Halve time on repairs in Specialty areas. Jury-rig in ¼ time.
Given enough duct tape, lubricant, and a crescent wrench, you could fix any-
thing. Heroes with the Repairman Mastery take half the usual time to repair
any item covered by one of their Mechanics Specializations. Attempts made to
jury-rig a repair solution take even less time.

Weaponsmith (Mechanics 6, Specialty—Armor OR Weapons OR Ammunition)
Make adjustments and enhancements to weapons or armor.
The right tool for the right job. A Hero with the Weaponsmith Mastery may cre-
ate or make adjustments to weapons, ammunition, or armor. Rules for doing so
are found in Chapter 09—Equipment and Vehicles.

Safe Cracker (Fine Manipulation 6, Scientific 3, Mechanics 3)
+4 dice when picking locks or cracking safes. No evidence of tampering.
No matter how big the lock, you can get in. A Hero with the Safe Cracker Mas-
tery gains a +4 dice bonus to any attempts made to open locks or disable safes.
Further, on a successful Fine Manipulation test, the Safe Cracker automatically
leaves no evidence of their tampering. Any attempt made to detect the Safe
Cracker’s use of the lock suffers a -4 dice penalty. Finally, a Safe Cracker takes no
penalty when using improvised tools to pick a lock.

MISCELLANEOUS MASTERIES

Quick (Agility 4)
Add 6 dice to any Agility checks for Initiative. Draw/Sheathe and Reload are Non-
Actions.
He who strikes first, strikes last. A Hero with the Quick Mastery adds 6 dice to
any Agility test for Initiative. Also, a Quick Hero may Draw, Sheathe, or Reload a
weapon or item once per turn as a Non-Action.

Iron Jaw (Nerve 4)
Spend one Action to automatically recover from Stun.
You don’t go down easy. A Hero with the Iron Jaw Mastery may choose to spend
one Action when Stunned to automatically end the Stun effect.

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Defender (None)
Add 2 to Defensive Value.
Survival comes first. A Hero with the Defender Mastery adds 2 to their Defen-
sive Value.

Improved Parry (None)
Add 4 to Defensive Value against Melee attacks.
Cover your face, cover your body. A Hero with the Improved Parry Mastery
adds 4 to their Defensive Value against Melee attacks only. This bonus applies
against both Unarmed and Armed Melee attacks.

Improved Dodge (None)
Add 4 to Defensive Value against ranged attacks.
Zig-zag! Serpentine! A Hero with the Improved Dodge Mastery adds 4 to their
Defensive Value against Ranged attacks only. This bonus applies only against
Armed Ranged attacks, not explosive attacks.

Dive for Cover (None)
Double dice on Agility tests to reduce damage from explosive attacks.
Fire in the hole! A Hero with the Dive for Cover Mastery doubles any dice rolled
for any Agility test made to reduce damage from an explosive attack.

Tough (None)
Increase Physical Strain Threshold
You can take a punch…or seven. A Hero with the Tough Mastery treats their
Nerve as if it were 2 higher for the purposes of calculating their Physical Strain
Threshold and their Physical Breaking Point.

Jaded (None)
Increase Mental Strain Threshold
Nothing seems to bother you anymore. A Hero with the Jaded Mastery treats
their Psyche as if it were 2 higher for the purposes of calculating their Mental
Strain Threshold and their Mental Breaking Point.

Controlled Strikes (None)
Decline critical hits, making them less lethal.
Your Hero never does anything by accident…even injuring his enemies. If a
Hero with the Controlled Strikes Mastery achieves a critical hit (a Total Success)
on any Unarmed, Armed Melee, or Armed Ranged test, they may decline the
typical critical hit results and roll damage normally. If the Hero does so, the
damage dealt cannot pass the target’s Physical Breaking Point, and any result-
ing Injuries are instead treated as if the foe were simply knocked unconscious.

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63Chapter 04 Masteries

Assets (None)
Increased Wealth and Status. Increased starting funds.
You were born with a silver spoon in your mouth. A Hero with the Assets Mas-
tery adds 6 to their Wealth and Status. If the Hero takes this Mastery at character
creation, they start the game with triple the usual amount of starting funds.
Hideout (None)
Gain a hideout with special facilities and defenses.
Nowhere to run, but definitely somewhere to hide! A Hero with the Hideout
Mastery immediately gains a secure secret hideout in a location of their choice.
This hideout comes equipped with basic supplies for crimefighting, as deter-
mined by the player and the GM, as well as one set of facilities or a laboratory
of the Hero’s choice.
Vehicle (Driving 3 or Piloting 3)
Gain a vehicle.
Everyone needs a ride. A Hero with the Vehicle Mastery has some wheels with
style! The Hero immediately gains a vehicle of their choice, complete with ar-
mor and a single weapons system of the player’s choice, or no armor and two
weapons systems of the player’s choice. See Chapter 09 for vehicle options.
Optional Effect (At least one Power)
Add an Optional Effect to a single Power.
Heroes always find innovative ways to use their Powers. You’re no exception.
The Hero immediately adds an Optional Effect to one of their Powers, which
they may use just as if they had gained an Optional Effect by increasing their
Power Rating.

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chapter 05 FLAWS

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FLAWS — CRACKS IN A HERO’S ARMOR 65Chapter 05 Flaws

Your Hero can become almost anything you can GMS: DECIDING WHATTO ALLOW
envision. But no matter how powerful, brilliant, or
altruistic you make them, they will never be per- Even though the PCs are the
fect. In the world of Cold Steel Wardens, the true ones taking Flaws, it’s ultimately
test of a Hero comes in overcoming their Flaws to up to you whether to allow them
bring light to a dark, bitter world. Of course, many to take any particular ones. If
Heroes fall into traps of their own design without your campaign is supposed to
ever realizing it. focus around an antiterrorist cell
secretly backed by the govern-
Over the course of the game, the GameMaster ment, and one of your players
will challenge your Heroes to face their Flaws. Will wants to take the Fanatic Flaw
you take the challenges head on, or circumvent about their grandmother, it
them in some way? Will you attempt to overcome wouldn’t be worth your time
them alone, or draw on the strength of your allies? and effort to think of different
reasons for terrorists and me-
At character generation, every Hero must tahumans to constantly kidnap
choose a minimum of two Flaws. For every Flaw Grandma. Make sure your
the Hero takes after the first two, they add three players are taking Flaws that are
Generation Points to their build pool. Just like the relevant to the story, and that
Generation Points normally spent during gen- the Flaws don’t require more
eration, these points must also be spent during effort from you than from the
generation and do not count towards the Hero’s players. Now, if that same player
Experience total. wanted to change the Flaw to
make their character a Fanatic
It is not uncommon for Heroes to gain Flaws about a superior officer, that’s
over the course of a campaign—most often Inju- easy to work with and can pay
ries or Psychoses. A Hero does not gain Experience off big-time as a plot device. It is
Points or Generation Points from these Flaws. also your prerogative to prevent
Such is the cost of being a vigilante—crime-fight- a player from taking too many
ing takes its toll on the mind and body. Flaws. If you can tell a player is
taking on more than they will be
Flaws are as varied as the Heroes they create. able to handle (or more than you
Some inflict mechanical penalties, while others want to deal with), you can place
are largely expressed through roleplaying, and a limit on the number of Flaws
a few provide new NPCs for the GM, who want they can take.
nothing more than to watch you suffer. Ultimate-
ly, the onus lies on the GM to present challenges Flaws may not be bought off
and encounters that test the Heroes based on or removed without express
their Flaws. permission from the GM. On
particularly rare occasions—
READING A FLAW most notably for the Addiction
Flaw—the GM may allow a Hero
The Name of the Flaw to remove a Flaw. Doing so
A short overview of penalties associated with the Flaw. should be rare, and should cost
the Hero 5 Experience.
A full description of the mechanical and roleplaying
penalties of the Flaw, as well as some suggestions
on how to incorporate the Flaw into your character.

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66 Cold Steel Wardens FLAWS

WHERE’S MYSECRET IDENTITY? Addiction
Addicted to a substance or action.
Long story short—every hero
has this Flaw already!   Just one more hit, right? A Hero with the Addic-
tion Flaw is addicted to either a substance (to-
Vigilantism, in the default Cold bacco, alcohol, illegal drugs of some sort) or an
Steel Wardens setting, has been action (sex, Internet gaming, gambling). In either
outlawed under House Bill case, the Addiction is detrimental to both mental
4354, colloquially known as the and physical health.
Nornsby Act. Passed in 1983,
HB4354 recognizes only sanc- Further trouble emerges when the Hero is de-
tioned law officials and agents prived of their Addiction. If the Hero goes for more
of local, state, and federal law than one day without indulging in the addictive
enforcement with the authority action or substance, they take a -2 dice penalty to
to detain or arrest individuals. all Tests, as the Hero begins going through with-
Vigilantism was made a second- drawal. This penalty lasts for one month of game
degree misdemeanor, and it time, or until the Hero indulges again in their
is often tacked onto assault, Addiction. During withdrawal, the Hero will do
homicide, or weapons charges almost anything to satisfy their Addiction,
in the prosecution of a known seeking it out through any means possible.
vigilante.

Vigilantes live within the gray
area between the law and the
criminal underworld. Even
though their intentions may be
pure (and they aren’t always),
their actions are in direct
violation of the law they seek
to uphold. A Hero’s sense of
justice puts them at risk of be-
ing hunted and exposed by the
very people they are trying to
protect.

In the standard campaign setting,
every PC already has a secret
identity, and it is a precious
thing to preserve. However, if
the GM chooses to create their
own setting where vigilantism
is accepted, or for some reason
the Heroes don’t need a secret
identity, a player is more than
welcome to work with the GM to
create a Secret Identity Flaw if
they choose to.

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67Chapter 05 Flaws

During each week in withdrawal, the Hero must succeed at a Psyche test (Dif-
ficulty determined by the GM) or seek out the source of the Addiction.

Even if the Hero manages to make it through withdrawal, the Addiction
will return if the Hero decides to resume their old ways, and the GM may call for
additional Psyche tests when the Hero is in stressful situations. If the Hero man-
ages to make it for two years of game time without indulging the Addiction, the
GM may allow the Hero to buy off the Flaw for 5 Experience.

Brash
Goes off half-cocked; does not plan.
Fortune favors the bold. That is, until the bold get a few 7.62mm rounds through
the sternum. A Hero with the Brash Flaw tends to jump the gun rather than fol-
low a concrete plan, even if others are depending on them. If confronted with a
“change in plans,” such a Hero must immediately take action, even to the detri-
ment of allies or innocents.

Brutal
Will not use Non-Lethal attacks.
You don’t really care whom you hurt. A Hero with the Brutal Flaw may not at-
tempt to attack Non-Lethally under any circumstance. Such a Hero takes no
prisoners, and can be a polarizing figure within a group of would-be Heroes.

Coward
Attempts to flee if either Breaking Point is reached.
Courage only goes so far. A Hero with the Coward Flaw runs at the first op-
portunity. If such a Hero takes enough Physical or Mental Strain to hit either
Breaking Point, the Hero must immediately flee from the offending scene, tak-
ing the fastest route available and leaving any friends, innocents, or necessary
materials behind. After a few minutes of gathering their nerves (1d10 rounds,
if in combat), the Hero may “get it together” and rejoin the others.

Further, if the Hero is in a horrific situation, they may need to make Psyche
tests to keep it together. If the Hero fails, they must flee, as above.

Distinctive Feature
Hero has a notable physical quirk or calling card, making him identifiable.
Sometimes, hiding just isn’t enough. A Hero with the Distinctive Feature Flaw
must choose a permanent physical feature—perhaps a scar or glowing eyes—
that makes them particularly easy to identify. Such a Hero takes a -4 penalty
on all Disguise tests, and anyone observing the Hero even momentarily may
make a Notice test to discern the Hero’s true identity. Alternatively, the Hero
may elect to use a calling card, perhaps leaving an ink splotch on the bodies of
unconscious thugs or determining whether a foe lives or dies via coin flip. The
calling card must be noticeable and distinctive. Treat a Hero with such a calling

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68 Cold Steel Wardens

card as having the Minor Psychosis “Obsessive Compulsive Disorder,” fixating
on the given calling card.

Fanatic
Hero absolutely loves something or someone.
Love hurts, and your Hero knows it. A Hero with the Fanatic Flaw loves some
person (perhaps a family member or romantic interest) or an ideal (perhaps a
political group or ideology) that the Hero will defend to the last. A Fanatic Hero
will take inordinate risks to avenge even small slights against their chosen love
and would gladly give their life to defend their love.

Heroic
Does the “right” thing at all times.
This Hero really is a paragon of justice. A Hero with the Heroic Flaw always does
their best to do the right thing, even when it’s to their detriment to do so. This
Hero will do their best not to break laws and often will attempt to combat vil-
lains Non-Lethally. These Heroes often struggle during hostage situations and
other circumstances in which innocents are in danger.

Hunted
Hero is being actively hunted.
Well, you pissed someone off really thoroughly. A Hero with the Hunted Flaw
is actively being sought by an organization. Usually, this is a law-enforcement
organization (FBI, ATF, or similar), but it could just as easily be a corporation or a
Mob organization. Further, the Hero may not know that they are wanted by the
organization, which can result in additional chaos. Speak to your GameMaster
about establishing the organization that intends to hunt your Hero down.

Inattentive
-1 die to all Investigative Skill tests.
Focus, man! Focus! A Hero with the Inattentive Flaw takes a -1 die penalty to
all Investigative Skill tests. Further, the Hero may not increase any Investigative
Skill beyond a Rating of 6.

Injury
Has a physical ailment or disease.
“It only hurts when I do…owwww!”A Hero with the Injury Flaw has an injury or
disease that hampers the Hero in many ways. Speak to the GM about choosing
one of the Injuries from Chapter 08.

Injury is one of several Flaws that Heroes may gain over the course of a
campaign. Keep an eye on that Physical Strain Threshold!

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69Chapter 05 Flaws

Intolerant
Hero absolutely hates someone/some group.
Hate hurts more. A Hero with the Intolerance Flaw cannot stand a certain per-
son or group and will take any measure necessary to destroy it. Intolerance can
apply to a specific individual (a Mob boss, a rival Hero, a political figure) or to
a group of people (a specific race, creed, or orientation; an organization; or a
political party). In all cases, the Intolerant Hero never offers their hated foe any
mercy or quarter.
Layman
-1 die to all Technical Skill tests.
You’ve never been good with computers…or cars…or anything technical, real-
ly. A Hero with the Layman Flaw takes a -1 die penalty to all Technical Skill tests.
Further, the Hero may not increase any Technical Skill beyond a Rating of 6.
Limited Charisma
-1 die to all Magnetism tests; cap of 4 Magnetism.
You were that quiet kid at the back of the class who never spoke. A Hero with
the Limited Charisma Flaw suffers a -1 die penalty to all Magnetism tests. Fur-
ther, the Hero may not use Experience to increase Magnetism beyond a Vitals
Rating of 4.

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70 Cold Steel Wardens

Limited IQ
-1 die to all Intellect tests; cap of 4 Intellect.
You never were the sharpest tack in the box. A Hero with the Limited IQ Flaw
suffers a -1 die penalty to all Intellect tests. Further, the Hero may not use Expe-
rience to increase Intellect beyond a Vitals Rating of 4.

Limited Perception
-1 die to all Awareness tests; cap of 4 Awareness.
What’s that old saying,“Be mindful of your surroundings?”A Hero with the Lim-
ited Perception Flaw suffers a -1 die penalty to all Awareness tests. Further, the
Hero may not use Experience to increase Awareness beyond a Vitals Rating of 4.

Limited Sanity
-1 die to all Psyche tests; cap of 4 Psyche.
The human mind can only take so much. A Hero with the Limited Sanity Flaw
suffers a -1 die penalty to all Psyche tests. Further, the Hero may not use Experi-
ence to increase Psyche beyond a Vitals Rating of 4.

Low-Tech
-4 dice to all attempts to use high technology.
You’re like a walking virus. A Hero with the Low-Tech Flaw is utterly inept at us-
ing any technological device more complex than a car. Such a Hero suffers a -4
dice penalty to any Skill or Vitals test to attempt to use such a device.

Loyalty/Obligation
Sworn allegiance to a group, faction, or individual.
You owe someone. A Hero with the Loyalty Flaw is loyal to a specific group or
individual, which can become a conflict with the Hero’s crime-fighting. Perhaps
the Hero is actually a police officer or is active politically. Perhaps the Hero is
actually a member of the Mob, and uses the masked identity to take out other
families. Maybe the Hero has a sick aunt at home who needs added attention.
In any case, the Hero in question feels a great obligation and aids this ally even
to personal detriment.

Merciful
Will not torture/kill/harm innocents; must offer mercy.
You believe in the inherent goodness of humanity, for all the good that does
you. A Hero with the Merciful Flaw never uses “violent interrogation” tech-
niques and will not deliberately kill an adversary. Such a Hero will not take
actions that will cause harm to innocents and always offers mercy to fallen
adversaries.

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71Chapter 05 Flaws

Nemesis
Hero has an adversary with a vendetta.
Someone out there has an axe to grind. A Hero with the Nemesis Flaw already
has an enemy out there, amongst the numerous villains in the city. Regardless
of the nature of this enemy—a Mob boss, a lone gunman, a masked villain,
etc.—the Nemesis should be more powerful than the Hero alone, and per-
haps even more powerful than a whole group of Heroes. Further, this Nemesis
should take every opportunity to make the Hero’s life into a living hell through
overarching plans and continual harassment.

Old/Young
-1 adjustment to all Physical or Mental Vitals; -2 dice to resist Injury
Whether old or young, your age works against you. A Hero with the Old or
Young Flaw suffers penalties due to either their infirm nature (Old) or their in-
experience and lack of physical development (Young). In either case, the Hero
must permanently reduce all Physical or all Mental Vitals scores by 1. This is not
just a reduction in dice for Vitals tests, as with most Flaws, but rather a full-on Vi-
tals reduction. Once chosen, the Mental or Physical choice cannot be changed.
Further, after the Hero has hit their Physical Breaking Point, they take a -2 dice
penalty to all Nerve tests made to avoid suffering an Injury.

Unlike most Flaws, Young (not Old!) may be bought off—for 5 Experience,
as indicated earlier—with the GM’s permission. If the Flaw is bought off, the
Hero automatically gains 1 die to all affected Vitals, as the Flaw is no longer in
play.

Poor Aim
-1 die to all Accuracy tests; cap of 4 Accuracy.
Maybe it’s shaky hands; maybe it’s a bit of near-sightedness. A Hero with the
Poor Aim Flaw suffers a -1 die penalty to all Accuracy tests. Further, the Hero
may not use Experience to increase Accuracy beyond a Vitals Rating of 4.

Poor Balance
-1 die to all Agility tests; cap of 4 Agility.
Your Hero tends to trip over their own feet. A Hero with the Poor Balance Flaw
suffers a -1 die penalty to all Agility tests. Further, the Hero may not use Experi-
ence to increase Agility beyond a Vitals Rating of 4.

Poor Health
-1 die to all Nerve tests; cap of 4 Nerve.
Better get that cough checked out. A Hero with the Poor Health Flaw suffers a
-1 die penalty to all Nerve tests. Further, the Hero may not use Experience to
increase Nerve beyond a Vitals Rating of 4.

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72 Cold Steel Wardens Poor Musculature
-1 die to all Force tests; cap of 4 Force.
SAMPLE POWER DRAWBACKS
You’ll never win a push-up contest. A Hero with
The Power does not affect sen- the Poor Musculature Flaw suffers a -1 die penalty
tient creatures. to all Force tests. Further, the Hero may not use
The Power’s range is reduced to Experience to increase Force beyond a Vitals Rat-
Touch. ing of 4.
The Power cannot function in
a given environment (at night, Poverty
while wet, etc.) Hero lacks funds; cannot gain Hideout or specialized
The Power is fouled by adverse equipment.
conditions (smoke, fog, storms,
etc.) Some Heroes were born with a silver spoon in
The Power cannot be maintained their mouth. Your spoon was made of plastic. A
for more than 1d10 rounds. Hero with the Poverty Flaw lacks basic funds and
The Power requires a specific may even be homeless. Such a Hero takes a -6
device (goggles, a suit of armor, a penalty to Wealth and Status, and may not take
blaster, etc.) to function. any Mastery—such as Hideout, Vehicle, or As-
sets—that provides additional equipment or a
direct increase in Wealth and Status.

Power Drawback
Hero’s Power has an additional Drawback.

Not all Powers work the way a Hero wants. When
choosing this Flaw, the Hero must choose which
Power the Drawback applies to. That Power is
then affected by an additional Drawback, chosen
by the GM and the player. Players without a Power
may not take the Power Drawback. The effects of
a Drawback cannot be overruled by an Optional
Effect.

Psychosis
Has a significant mental disorder.

The line between madness and genius is a fine

one, and one which you’ve stepped over. A Hero
with the Psychosis Flaw has a mental condition
that hampers the Hero in many ways. Speak to
the GM about choosing one of the Psychoses
from Chapter 08.

Psychosis is one of several Flaws that Heroes
may gain over the course of a campaign. Keep an
eye on that Mental Strain Threshold!

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Secret 73Chapter 05 Flaws
Hero has a dark secret.
THE SEVEN DEADLY SINS:
Shhh! A Hero with the Secret Flaw has precisely
that—a dark secret. Perhaps the Hero accidentally Wrath: The Hero has a temper
killed a police officer; perhaps they’re a member problem and struggles to keep it
of an unpopular group; perhaps there’s some dark in check.
deed in the Hero’s past for which they’re attempt- Lust: The Hero has an infatuation
ing to atone. In all cases, the player should work with a certain person or has an
with the GM in determining the exact nature of overt desire for sex.
the Secret and should find some way of having Pride: The Hero is arrogant and
the Hero’s Secret come back to bite them. self-serving, only taking up the
mantle of heroism to feed their
Sinner own self-image.
Hero falls prey to one of the Seven Deadly Sins. Gluttony: The Hero wants it all
and spends copious amounts of
Innocence is overrated. A Hero with the Sinner wealth on frivolous, temporary
Flaw has a tendency to fall prey to one of the tra- pleasures.
ditional Seven Deadly Sins of Christianity. Upon Greed: The Hero desires wealth
taking the Sinner Flaw, the player must choose above all else, and will go to any
one of the following sins. It then becomes the lengths to achieve it.
GM’s responsibility to present the would-be Hero Sloth: The Hero wants to do the
with temptation: least amount of work possible,
but still wants all of the credit for
being a “Hero.”
Envy: The Hero wants something
particularly badly, something
the Hero can never have, such
as another’s life or unrealistic
achievements.

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74 Cold Steel Wardens Traumatized
-2 penalty to resist Mental Strain.
HERO? AM I REALLY A HERO?
There’s something dark in your Hero’s past. A Hero
You may have noticed that we with the Traumatized Flaw has had a brush with
use the term Hero to refer to the true fear that’s left them susceptible to further
player-run characters through- Intimidation. Such a Hero takes a -2 dice penalty
out this book. After reading the to any Psyche test made to resist gaining Mental
Flaws and Psychoses available to Strain. If targeted by a Power or Skill that inflicts
the characters, you may be won- Mental Strain, the Difficulty to affect the Trauma-
dering whether your character tized Hero is reduced by 2.
is actually a hero at all. The Iron
Age of Comics actively grappled Truthful
with moral ambiguity: heroes -6 dice to all Deception tests; will not lie to authority
blurred the lines between hero, figures.
anti-hero, and villain. Whether
your Hero is a paragon of virtue The truth may not set you free, after what you’ve
or a cold-blooded killer, by defi- done. A Hero with the Truthful Flaw takes a -6
nition, they are a Hero. dice penalty to all Deception tests made to bluff
or lie to another character. Further, the Hero will
outright refuse to lie to authority figures such as
police, FBI agents, and the like.

Uncoordinated
-1 die to all Physical Skill tests.

You were always more focused on the mental side
of things…or, at least, that’s what you tell people.
A Hero with the Uncoordinated Flaw takes a ‑1 die
penalty to all Physical Skill tests. Further, the Hero
may not increase any Physical Skill beyond a Rat-
ing of 6.

Uncultured
-1 die to all Social Skill tests.

You’d put both feet in your mouth if they’d fit. A
Hero with the Uncultured Flaw takes a -1 die pen-
alty to all Social Skill tests. Further, the Hero may
not increase any Social Skill beyond a Rating of 6.

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75Chapter 05 Flaws

Uneducated
-1 die to all Knowledge Skill tests.
You didn’t really pay attention in school. Maybe you didn’t graduate. A Hero
with the Uneducated Flaw takes a -1 die penalty to all Knowledge Skill tests.
Further, the Hero may not increase any Knowledge Skill beyond a Rating of 6.
Unfocused
Cannot make Called Shots or Disarms.
Combat’s meant to hurt people, not look pretty. A Hero with the Unfocused
Flaw may not use the Called Shot or Disarm maneuver while in combat. Other
maneuvers are fair game; the Hero simply doesn’t have the precision or ability
to make Called Shots or Disarm. Alternatively, they may simply not care.

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chapter06 POWERS

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POWERS — MARK OF THE VIGILANTE 77Chapter 06 Powers

Grit and realism are truly the calling cards of the ORIGIN STORY
Iron Age. But superpowers are the main reason
people pick up comics in the first place. It’s how Keep in mind that any Power can
our ink-bound idols turn their dark, somber panels come from any power source.
into vibrant stories. Heroes in Cold Steel Wardens A Hero with the Healing Power
are not required to have Powers, nor are Powers could have obtained their Power
required to be present in a campaign at all. But from a genetic mutation or
you may want to include them if you want high- nanobots in their bloodstream,
flying, plasma-blasting Heroes and villains who or maybe they can stitch up
can kill with a thought. wounds with a mere thought.
Certain Powers—such as Teleki-
In Cold Steel Wardens, the term “Powers” refers nesis and Artificial Limb—lend
to any abilities a character has that transcend nor- themselves to a particular
mal human limitations. Not every Hero with Pow- source, but Powers can have any
ers is born with them. Some might make a pact kind of origin and flavor you can
with a dark deity; others might spend years in a lab imagine. And if your Hero has
studying technology for enhancing themselves— multiple Powers, remember that
or they might just take the tech from the secret they don’t need all to be from
vault under Mastek Fabrications. When creating a the same source: Spider-Man
Hero with Powers, you must decide from which of may have gotten his agility, wall-
the following sources those Powers originate. climbing, and spider-sense from
a genetic mutation, but his web-
Remember that a metahuman’s Power may be slingers are of his own design..
their most eye-catching characteristic, but it should
never be the only thing they are good at. A Hero
who’s only skilled at mowing down criminals with
summoned maelstroms won’t have much do to
when the group is searching through an abandoned
asylum or trying to decipher a serial killer’s riddle.

SOURCES OF POWERS:

Cybernetics: Although all forms of Power are
incredibly rare, Cybernetics, encompassing any
form of man/machine hybrid, make up a substan-
tial portion of the “superpowers” in existence. Un-
like technological Powers, which often rely on an
external device, Cybernetics involves integrating
machinery with the human body. Artificial limbs,
while still extremely rare, are one of the many
products of Mastek Fabrications, which continues
to be the foremost presence in the field. There
have also been documented experiments with
telekinetic implants and artificially enhanced
senses.

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78 Cold Steel Wardens

Magic: Truly, there are forces in the world beyond our understanding, forces
that the world’s religions and philosophies have barely brushed up against.
Some campaigns may choose to not delve into the occult, but if you are inter-
ested in Eldritch horrors, undead nightmares, and unimaginable fonts of power,
you may want to include a Sorcerer in your campaign. The presence of Magic
in a campaign is entirely up to the GM: perhaps it can only occur with a divine
spark or infernal pact, or maybe it can only be used by those with a mind strong
enough (or psychotic enough) to wield a force that defies all logic. Magical
powers do not necessarily mean that your character has the Sorcery Power;
they might have the spirits of their ancestors protecting them from bodily
harm, or have been born with angelic wings.

Mutation and Experimentation: The human genome—only recently fully
mapped—provides the next great horizon for scientific research and has led
many to challenge the limits of humanity’s potential. Mutations—both natural
and induced—have begun to surface, granting amazing powers to once nor-
mal humans. “Natural” genetic mutations rarely create physical scarring, but
those who have gained their Powers through experimentation or some sort of
accident are usually not as fortunate. The Genelogic Corporation, on the fron-
tier of genetic research, denies any illegal research performed on “mutated”
individuals.

Psychics: For centuries, humanity has sought to harness the power of the mind,
to bring their enemies to their knees by sheer force of will and perform titanic
feats of strength with but a thought. A rare few succeed by spending years in
solitary meditation; fewer still are born with an innate“gift.”Powers that require
a great deal of concentration or involve a theme of mind over matter usually
fall into the category of Psychic Powers. Telekinesis, Mind-Link, and Illusion are
the most common Psychic Powers, but maybe your Hero has learned to har-
ness the power of the wind with their mind, or can walk through walls if they
concentrate hard enough.

Technology: Occasionally, Powers are derived from a custom-built device
that grants the user amazing abilities. Years of dedicated research results in a
spectacular innovation the likes of which have never been seen before. Tech-
nology-based Powers can be anything from Force Field–generating gloves to
a full-body Chameleon suit. Blast is possibly the most common Technological
Power, considering arms companies stand to gain the most from replicating
metahuman abilities. If a Hero chooses Technology as the source of their Pow-
ers, they may want to consider the Drawback Flaw, as Technological Powers are
often subject to malfunction or temporary removal.

WHAT DOES “MY POWER SOURCE” MEAN?

During character generation, your Power source is largely for flavor: you use
it to help define your character. Not only can you use it to help flesh out their
Memories, Motivations, and Stances (see Chapter 10), but it should give you

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an idea of your character’s strengths and weak- 79Chapter 06 Powers
nesses. A Hero who has a bionic arm of their own
design would more than likely have a high Me- WHERE’S MY INVULNERABILITY?
chanics Rating and Specialties in Cybernetics or
Engineering, but be completely clueless when it You will notice that the range of
comes to anything Esoteric. Your Hero may even Powers presented in this chapter
take Flaws based around their Powers: their Force is somewhat limited compared
Field Generator might break or get stolen, or us- to the gamut of superpowers
ing their Telekinesis might make them vulnerable presented in a series like The
to mind control. Uncanny X-Men. There are no
Supermen here; no one is invul-
During actual game play, your Hero’s Power nerable, and Powers often come
source will come into effect in numerous ways, at a great cost. Likewise, trans-
depending on how your GM wants your Power formative powers that emulate
to relate to the campaign. Perhaps your GM will characters like Colossus, the Hu-
have an assassin who can Sense genetic muta- man Torch, and Swamp Thing are
tions follow you, waiting for the opportunity to not included. Cold Steel Wardens
strike. Or perhaps the Hero’s climactic battle with is designed so that Powers are
their nemesis will just happen to occur on conse- an optional part of the game,
crated ground that massively boosts the magical not necessarily the focus. GMs
abilities of both. The prevalence and effects of dif- are equally capable of creating
ferent Power sources in the campaign are entirely their own settings that follow in
up to the players and the GM—they could figure the vein of X-Men or The Walking
highly, have no bearing on the campaign other Dead.
than a character’s backstory, or fall anywhere in
between.

Characters without Powers are gener-
ally more well-rounded than their metahuman
counterparts, simply because fewer of their re-
sources are dedicated to any one ability. Non-
Powered characters have more freedom to pur-
chase Masteries and invest heavily in their Skills.
That being said, having an Esoteric Rating of 15
won’t do much to defend you against a fistful of
lightning.

USING A POWER

Powers function exactly like Skills. The player rolls
a number of d10s equal to their Power Rating, tal-
lies the number of hits, and adds the associated
Vital to the result. If the result meets or beats the
target Difficulty or Defense Value, the Hero suc-
ceeds on their test: they successfully hit a foe with
their Blast, conjure a convincing Illusion, etc.

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80 Cold Steel Wardens EXAMPLE: USING A POWER

THE WORLD OF CSW Scheherazade has been cornered by some thugs and
needs to drive them off with her Alter Emotions Pow-
In the standard Cold Steel Wardens er. She has a Power Rating of 5, so she rolls 5d10 and
setting, it is assumed that less gets 2, 4, 7, 7, and 10: 4 hits. Alter Emotions is associ-
than .05% of the world’s popula- ated with Magnetism, so she adds her Magnetism of
tion have any sort of superpow- 4 to her 4 hits—a total result of 8.
ers. Most people aren’t even
aware of the existence of meta- The GM determines the Difficulty for any op-
humans, outside of what they position that the Heroes must overcome. In the case
see in TV and movies. Anything of this scenario, the Difficulty is 5 plus the gangers’
esoteric is generally thought to Psyche of 3, for a total of 8. Luckily for our psychic
be the work of charlatans and Heroine, the thugs flee in terror.
overactive imaginations. But the
top-secret government agencies OPTIONAL EFFECTS —
that regulate them, the detec- SPECIALTIES FOR POWERS
tives who investigate them, and
the vigilantes who have fought Much like Specialties as Skill Ratings increase,
them know better: metahumans Optional Effects accrue to metahumans as their
exist, and they are nothing like Power Ratings increase. For every 3 dice a Hero
the spandex-clad boy scouts has in a Power, they gain an Optional Effect for it.
on TV.

Cold Steel Wardens seeks to emu-
late the gritty, street-level action
of the Iron Age—Heroes who
can pick up a bus with one hand
and shrug off gunfire have little
place in the standard setting, as
they eliminate the basic threats
of the genre. Mobsters, corrupt
politicians, and G-men on secret
task forces all need to present a
threat to the characters at some
point in their careers as vigilan-
tes. And a loaded gun should
make even the most foolhardy
Heroes reconsider their actions.

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81Chapter 06 Powers

Optional Effects change the way the Hero is able to use their Power, making it
more potent and versatile. For instance, an Optional Effect (OE) might change
the shape of a Blast, or add X-ray vision to a Hero’s heightened Senses. The
bonuses gained from Optional Effects that can be taken multiple times always
stack. For example, a Hero with the Telekinesis Power who takes the Additional
Manipulation OE can manipulate twice the normal amount of matter. If they
take it twice, they can manipulate three times the normal amount of matter.
Finally, using an Optional Effect that you have taken is not mandatory: a Hero
with the Blast Power who has taken Alter Shape (Cone) can fire their Blast either
in a Cone shape or as normal.

If a player has a clear idea of the kind of Powers they want their Hero to wield,
but none of the Optional Effects listed in this book are what they had in mind for
their concept, they should work with the GM to create an OE that suits their char-
acter. However, GMs must be careful that the OE they create isn’t too powerful or
unbalanced. For more advice on creating options for characters, see the “Custom
Specialties”sidebar on page 21.

GENERAL OPTIONAL EFFECTS

Below are Optional Effects that can be applied to any Power unless specifically
stated otherwise:

Additional Manipulation: The amount of material created, lifted, or manipulated
by the Power is doubled. If this effect is taken multiple times, it does not double
the amount of matter every time. Instead, it multiplies the base amount (i.e.,
twice the normal amount, three times the normal amount, four times the nor-
mal amount, etc.)

Additional Resist: Any Strain resisted through this Power increases by 2 dice.

Additional Strain: Any Strain inflicted by the Power increases by 2 dice.

Alter Shape: Change the shape in which your Power is able to manifest itself. If you
take this OE multiple times, choose a different shape each time. Depending on the
Power, friendly targets within the effective area may still be affected by the Power.

Cone: The Power takes the form of a cone that starts next to the user at 1 yard
wide and extends to half the maximum range, broadening its width no more
than a quarter of its maximum range.
Line: The Power extends to the maximum range and affects all targets in a
straight line between the user and the Line’s endpoint.
Burst: The Power erupts around the user in a ring with a radius of 3 yards.
Explosion: At any point within the Power’s range, it explodes into a sphere 5
yards in diameter.
Wall: At any point within the range of the Power, create a straight, 5-yard line
that also extends 5 yards in height.
Serpentine: Within the range of the Power, create a line in any shape you
wish, as long as it stays a continuous line and is no longer than a quarter of
your maximum range.

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comes the inverse of normal (e.g., dealing Mental
GMS: A GAME WITHOUT POWERS Strain rather than Physical Strain, or vice versa).

Due to the game’s focus on Extended Duration: The Power’s duration doubles.
investigation, social interactions, If the Power relies on Concentration, the duration
and secrets, some GMs may becomes one minute.
wish to remove Powers from the
game entirely. While we recom- Extended Range: The Power’s base range is dou-
mend informing your players of bled. A range of “Touch” is extended to 1 yard per
this before character generation Power Rating. Powers with the range of“Self”can-
begins, such a decision is abso- not be extended.
lutely appropriate to the genre!
Multiple Targets: The Power can affect a number of
Further, removal of Powers can targets equal to the Hero’s Power Rating.
allow a talented GM to use the
Cold Steel Wardens system to Obscure: The character can prevent themself or
emulate other genres, particu- their Powers from being detected by the Sensitiv-
larly noir and detective stories. ity Power by making an opposed Power test. If the
The numerous skills and the character succeeds, they are undetected.
streamlined MAFIANAP mechan-
ics easily allow for Power-free READING A POWER
games, letting a GM and their
players take on the roles of hard- The Name of the Power
boiled detectives, rather than Cost: The number of build points the Power costs
masked vigilantes. at character generation. See page 7 for more in-
formation.
Again, be sure to talk to your
players before making major Associated Vital: Like Skills, each Power is tied to a
changes to the system. As long Vital that is added to Power tests and determines
as everyone at the table is on the Power’s maximum Rating. See page 16 for
board, Cold Steel Wardens is more information.
ready to serve!
Range: The range at which the Power functions,
measured in yards. Normally, Powers do not suffer
range penalties and function only to their maxi-
mum range.

Difficulty: The target number for the Power’s Test.
A Difficulty of “Defense Value” means that the Dif-
ficulty for the test is the target’s Defense Value.

Description: Provides a detailed description of the
Power and its uses as well as any limitations that
could be applied.

Optional Effects: Describes the effects and benefits
of the Optional Effects available for the Power. See
page 7 for more information on Optional Effects,
or page 81 for a list of General Effects that apply
to almost any Power.

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Drawbacks: Lists the Power’s constraints, such as 83Chapter 06 Powers
range, number of targets that can be affected,
and situations that limit or prevent the use of WHAT IS CONCENTRATION?
that Power. If a Hero takes an Optional Effect that
conflicts with a Drawback, the Optional Effect Most Powers, like Blast, Healing,
overrides it, unless the Drawback was obtained or Toughness, don’t require a
through the Drawback Flaw. Hero to maintain focus on using
their Power for it to work. A
POWERS Hero with Blast simply uses
an Action to fire off a Blast at
Adhesion a foe. Toughness and Healing
Cost: 6 Vital: Agility Range: Self Difficulty: Varies are always on, with their effects
taking place without requiring
Characters with the Adhesion Power are able to Actions.
cling to surfaces and can climb walls like a gecko.
While climbing, the character adds their Adhe- However, many Powers do re-
sion dice to their Athletics test. Under normal quire a Hero’s continual concen-
circumstances, a character with Adhesion doesn’t tration. These include Sorcery,
need to make a test to climb walls and ceilings. Illusion, Force Fields, Invisibility,
However, a test is required during dangerous and and Phasing. Concentration is
atypical circumstances such as heavy rain, seis- a Non-Action, but a Hero must
mic activity, or taking damage while climbing. In be able to take that Non-Action
order to forcibly remove a character using their each time their turn comes
Adhesion Power, the opponent must succeed on around. A Hero that is stunned,
an opposed Force (or Athletics) vs. Adhesion test. wrestling, or the like simply can-
The character rolling Adhesion does not add their not keep up a complex Illusion
Skills to any opposed Test. or maintain a Force Field. If a
Hero loses concentration while
Optional Effects: maintaining a Power, all that
Legerdemain: The character adds their Adhe- Power’s effects end; the Hero
sion dice to perform Disarm maneuvers and must use another Action to ef-
make Fine Manipulations tests to pick pockets fectively restart the Power.
or palm objects.

Immovable Object: The character adds their
Adhesion dice to resist Disarm maneuvers and
forced movement.

Wallcrawler: If the character is able to make
contact with a surface while falling, they can
make an Adhesion test to slow their fall—every
hit on their Power test reduces the falling dam-
age by 1 die. Alternatively, if the Hero needs
to drop off of a wall in a hurry, they can slide
down a surface at their full pace and not take
damage when they land.

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Drawbacks:
Adhesion does not function on Teflon® or other non-stick surfaces. Adhering
to shaking or unsteady surfaces requires a Power test to stay attached and
increases the Difficulty of any Climbing tests.
If the character takes damage while using Adhesion, they must pass an Ad-
hesion test (Difficulty = 5 + Strain dealt) or fall.
If a character using Adhesion to climb is over-encumbered, they take 1 point
of Strain every time they make a Climbing test. The normal rules for taking
damage while Adhering apply, and the damage is also cumulative. For in-
stance, if the character has taken 3 points of Strain from three Climbing tests,
the Difficulty of their Adhesion test is 8.
Adhering characters can be dislodged by pouring slick liquids over the
surface they are climbing. This forces the Hero to make Adhesion tests to
remain attached (Difficulty of 7 or more, depending on liquid) or to move
(Difficulty of 9 or more).

Affliction
Cost: 10  Vital: Nerve  Range: Touch  Difficulty: 5 + Target’s Nerve Rating
A character with Affliction can disable their enemies by inflicting them with
blindness, deafness, disease, or any other debilitating condition with a touch.
The character must first touch their opponent in order to make an Affliction
test. Success means that the opponent succumbs to the condition and takes 1
point of Strain for every hit above the target Difficulty. If an opponent is already
under the effects of an Affliction, they cannot be targeted or dealt Strain by that
same Affliction until it wears off or is removed. Conditions last for one minute
per rank in Affliction. When the Hero purchases this Power, they choose one of
the following conditions to inflict:

Blindness: Inflicts a -6 dice penalty to any test involving sight. Deals Physical Strain.
Deafness: The target cannot hear and takes a -6 to all Awareness, Notice,
Investigation, Examination, and Intuition tests. Deals Physical Strain.
Wracking Pain: The target takes a -4 dice penalty to all actions and must
make a Psyche test (Difficulty = 1/2 Power Rating)  in order to maintain any
Power or Skill that requires concentration. Deals Physical Strain.
Illness: The target immediately breaks out in hives all over their body, as if
they have had a severe allergic reaction. The target can make only one ac-
tion per turn and takes a -2 penalty to all Tests. Deals Physical Strain.
Stun: The target is stunned until they can make a Difficulty 5 Nerve test. See
page 118 for rules on being stunned.
Madness: The target is under the effects of a Temporary Psychosis. See page
125 for details on Temporary Psychoses. Deals Mental Strain.

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85Chapter 06 Powers

Optional Effects:
Multiple Afflictions: The character gains another condition and may  inflict
either condition with a touch attack. Targets can still only be affected by one
condition at a time. This Optional Effect can be taken multiple times, but a
different condition must be chosen each time.

Persistent Affliction: The character’s Affliction lasts until they touch the target
again or until the target is treated medically, using the Scientific skill (Dif-
ficulty = 5 + Affliction Power Rating).

Wound: The character may use Affliction as part of an Unarmed attack. The
Unarmed attack must succeed before the character makes an Affliction test.

At Death’s Door: If the Strain dealt by an Affliction would normally kill the
target, the character can choose to spare the target so they are only inca-
pacitated. The target is still affected by the Affliction.
Drawbacks:
A target can only be under the effects of one Affliction or condition at a time.
Affliction can only affect a number of targets equal to the character’s Power
Rating at a time.

Afflictions do not function against targets that are immune to the condition.
Blindness, for example, would not function against a target with cybernetic
eyes, and Madness would not affect a mindless construct. Whether a target
is immune to an Affliction or not is up to the GM.

Afflictions cannot be used to deal Non-Lethal damage unless the At Death’s
Door Optional Effect is taken.

Alter Emotions
Cost: 14  Vital: Magnetism  Range: Touch  Difficulty: 5 + Target’s Psyche Rating

A character with the Alter Emotions Power is able to override their victim’s rea-
son to their own design. Anyone affected by Alter Emotions is overwhelmed
by their baser instincts, and their actions are dominated by whatever emotion
has been inflicted on them.

Alter Emotions lasts for one minute after the character releases contact
with their target. In order to affect the target, the character must succeed on a
Power test with a Difficulty of 5 + the target’s Psyche Rating. Additionally, the
target takes 1 point of Mental Strain for every hit above the target Difficulty,
unless they are affected by Fear. Possible emotions that can be inflicted are:

Rage: The target goes berserk, lashing out against any nearby targets, in-
cluding their allies. The foe also takes a -2 penalty to DV.

Despair: The target loses all will to fight, slumping to the ground and sur-
rendering.

Fear: The panicked target takes -2 to all actions. When a character chooses
to affect someone with Fear, their initial Alter Emotions test does not deal

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Mental Strain as normal. If the initial test succeeds, the character makes an
unmodified Alter Emotions test and deals 1 point of Mental Strain for every
hit.

Euphoria: The target is overwhelmed by fantasy and automatically fails any
Awareness, Notice, or Intuition tests. Foes affected by Euphoria are still able
to fight and defend themselves as normal, but generally don’t concern
themselves with anything happening more than 20 feet away.

Desire: The target becomes infatuated with a certain object or person, seek-
ing to obtain it or please them at all costs.

Love: The target eagerly defends the character, even against former allies.
The target may also provide the character with any information they re-
quest; a successful Power test overrides any Deception attempt.

Optional Effects:
Multiple Targets: The character may affect a number of targets equal to their
Power Rating.

Unawares: Targets who have been successfully Altered are not aware that
they have been tampered with. Note that this does not mean they abso-
lutely will keep any deals made while Altered.

Suggestion: Targets that have been successfully Altered are more suscep-
tible to Magnetism-based tests that pertain to the effective emotion. For
example, a character under the influence of Fear is more likely to buckle
under the pressure of an Intimidation test. The effectiveness of the Skill test
is entirely up to the GM.
Drawbacks:
After the initial Alter Emotions use, a target may attempt a Psyche test (Dif-
ficulty = 5) to throw off the emotional state. In combat, this test may be
attempted each round. Outside of combat, this test may be attempted once
per minute, even if the character is still in contact with the target.

The character has no direct control over what the target does while in a state
of Altered Emotions.

After the effects of Alter Emotions wear off, or if the target resists the attack,
they are aware that they have been tampered with, even if they do not di-
rectly recognize the source.

Animal Control
Cost: 8  Vital: Psyche  Range: 20 yards x Power Rating  Difficulty: Varies

Animal Control gives the character dominion over a set of animals. The animals
obey the character’s commands if they are able to, and they may even be able
to act as spies for the character.

A Hero with Animal Control begins by choosing one set of animals. “Fe-
lines,”“Fish,” or “Insects” are all acceptable sets, while “Mammals” and “Sea Life”

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87Chapter 06 Powers

are too broad. The Hero gains control of an animal with a successful Animal
Control test with a Difficulty of 6. Issuing a command to Controlled animals
counts as an Action, and an animal acts on the Controlling character’s Initiative.
Every command requires an Animal Control test with a Difficulty that depends
on the complexity of the command. A basic Attack command requires a Diffi-
culty 6 test, while more complex Tests increase in Difficulty from that point. The
character may Control a number of animals (or swarms of animals, in the case
of insects, small birds, or the like) equal to twice their Power Rating.

Command Difficulty Description

Gain Control 6 Allows character to give animal(s) commands

Attack 6 The animal attacks a target of the character’s choosing;

note that attacking creatures the animal may hesitate

to approach, such as undead creatures, may increase

the Difficulty

Down 7 The animal stops attacking the target

Fetch 8 The animal picks up a specified item and brings it to

the character

Scout 9 The animal goes ahead of the character to check for

enemies or noticeable features and reports back

Guard 7 The animal will stay to guard an area, or will follow a

character and protect them from obvious harm

Parlor Trick 10 The animal performs a trick such as “beg”“play dead”

or “backflip”

Stay 6 The animal will stay in one spot and take no actions

unless commanded otherwise or harmed

Track 8 The animal will attempt to track someone or some

thing by scent, though this does not guarantee that

the animal will be successful; it still must roll an Inves-

tigate test, adding any Tracking specialty it may have

Labor 10 The animal will push, pull, or carry any weight it is

able to

Steed 8 The animal will allow the character to ride it; add 2

dice to the Difficulty if the character is commanding

the animal to let anyone else ride it

Optional Effects:
Eyes and Ears: The character may communicate telepathically with any ani-
mals they are actively Controlling, allowing the animals to act as spies. Note
that the information animals are able to provide is limited in detail, as they
only have an Intellect of 1.

Additional Animal: The character gains an additional animal type or swarm
type that they can Control.

Pack Leader: The character can choose to let their Controlled animals act
on the animals’ own Initiative scores, and the issuing of a command is a

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Non-Action rather than an Action. Issuing commands to these animals takes
place on the Hero’s turn. Although a Controlled animal can still follow only
one command at a time, each animal Controlled through the Pack Leader
Optional Effect can be given a different command. When using Pack Leader,
a Hero can Control a number of animals equal to the character’s Power Rat-
ing (not twice the Power Rating).
Summon Animals: The character sends out a call to the type of animal they
are able to Control. If any are in the area, they will come to the character’s
aid, appearing within one minute. Summoning animals is a Difficulty 8 Ani-
mal Control test. Note that this does not make the animal suddenly appear,
nor will it work if none of that type of animal are within range of the Power.
Drawbacks:
The character cannot summon animals without the Summon Animals Op-
tional Effect.
Animal Control provides no ability to communicate with the animals without
the Eyes and Ears Optional Effect. Even then, the quality and detail of informa-
tion that can be given by animals is limited, as their Intellect is effectively 1.
Animals can follow only one command at a time.
Issuing a command to an animals is an Action, meaning that multiple com-
mands cannot be given without the Pack Leader Optional Effect.
Artificial Limb
Cost: 10  Vital: Nerve  Range: Self  Difficulty: N/A
A character with an Artificial Limb has had one of their body parts replaced by
an empowered prosthetic. The replaced limb can be the character’s hand, arm,
leg, or eye. Artificial Limbs allow characters to be faster, stronger, and more

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precise than they would normally be. Though Artificial Limbs usually are cyber-
netic in origin, it is not unheard of for characters to have body parts replaced
and enhanced through arcane rituals.

Effectively, an Artificial Limb allows a character, when using the limb, to
enhance their Force, Agility, and Accuracy scores by half the character’s Artifi-
cial Limb Rating. A Hero with a cybernetic arm and a Rating of 4 in the Artificial
Limb Power, for instance, treats their Force as 2 higher than normal when using
that arm. This bonus can enhance Vitals tests, Skill tests (through Associated
Vitals), and even damage rolls. For example, when the Limb is involved:

That Hero adds 2 dice (half their Power Rating) to any Force tests made.
If the Hero makes an Unarmed attack, they roll a number of dice equal to
their Unarmed Skill Rating, tally the number of hits, and then add 6 (their Force
score plus half their Power Rating) to the result. For the attack to hit, that result
must be greater than or equal to the target’s Defensive Value.
To determine damage for this attack, the Hero rolls a number of dice equal
to the total of the Hero’s Unarmed bonus plus their Force plus half their Power
Rating (the number of dice = their Unarmed bonus + 6); the number of hits
from this roll is the amount of Strain dealt.
For a character using an Artificial Eye, all bonuses and options normally
based on Force (except for bonus damage) instead are based on Awareness.
Artificial Limbs can be targeted and destroyed. If an Artificial Limb takes
an amount of Strain equal to its Power Rating, it is rendered completely use-
less until it is fully repaired. Artificial Limbs recover at the same rate at which
a Hero normally recovers from Physical Strain, but a character cannot repair a
Limb and recover their own Strain at the same time; they must choose between
repairing their Limb or patching themself up. If a Limb is somehow completely
destroyed or removed, it can only be replaced through surgery or ritual.

Optional Effects:
Enhance: The character chooses between Force, Agility, and Accuracy.They now
add 2 additional dice to that type of Vitals test when it involves their Artificial
Limb. This Optional Effect may be taken multiple times and stacks with itself.

Melee Weapon: The character has a retractable melee weapon built into
their Artificial Limb. This weapon cannot be disarmed, and its use is consid-
ered an Armed attack, but it still adds half the Power Rating to its damage.
Although it may be apparent that the character has an Artificial Limb, the
grafted weapon is not readily apparent: add the Power Rating to Tests made
to conceal this weapon.

Ranged Weapon: The character has a retractable ranged weapon built into
their Artificial Limb. This weapon cannot be disarmed and deals damage
equal to the base weapon’s damage. This weapon consumes ammunition
at the normal rate, and reloading is an Action. Although it may be apparent
that the character has an Artificial Limb, the grafted weapon is not readily
apparent: add your Power Rating to Tests made to conceal this weapon.

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Additional Limb: The character gains another Artificial Limb. This Optional
Effect may be taken more than once, bestowing a new limb each time it is
taken. All of a character’s Artificial Limbs share the same Power Rating, but
they do not share Optional Effects.
Indestructible: Any damage done directly to the Artificial Limb is reduced
as if the character had the Toughness Power. The character makes an un-
modified Artificial Limb test to reduce the damage. (See page 108 for more
information on Toughness.)
Drawbacks:
Artificial Limbs will set off metal detectors.
Artificial Limbs are very noticeable and difficult to disguise. Tests made to
disguise them are penalized by half the Power Rating.
If an Artificial Limb takes an amount of Strain equal to its Power Rating, it is
broken and completely useless until it is fully repaired or replaced.
If the Limb is cybernetic, it is vulnerable to devices and attacks that affect
electronics, such as electromagnetic pulses. If the Limb is magical in origin,
it may be shut down by powerful arcane or psychic influences.
Characters never add their Artificial Limb bonus to Power tests involving any
other Powers the character may have.
Blast
Cost: 6  Vital: Accuracy  Range: 10 yards x Power Rating  Difficulty: DefensiveValue
The character is able to shoot powerful bolts of energy from their hands or
eyes. The type of energy must be chosen when Blast is first purchased and can-

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91Chapter 06 Powers

not be changed. Energy types include fire, cold, acid, psychic, toxic, electric, and
sonic. If a player would like their Hero to deal a different type of damage, they
should consult their GM. The character tests their Blast Power as if they were
making an Armed Ranged test. If they hit, they then make an unmodified Blast
test, dealing 1 point of Physical Strain per hit.
Optional Effects:

Dead Eye: The Blast ignores all cover, except for total cover.
Potent Blast: Targets hit by the Blast must make a Nerve test or be Stunned.
The Difficulty of this Test is half the character’s Power Rating, rounded down.
Bloody Knuckles: The character surrounds their fists or weapon in a halo of
energy. After a successful Unarmed or Armed Melee attack, the character
deals normal melee damage, plus the damage the character would inflict
through Blast without this Optional Effect. (The normal melee damage does
not have an energy type; the Blast damage does.) Surrounding one’s fists or
weapon in energy does require an Action. Maintaining the halo of energy
is a Non-Action.
Drawbacks:
It is possible for a target to be resistant (half damage) or immune (no dam-
age) to the type of energy dealt by a Blast, as per the target villain’s stat block
or the GameMaster’s ruling. For example, a Hero using a Psychic Blast against
a mindless combatant would deal no damage.
Using Blast while engaged in melee inflicts the same penalties on the Hero
as if the Hero were using a ranged weapon.
Blast can never be used to deal Non-Lethal damage.

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Chameleon
Cost: 8  Vital: Magnetism  Range: Self  Difficulty: Varies

The Chameleon Power allows characters to alter their appearance to look like
another person. Using the Chameleon Power is an Action that allows the char-
acter to add their Chameleon dice to any Deception test made to disguise
themself. A Chameleon attempting to look like a specific person has to have
observed either the target in person or a recording of the target in order to im-
personate them. For example, a Chameleon who has only seen pictures of Ron-
ald Reagan could change into him visually, but it would be impossible to fully
impersonate Regan until the Chameleon has watched tapes of his speeches.
The difficulty of a Chameleon test is determined by how much the character
knows about the target and how much they have observed them. If a Cha-
meleon alters their own appearance but isn’t attempting to mimic anyone in
particular, there is no Difficulty for the Test; however, the Chameleon will still
have to make a Deception test to craft their disguise and for others to roll No-
tice tests against.

Optional Effects:
Polymorph: The character is able to alter their clothes when they change
shape. All changes are purely cosmetic and lose their effect if the Chameleon
removes the clothing. Also, the Chameleon cannot alter the shape of items
in their hand. For example, they could not turn a gun into a bouquet of flow-
ers. But they could alter their clothing to make concealing the gun easier.

Ventriloquist: The character may perfectly replicate another’s voice while in
their form, even if they have never heard that subject speak before..

Visage: The character can alter their appearance in subtle ways that can ei-
ther deeply unsettle someone or gain their trust. The Chameleon adds a
number of dice equal to half of their Power Rating to their Intimidation and
Persuasion tests. Whenever they fail at one of these Tests, they are discov-
ered to be a fake.

Mute Tell: The character is aware of their tell (see Drawbacks, below) and is
able to disguise it when they change shape. This does not give a mechani-
cal benefit to their Deception tests, nor does it guarantee a perfect disguise.
But should the character’s tell become common knowledge, they may need
to hide it.

Drawbacks:
The Chameleon Power cannot make a perfect copy. A Chameleon always
leaves a “tell”—a small detail that does not quite shift into the new disguise.
This tell could be anything from the character’s hair color to a small scar.

The character’s Chameleon Power lasts as long as they need it to, but if they
take any Strain, they must make a Chameleon test (Difficulty = 5 + damage
dealt) or revert to their normal form.

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93Chapter 06 Powers

Elasticity
Cost: 8  Vital: Agility  Range: Self  Difficulty: Varies (5 + 1 per yard stretched)

The Elasticity Power allows characters to contort their bodies into abnormal shapes
and stretch themselves far beyond their natural limits. Characters with Elasticity can
stretch their bodies 1 yard for every rank in Elasticity they have without needing to
make a Power test. They can attempt to stretch even farther by making an Elasticity
test with a Difficulty of 5 + 1 per yard extended.The character can also compress their
body into any number of shapes, such as a bridge, a ball, or a safety net. While con-
torted into another form, the character will usually have to make some sort of Test in
order to take any actions. For example, if they stretch between two buildings to act as
a bridge for their allies, they will need to make a Force test in order to support them,
and though they may easily stretch themselves to peer over a 30-foot wall, trying to
walk in that form would definitely require an Agility test just to maintain their balance.

Characters with Elasticity can also stretch to attack foes from a distance,
but they can only stretch within their normal range and take a -2 dice penalty
to their attack test for every yard they extend.

Optional Effects:
Wrap: The character can use their Elasticity to Entangle an opponent, mak-
ing a Power test instead of an applicable Physical Skill test. If the target is still
entangled the next round, the character can choose to begin wrestling with
that opponent. Entangling and wrestling with a human-sized opponent re-
quires 2 yards of extension and is subject to the normal extension penalties.

Crush: After successfully maintaining a pin for 1 round, the character can
constrict their opponent. The character rolls an unmodified Elasticity test,
dealing 1 point of Physical Strain for each hit.

Rubbery: The character is resistant to impact damage. Strain dealt by punches,
bullets, and other non-energy attacks are reduced by half (rounded down)
of the character’s Elasticity Rating. Mental Strain and Strain taken from en-
ergy attacks affect them normally.

Stride: If the character alters their shape for the sole purpose of increasing
their speed, add half their Elasticity Rating to their Pace.

Drawbacks:
If a character has an Injury to a limb, that limb may not be used for Elasticity.

If a character is stretched beyond their natural form for longer than one
minute, they must test Nerve (Difficulty 2 + 1 per minute beyond the first). If
they fail, they immediately snap back into their normal form, taking Physical
Strain equal to the number of yards they were extended.

If a character is forcefully stretched, they make an Elasticity test to attempt
to maintain their shape. If they fail, they take one point of Physical Strain for
every yard they stretch against their will. If this damage takes the character
past their Breaking Point, it will cause an Injury to their limb(s).

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94 Cold Steel Wardens

Elemental
Cost: 12  Vital: Intellect  Range: 10 yards x Power Rating  Difficulty: Target’s
Defensive Value or 5 + 1 per cubic yard manipulated
A character with the Elemental Power is able to wield a natural element as
an extension of themself. When this Power is purchased, choose one element
to control: fire, water, earth, air, electricity, shadow, or any other naturally oc-
curring material or phenomenon the GM will allow. The way a character ma-
nipulates an element is left to the player’s imagination and the GM’s ruling: a
character could extinguish a fire, cause electricity to erupt from a generator, or
cause a small tremor to topple their opponents, for instance.

Manipulating an element requires an Elemental test with a base Difficulty
of 5 + 1 per yard of material being manipulated (rounded up) and requires an
Action. Complex manipulations or attempts to manipulate something that re-
sists (due to being bolted down, extreme density, etc.) increases the Difficulty.
Optional Effects:

Missile: If the character has at least 1 yard of material, they can use it to make
a Blast attack by making an Elemental test against their target’s Defense
Value. If successful, the character makes an unmodified Elemental test to
deal Physical Strain.

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95Chapter 06 Powers

Spark: The character can create a small amount of their element: no more than
a spark or candle-sized flame. The character can then expand and use that ma-
terial as normal. Creating a Spark is a Difficulty 9 Elemental test and is an Action.

Protective Cloud: The character is able to surround themself and their adja-
cent teammates in a cloud made from their element. If anyone attempts to
breach the barrier, the character makes an unmodified Elemental test. The
target takes 1 point of Physical Strain per hit. Forming the cloud is a Diffi-
culty 9 Elemental test. If multiple people are included in the cloud, add 1 die
per person. In battle, the character makes an Elemental test every round to
maintain the cloud. Out of battle, they only need to make the test once per
minute. A cloud cannot be moved once it is formed.

Sculpture: The character is able to create an elemental construct at any point
within the range of the Power. The Sculpture can be in any shape, as long as it
stays within the size of an average human. The character can sustain and ma-
nipulate the sculpture as long as they concentrate and it stays within their range.

Drawbacks:
Normally, the Elemental Power only allows the character to control their ele-
ment; it does not inherently allow them to create it.

Depending on the environment, a character’s Elemental Power may be neu-
tralized. For example, attempting to manipulate fire in a rainstorm would be
extremely difficult, while attempting to use Spark to create a shadow in a
floodlight would be impossible.

Manipulating an element requires concentration. If a character is damaged
while controlling any amount of elemental material, they must pass a Power
test (Difficulty = 5 + damage dealt) or lose control. The character cannot at-
tempt to regain control of that section of material for one minute.

Flight
Cost: 10  Vital: Agility  Range: Self  Difficulty: Varies

Flight allows a character to fly as easily as they run. Flight follows the rules for
piloting a flying vehicle (found on page 35). A Hero’s  maximum Pace while fly-
ing is equal to their Agility plus their Flight Rating. Normally, characters don’t
need to make a Power test to fly. But if the character is flying in adverse condi-
tions or attempting a maneuver, they will need to pass a Flight test. A flying
character isn’t able to stop mid-air. They can slow their momentum, but they
aren’t able to completely stop without landing. A character can increase their
Flight speed following the same rules as sprinting (see page 113).
Optional Effects:

Hover: The character may hover while flying, coming to a complete stop in
the air. While hovering, the character can fight and take actions as normal.

Aerial Ace: The Hero is an expert in aerial maneuvers, adding 2 dice to any
attempt to make a Special Maneuver while in flight.

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96 Cold Steel Wardens

Drawbacks:
If they aren’t Hovering (see Optional Effects, above), flying characters aren’t
fully able to defend themselves. Characters in flight follow the same rules as
sprinting characters (see page 113).

Force Field
Cost: 12  Vital: Intellect  Range: 10 yards x Power Rating  Difficulty: Varies,
based on shape

A character with the Force Field Power is capable of projecting an energy bar-
rier that is immune to all Physical damage. Projecting a Force Field always re-
quires a Test; the Difficulty is determined by the complexity of the Field’s shape.
Creating a basic disc requires a Force Field test of Difficulty 6, and simple three-
dimensional shapes such as cubes and spheres have a Difficulty of 8, while
more intricate shapes like cages and grates have a Difficulty of 9.

Creating a Force Field is an Action, as is moving it. Maintaining a Force
Field does not take an Action but requires concentration; taking Strain while
maintaining a Force Field may cause the Force Field to collapse.

Optional Effects:
Invert Spectrum: The character can make their Force Fields invisible to the
naked eye.

Multiple Fields: The character is able to maintain multiple Force Fields at once.
For every Force Field, add 1 die to the Difficulty to create and maintain each.

Project Armor: The character is able to project armor for themself, adding
half of their Force Field Rating to their Defensive Value (rounded down). This
Force Field still needs to be maintained, but it moves with the character and
cannot be individually targeted: it cannot be destroyed.

Project Weapon: The character can project a weapon-shaped Force Field
from their hand, using it as a melee weapon. The character tests Force Field
instead of Armed Melee to attack, and deals the same damage as the weap-
on their Force Field is shaped after.

Drawbacks:
Normally, Force Fields are not invisible: they appear as translucent fields of
colored energy.

While the Force Field itself is immune to all damage, whenever it is dealt
Strain, the Hero must make a Force Field test (Difficulty = 5 + damage dealt).
If the Hero fails this Test, the Force Field collapses. The Hero takes Strain
equal to the damage dealt but can choose how much of the Strain is Mental
and how much is Physical.

If a character takes any Mental or Physical Strain while maintaining a Force
Field, they must make a Force Field test (Difficulty of 5 + Strain taken) or it
will collapse.

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97Chapter 06 Powers

Healing
Cost: 14  Vital: Nerve  Range: Self  Difficulty: Varies

The Healing Power repairs any damage that a character’s body has taken. Heal-
ing recovers any Physical Strain, but it does have limitations. Healing cannot
repair major Injuries that require surgery, nor does it allow characters to regain
lost limbs.

A character with Healing may roll a number of dice equal to their Healing
Power Rating once every five minutes. Every 2 hits on this Test recovers 1 point
of Physical Strain.

Optional Effects:
Medic: The character is able to use their Power to heal others: change the
Power’s range to Touch.

High Metabolism: The character can test Healing once per minute.

Sustainable: The character recovers 1 Physical Strain per hit on their Healing
tests.

Regenerate: The character can attempt to heal Injuries. Recovering from Inju-
ries takes a long time and is very difficult. Regenerate is a Test of Difficulty 11
or higher and requires several uninterrupted hours. The player must declare
they are attempting to heal an Injury before they make the Test, and they
cannot make any other Healing tests while attempting to heal an Injury.
Healing cannot repair Injuries taken as Drawbacks at character generation.
Drawbacks:
Normally, Healing cannot repair Injuries, which require surgery or similar
procedures in order to heal.

Healing recovers only Physical Strain.

Illusion
Cost: 14  Vital: Intellect  Range: 10 yards x Power Rating  Duration: Concentration
Difficulty: Varies based on Illusion created

A character with the Illusion Power can conjure a three-dimensional image to
deceive their opponents. As long as a target believes the Illusion is real, they can
touch, operate, or even communicate with it as they would a normal object. Ba-
sic stationary objects such as walls or boxes pose Difficulty 5 Illusion tests, while
creatures and people are Difficulty 8. Adding details to the Illusions, or having
them move and interact with people, increases the Difficulty of the Tests. Illusion-
ists can create an amount of illusory material equal to 1 cubic yard per Illusion
Rating. If an Illusion takes any amount of Physical Strain, it instantly vanishes.
Anyone can recognize an Illusion by succeeding on an opposed Intuition test.

Optional Effects:
Multiple Illusions: The character may conjure an additional Illusion and main-
tain multiple Illusions simultaneously.

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98 Cold Steel Wardens

Assault: The character’s Illusions are able to inflict either Physical or Mental
Strain (choose one when this Optional Effect is taken). To attack with an Illu-
sion (after having succeeded on the Test to create it), the character makes a
second Illusion test with a Difficulty of the target’s Psyche + 5. If successful,
the character then makes a third Illusion test, this time unmodified, dealing
1 point of Strain for every hit. Attacking with an Illusion is an Action, and it
requires that the Illusion make contact with the target.
Mass Illusion: The character can create twice the normal amount of illusory
material.
Prestige: The character may choose one unique, complex illusory shape, such
as themself or a specific creature, and can conjure that Illusion with a Dif-
ficulty 5 (instead of Difficulty 8) Illusion test.
Veiled Threat: The character uses Illusion to make Intimidation tests.
Drawbacks:
Illusions must be maintained.
If the character or Illusion ever move out of the Power’s range, the Illusion
disappears.

Immunity
Cost: 8  Vital: Nerve  Range: Self  Difficulty: 5 + Strain Dealt
When this Power is first purchased, the player chooses a type of damage. Fire,
cold, psychic, radiation, and poison are all acceptable types, while “physical at-
tacks” and “bullets” are not. The character is Immune to the type of damage
chosen.

Whenever the character faces any damage covered by their Immunity, they
make a Power test with a Difficulty of 5 + Strain dealt. If they succeed, they ig-
nore all Strain and negative effects. If they fail, they only take half of the Strain
that otherwise would have been dealt, rounded down.
Optional Effects:

Vigor: The character is Immune to an additional type of damage.
Endurance: The character chooses a force that is not necessarily a source of
damage, such as suffocation. They may now make Immunity tests against
this force.
Drawbacks:
None.

Invisibility
Cost: 12  Vital: Nerve  Range: Self  Difficulty: Varies (typically opposed Notice test)
Characters with Invisibility are able to bend light around themselves to make
themselves imperceptible to the naked eye. These characters add their Invis-
ibility dice to any Stealth test where they could potentially be spotted. As long

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