Aaliyah Johnson (Order #36367851)
CREDITS FORWARD
Lead Designer: Justin Handlin Greetings and well met, deviant!
Producer: Alicia Handlin Ever since we were kids, we always loved
Editor: Daniel Xavier pretending to be our favorite superhero. It
Art Director: Justin Handlin allowed us an escape from the mundane. It
Layout Design: Justin Handlin granted us a sense of freedom that would go on
Cover Illustrator: Erkan Onur to drive our imaginations for years. From tying a
Cartography: Ross McConnell, Polinka Dot towel around our necks and leaping off the
Interior Illustrators: Dean Spencer, John F. Ridley, stock art, couch, pretending we could fly, to climbing a
tree, pretending we could crawl up it like a
Jacob E. Blackmon spider, each of these little moments in our lives
Writers: Justin Handlin, Richard Handran, Elliana Eitniear were blissful and full of optimism.
Special Thanks: To all our Patreon supporters! You helped
Now, as adults, we have harnessed that
make this project possible. Alan Gunhouse, Aleks from imagination and taken it to a new level with
Obsidian Portal and Cory Carter. Thanks to everyone who wonderful story building opportunities in the
backed us on Kickstarter, we may not have funded but form of RPGs. The 5th Edition of the world’s
your support is what encouraged us to continue pushing greatest roleplaying game has experienced a
to get bring this project to life. shift in the world. More and more people are
Playtesters: Elliana Eitniear, Justin Handlin, Ian Wood, playing games and telling stories with friends
Matthew Waldo thanks to the streamlined nature of 5e, so it was
only a matter of time before someone like us
ON THE COVER would step into bringing our childhood heroes to
Our cover art was designed and illustrated by comic book life at our tables.
artist Erkan Onur. Erkan is a graphic designer from Turkey.
Capes & Crooks is a powerful tool for
© Crit Academy Studios recreating our favorite heroes from comics, TV
Crit Academy, Cobalt City, Terra, Capes & Crooks, and their shows, and movies we grew up with. We altered
associated logos are trademarks of Crit Academy Studios the 5e ruleset in a way that better fit the
Product Identity: The following items are hereby identified as superhero genre that doesn’t require the players
Product Identity, as defined in the Open Game License version to learn a new RPG but, instead, goes a bit
1.0a, Section 1(e), and are not Open Content: All trademarks, further by allowing them greater customization
registered trademarks, proper names (characters, place names, than the official ruleset allows for. We believe
new deities, etc.), dialogue, plots, story elements, locations, this is Capes & Crooks’ greatest strength.
characters, artwork, graphics, maps, sidebars, and trade dress.
(Elements that have previously been designated as Open Game With thousands, maybe even millions, of
Content are not included in this declaration.) possible combinations, what hero will you make?
Will you dawn the mask of your favorite hero, or
Open Game Content: The Open content in this book includes the will you take a step forward and introduce the
rules for origins, class/role options, powers, enhancements, magic world to a unique and interesting hero? The
& other items, monsters, conditions, and gear. No other portion of choice is yours. Build stories that you and your
this work may be reproduced in any form without permission. friends will remember for years to come. Never
forget: the goal is to have fun. I know we
certainly had a blast playtesting and writing this
one.
Thank you for your support of Capes & Crooks!
-Justin Handlin, Project Lead
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Aaliyah Johnson (Order #36367851)
TABLE OF CONTENTS Role Features.............................................................. 32
Brute ............................................................................. 32
Credits ........................................................................ 2
Brute Strength ......................................................32
Forward ...................................................................... 2 Indomitable Defense ........................................... 33
Unarmored Defense............................................. 33
Table of Contents ..................................................... 3 Ultimate Defense.................................................. 33
Deadly Debris ........................................................ 33
Welcome to Cobalt City ...........................................6 Unstoppable Juggernaut..................................... 33
The Rise of Capes & Crooks .......................................6 Indomitable ........................................................... 33
The World of Superheroes......................................... 8 Retaliation ............................................................. 33
Factions of Cobalt City ............................................... 8 Crime Fighter ............................................................. 34
Role Features.........................................................34
How to Play................................................................9 Expertise ................................................................34
Public Opinion..............................................................9 Fighting Style ........................................................ 35
Remarkable Athlete ............................................. 35
How to Run the Game ............................................ 10 Superior Critical ...................................................36
Player Characters ................................................. 10 Action Surge ..........................................................36
Psychological Warfare ........................................36
The Overseer............................................................... 10 Survivor ..................................................................36
Swift Assault..........................................................36
Creating your Deviant Hero ................................... 11 Element Controller ................................................... 37
Role Features......................................................... 37
Alter Ego................................................................... 12 Elemental Origin ..................................................38
Average Joe.................................................................. 12 Control Points .......................................................38
Businessman ...............................................................13 Adaptable Power...................................................38
Criminal ....................................................................... 14 Elemental Control ................................................38
Doctor........................................................................... 14 elemental Affinity ................................................39
Doomsday Prepper.................................................... 15 Elemental Adept ...................................................39
Lawyer.......................................................................... 15 Elemental Mastery...............................................39
Reporter ....................................................................... 16 Elemental Recuperation .....................................39
Mechanic ..................................................................... 17 Exosuit .........................................................................40
Scientist ....................................................................... 18 Role Features........................................................ 40
Spy................................................................................. 18 Exosuit ................................................................... 40
Enhanced Strength .............................................. 41
Origins...................................................................... 19 Ambro Med Shot................................................... 41
Android ........................................................................ 19 Overcharge............................................................. 41
Equipment Augmentations ............................... 41
Android Traits ...................................................... 20 Mental Disruption Inhibitor.............................. 41
Beastman.....................................................................20 Automated Defenses ........................................... 41
Medical Probe........................................................42
Beastman Traits ................................................... 21 Armored Titan ......................................................42
Experiment ................................................................. 21 Gadgeteer .................................................................... 43
Role Features.........................................................43
Experiments Traits ..............................................22 Gadgeteer ...............................................................43
Freak Accident............................................................22 Drone Systems ..................................................... 44
Ambro Surge......................................................... 44
Freak Accident Traits ..........................................23 Target Assist......................................................... 44
Genius ..........................................................................24 Integrated Anti-Gravity Boots ........................ 44
Automated Defenses .......................................... 44
Genius Traits ........................................................ 24 Battle Droid........................................................... 44
Inherited ......................................................................25 Nanite Infusion.....................................................45
Drones .....................................................................45
Inherited Traits ....................................................25 Jumper .........................................................................46
Inhuman ......................................................................26
Inhuman Traits.................................................... 26
Mutant.......................................................................... 27
Mutant Traits ........................................................27
Training .......................................................................28
Training Traits..................................................... 28
Undead .........................................................................29
Undead Traits ....................................................... 29
Hero Advancement.................................................30
Roles ..........................................................................31
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Role Features ........................................................ 46 Using Ability Scores................................................ 71
Jumper.................................................................... 47 Ability Scores...............................................................71
Natural Jumper .................................................... 47
Surprise Teleport................................................. 47 Advantage and Disadvantage................................ 71
Transposition....................................................... 47
Projectile Transferal........................................... 47 Heroic Moment ...................................................... 72
Mass Teleportation............................................. 48 Using your Heroic Moment .................................... 72
Void Slip................................................................. 48
Mystic .......................................................................... 49 Proficiency Bonus .................................................. 72
Role Features ........................................................ 49
Arcane Studies ..................................................... 50 Ability Checks ..........................................................73
Summoned Familiar ........................................... 50 Contests ....................................................................... 73
Potent At-Will Powers ....................................... 50 Skills ............................................................................. 73
Empowered Incantations .................................. 50
Overchannel........................................................... 51 Skills with Different Abilities............................74
Counterspell .......................................................... 51 Passive Checks ...........................................................74
Psychic .........................................................................52 Working Together .....................................................74
Role Features .........................................................52
Telepathic Push ....................................................53 Group Checks ........................................................75
Cerebral Contact ...................................................53
Psionic Assault ......................................................53 Using Each Ability.................................................. 75
Mental Barrier.......................................................53 Strength....................................................................... 75
Understanding of Minds.....................................53
Telekinetic Barrier ...............................................53 Strength Checks ...................................................75
Mind and Body Purification.............................. 54 Attack Rolls and Damage ...................................76
Shapeshifter ...............................................................54 Lifting and Carrying ............................................76
Role Features ........................................................ 54 Dexterity ...................................................................... 76
Shifting ...................................................................55 Dexterity Checks ..................................................76
Wild Shape .............................................................55 Attack Rolls and Damage ...................................76
Vicious Strike........................................................ 56 Armor Class ...........................................................76
Adaptive Ward...................................................... 56 Initiative .................................................................77
Mythical Forms.................................................... 56 Constitution ..........................................................77
Master of Disguise .............................................. 56 Hit Points ...............................................................77
Speedster .....................................................................57 Intelligence ............................................................ 78
Role Features .........................................................57 Wisdom ................................................................... 78
Superspeed............................................................ 58 Charisma ................................................................79
Sonic Assault ........................................................ 58 Saving Throws ...........................................................79
Speed Power ......................................................... 58
Speedster Reflexes .............................................. 58 Being a Hero............................................................ 80
Sonic Boom ........................................................... 59 Time..............................................................................80
After Image ........................................................... 59 Movement ...................................................................80
There in a Flash ................................................... 59
Whirlwind ............................................................. 59 Speed ...................................................................... 80
Special Types of Movement............................... 81
Basic Equipment .................................................... 60 The Environment ...................................................... 81
Armor .......................................................................... 60 Falling and Impact Damage .............................. 81
Suffocating ............................................................82
Light Armor ........................................................... 61 Vision and Light ...................................................82
Medium Armor ..................................................... 61 Food and Water.....................................................82
Battlesuits ...........Error! Bookmark not defined. Interacting with Objects .....................................83
Getting Into and Out of your Super Suit Armor Resting ......................................................................... 83
................................................................................. 62 Short Rest...............................................................83
Weapons ......................................................................63 Long Rest ...............................................................83
Between Missions .....................................................84
Tech & Arcane Items ............................................. 68
Attunement and Equipped ..................................... 68 Combat..................................................................... 85
Combat Step by Step .................................................85
Surprise .......................................................................85
Initiative ......................................................................85
Your Turn ....................................................................86
Movement and Position ..........................................87
Breaking Up Your Move ......................................87
Difficult Terrain ...................................................87
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Being Prone............................................................87 At-Will Powers...................................................... 103
Interacting with Objects Around You ...................88
Powers .................................................................... 127
Moving Around Other Creatures ..................... 88 Power slot..................................................................166
Flying Movement ................................................ 88 Powers Known of 1st Level and Higher..............166
Creature Size ........................................................ 88 Power Ability ............................................................166
Actions in Combat .................................................... 89
Attack ..................................................................... 89 Enhancements ......................................................166
Activate a Power .................................................. 89
Dash ........................................................................ 89 Signature Powers.................................................. 174
Disengage .............................................................. 89
Dodge ..................................................................... 89 Conditions.............................................................. 185
Go Beyond ............................................................. 90 Blinded ....................................................................... 185
Help......................................................................... 90 Burning ...................................................................... 185
Hide......................................................................... 90 Charmed .................................................................... 185
Ready ...................................................................... 90 Deafened.................................................................... 185
Search..................................................................... 90 Exhaustion ................................................................ 185
Use an Object ........................................................ 90 Frightened................................................................. 186
Making an Attack....................................................... 91 Frigid ..........................................................................186
Attack Rolls ............................................................ 91 Grappled ....................................................................186
Unseen Attackers and Targets .......................... 91 Incapacitated ............................................................ 186
Ranged Attacks ..................................................... 91 Invisible .....................................................................186
Melee Attacks ....................................................... 92 Paralyzed ...................................................................186
Cover.............................................................................93 Petrified .....................................................................186
Damage and Healing ............................................... 94 Poisoned .................................................................... 187
Hit Points .............................................................. 94 Prone .......................................................................... 187
Damage Rolls........................................................ 94 Restrained ................................................................. 187
Damage Resistance and Vulnerability ........... 95 Shocked...................................................................... 187
Healing................................................................... 95 Stunned...................................................................... 187
Dropping to 0 Hit Points ................................... 95 Unconscious ............................................................. 187
Knocking a Creature Out.................................... 96
Temporary Hit Points ........................................ 96 The Multiverse and Material Realm ..................188
Mounted Combat .......................................................97
Mounting and Dismounting ............................. 97 Traps and Hazards ...............................................189
Controlling a Mount ........................................... 97 Sample Traps and Hazards ..............................189
Tech and Gear in Battle ............................................97
Don’t Blow It! ........................................................ 193
Superpowers........................................................... 98 Introduction ............................................................. 193
What is a power?....................................................... 98
Power Levels.............................................................. 98 Background.......................................................... 193
Power Slots ................................................................ 98 Overview ............................................................... 194
Activating Powers at Higher Levels ..................... 99 Scene #1 — Assess and Infiltrate ........................ 195
Powers in Armor....................................................... 99 Gathering Information .......................................... 195
At-Will Powers.......................................................... 99 Skill Challenge: Infiltration ..................................196
Superpowers .............................................................. 99 Success or Failure...............................................197
Signature Powers ..................................................... 99 Scene #2 — Locating the Hostages .................... 197
Using Powers ............................................................. 99 Success or Failure...............................................198
Trapped! ....................................................................198
Activation Time ................................................... 99 Scene #3 — An Explosive Situation....................198
Power Range ........................................................100 Defusing the Bombs ......................................... 200
Duration................................................................100 Conclusion ................................................................ 201
Targets .................................................................. 101 Outcome #1 ..........................................................201
Areas of Effect ..................................................... 101 Outcome #2 .............................................................. 201
Power Saving Throws........................................102 Rewards/XP .............................................................. 201
Power Attack Rolls .............................................102
Combining Power Effects.................................102 Crooks & Monsters .............................................. 202
Character Sheets ……………………………………………..215
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Aaliyah Johnson (Order #36367851)
WELCOME TO COBALT CITY
THE RISE OF CAPES & CROOKS
The world of the Capes & Crooks game, Terra,
is built on lost civilizations and technologies as a
place of science, evolution, and even ancient
magic. In it, valiant heroes, dangerous villains,
and heroic moments are ever present. It is a
semi-futuristic or ‘Ultra-modern’ world with
advanced technologies that adds splashes of
monstrous creatures, surreal places, and
amazing powers that make it distinctive, diverse,
and exciting.
The sudden boom of advancement came from
the first appearance of a superpowered person
twenty-five years ago. A young child was born
with a genius intellect, learning to speak merely
minutes after leaving the womb. Stunning the
world, she became the first official
superpowered person to be documented. While
legends were common of past god-like beings
existing in the old writings, this child was no
mere story. Slowly, more superhumans began to
appear. It wasn’t just the newly born, but people
of all ages around Terra began to manifest
different kinds of abilities. All within the first ten
years of the young genius’ life, this appearance
and spread of superpowered people became
known as ‘The Rise.’
As amazing as The Rise was, the spontaneous
manifestation of abilities sometimes caused the
decimation of many different countries and
civilizations around the world. All kinds of life
were affected. Vegetation became warped or
sentient. Animals mutated into different forms,
becoming hideous monstrosities and dangerous.
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Aaliyah Johnson (Order #36367851)
While some of the events during The Rise may The Rise brought about massive destruction
have been an accident, such as the devastation of and unparalleled anarchy in many areas. While
Geneva Lake where a newly formed massive efforts have been made to reconnect and
superpowered person lost control of an ability rebuild, not all areas have been reachable. Slums
that suddenly manifested, there were villainous in ruined areas of cities have become a festering
crooks that took their abilities with devious ground for gangs and criminals. The poor and
plans to prey on the weak. The instability and despondent have been lured to the servitude of
fluctuations of different powers toppled weaker the big crime bosses on the promise of wealth or
governments when they failed to contain protection. Gang leaders, mob bosses, and tyrant
rampaging beasts and those that chose to do tycoons have taken to strengthening their sides
harm with their powers. Conventional weapons with any deviants they possibly can. The areas
just weren’t enough in stopping the emerging that have been rebuilt, where order has been
threats. partially restored, have made fighting back
against dark deviants and the monstrosities their
Appearing to see The Rise as an invitation, first priority. This has led to many further advances
contact was also made with off-world beings. An of technology by allying with alien visitors and
already panicked Terra was forced to accept that studying lost magics and dark arts.
the universe was so much more diverse and
abundant with life than they ever could imagine. So, where are we now? We are in the struggle
Some of the visitors offered their aid in the between the powers. Bank robbers that can walk
trying times of The Rise and others took through vault walls, supervillains that now have
advantage of the unstable world. means to conquer, or fiendish murderers that
kill for sport are on the loose, but the growth of
Amidst the chaos, the stronger countries deviants that have taken to the call of great
struggled to keep the peace and labeled responsibilities to risk life and limb for their
superpowered humans, intergalactic aliens, and fellow inhabitants of Terra has been a blessing.
some of the more advanced monstrosities that The selfless still exist and have been making
roam the lands as ‘Deviants’. Used as a blanket their own attempts to thwart villains and beasts.
term for those that were considered hyper- Taking to a heroic look, concealing their
normal, classification as a deviant could range identities, brandishing their powers, this is the
from having minor powers to devastating era of Capes and Crooks.
abilities. Speculation on the cause of The Rise
brought upon many different theories. Countries
sought after the truth, seeking the possibility to
recreate the events as a means to produce
Deviants at will. Some just wanted answers. The
populace varied on their beliefs. Conspiracies
rose, claiming bio-chemicals could have
contaminated the planet, unfiltered radiation
from technologies, or some forced evolutionary
event could have been the cause.
The truth is simpler, but much darker. The
company, VANE (Visionary Alchemic & Neural
Engineering), had been experimenting on the
cosmic energies produced from gathered
particles of an irregular comet’s tail that had
passed near Terra. An experiment on one of
VANE’s orbital space stations led to an explosion
that doused the atmosphere with an unknown
compound. A coverup was made and VANE took
to other ways continue their research, but the
damage was already done.
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Aaliyah Johnson (Order #36367851)
THE WORLD OF SUPERHEROES FACTIONS OF COBALT CITY
While the world has slowly been adjusting to the In all their remarkable diversity, the diverse
increase of deviants, which is now well over citizens of Cobalt City go about their routines,
twenty percent of the world’s population. The bustling shopping centers, dark alleys, and
governments that remain have developed new bright business centers. Robots, hover cars, and
technologies and strategies for dealing with the acclivity trains carry various people and products
rise of deviants and the threat they pose, but for from one location to the next. Interlinked
the average person living in this world, they live throughout it all are people of power, wealth,
in relative safety so long as they stay within the and influence in a constant struggle to ensure
bounds of a city’s protection. Life has returned to the city is the best it can be. Below is a list of
a semi-normal state since The Rise. People go to some of the notable NPCs and their factions
work and school, have access to the internet, within Cobalt City.
holophones, self-driving acclivity cars, and
other modern or semi futuristic conveniences Anglers. The Anglers are a crime syndicate run
that are a part of daily life. There has been an by a half-man half-shark deviant known as
explosive growth in technology from genius level The Codfather. The Anglers are one of the
deviants as well as the occasional alien visitor. more brutish factions. Their turf ranges from
the dark alleys to penthouse suites
Since the first official appearance of deviants surrounding the ports. Specializing in the
25 years ago, the world’s governments have smuggling of illegal goods and advanced
struggled to contain and control the populace weapons, all the Codfather’s minions work to
from not only the new threats, but the prejudice control every aspect of the city from the
also that has arisen from deviants, those with shadows. Their contacts go deep and their
altered bodies, and aliens from other worlds. pockets deeper.
In an effort to support the government, the Cobalt City Police Department. Commissioner
private company VANE purchased land and built Nadine Jordan is the head of the CCPD. Her
some of the most advanced cities on the planet. faction’s goal is to pursue law and order within
Cobalt City, Emerald City, Diamond City, and the city. They often deal with the lesser issues
many more around the world, known as Gem that don’t involve powerful deviants. While
Cities, have become minor havens. Their goal they aren’t as well equipped as the Deviant
was to create a place where deviants could live in Response Team, they can handle the more
peace without the hatred of the outside world by common domestic calls. Their response time is
providing free housing, meals, medical care, and leagues ahead of the DRT. This means they are
offering many new jobs to those who come to the often the first to arrive on any scene. Jordan
newly formed city. sees the benefit of heroes and the need. While
vigilantism is against the law, she is a
It’s been 10 years since the first Gem City, steadfast champion in support of the heroes.
Cobalt City, opened its roads. While things
haven’t gone perfectly for VANE’s plans, both
deviants and regular people live in comfort
within the city. Naturally, the creation of cities
like Cobalt being filled with deviants and the
nature of their powers required special policing
and ways to preserve order. In response, VANE
created the Deviant Response Team or DRT for
short. This group of humans and automatons is
charged with the capture and control of deviants
who are deemed harmful to themselves and to
others. Unfortunately, the DRT can’t be
everywhere, so many good intentioned deviants
take up the rolls of vigilantes to help when and
where they can. Unfortunately, vigilantism is
still against the law, so even though they mean
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Aaliyah Johnson (Order #36367851)
Division of Anomalous Recombinant This is the world of the “Capes & Crooks”
Enforcement. DARKE is led by founder and Roleplaying Game (also referred to as C&C). This
master spy, Donald Darke. The DARKE is in the game utilizes the core rules for the 5th Edition of
business of collecting information from every the world’s greatest roleplaying game. Here, you
source they can get their hands on. This takes will take on the role of a superhero – a technical
on many forms but is primarily corporate and marvel, a courageous crime fighter, a stealthy
industrial espionage. They buy and sell shapeshifter, or spell slinging mystic. With a
information to gain leverage for what they group of friends and a bit of imagination, you
want. will strike out on dangerous missions and
terrifying challenges. These challenges take on
Deviant Response Team. The DRT is run by Dr numerous and incalculable forms from stopping
Henry Rowling, an electrical and mechanical bank robbers, handling deadly hostage
engineer. He and his team design the DRT negotiations, to slaying monstrosities created
weapons and bots to contain and capture from a mad scientist’s experimentations or side
dangerous or lawbreaking deviants. His team effects of ‘The Rise’.
is always collecting data on the deviants who
enter the city and analyzing their abilities to Dawn your cape and suit, hero. This book
build the best devices to capture the target contains everything you need to create a complex
with minimal risk to other citizens in the city. hero of your own!
The DRT also serves as the city’s standing
army. PUBLIC OPINION
Terran Senate. The Terran Senate functions as As the Overseer, it’s important to remember a
the prime government body on Terra. While few things when running adventures for Capes &
each country has many of its own laws and Crooks. On Terra, the world is split on the
regulations, the Terran Senate was formed to vigilantes. Some support them and what they are
ensure that a base set of laws is always doing, and others believe that vigilantes are
followed around the world. Using the three dangerous and make the situation worse. When
pillars of rule: legislative, executive, and the characters take actions, keep this in mind. An
judicial, the Terran Senate is the final voice of aggressive move that causes a powerful
all Terrans. Their leadership falls under explosion that causes property damage, or the
Rosamund Allerdan. injury or loss of life are huge arguments for
those against the heroes to leverage. Keep a
HOW TO PLAY record of reckless actions, as well as specific
heroic ones. After the events unfold, share with
Cobalt City is one of many cities full of bold the players how the public perceives their
heroes that put-on capes and costumes to do actions. A short one or two sentence news title is
battle with evil crooks and villains. Imagine a often more than enough to twist or reveal the
world where, suddenly, people around the world actions of the characters. This is a constant
found themselves imbued with fantastical gifts. reminder of the consequences of their actions.
These people fall somewhere along a long line of
morality. Some wish to use their gifts to help
others while others use their newly found power
to gain wealth and renown. Also, there are those
who seek to do evil to satisfy their darkness.
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Aaliyah Johnson (Order #36367851)
HOW TO RUN THE GAME
PLAYER CHARACTERS THE OVERSEER
As a player, you are creating a character: a One of the most important aspects of a
deviant superhero. This deviant is part of a team successful Capes & Crooks game is the Overseer.
that seeks to help restore balance to those who While the rest of the players only need to really
would cause chaos and harm to others. You and focus on running a single character, the Overseer
your team will delve into mad scientists’ must not only guide the players and their
laboratories, mob boss hideouts, and even caves characters through a story, but they have to play
and caverns where monstrous threats reside. A the parts of thousands of characters. Also, they
character controlled by a player is known as a set the scene and story that the players will take
player character (PC). Much like the main part in. Being an Overseer is akin to being a
characters in a comic book or movie, player movie director who doesn’t have control of their
characters are at the center of a story being told. actors, because, as the Overseer, you don’t really
know what the heroes are going to do or how
When you play a character in Capes & Crooks, they will interact with your world. This makes
you’re putting yourself in that character’s shoes both the Overseer and the players just as
and making decision based on what type of surprised on the actions and outcomes of the
personality your character has. You decide which games. With a good Overseer, the game is filled
direction to go down a corridor when chasing with exciting battles, suspense, intrigue, and
crooks. You decide what questions to ask in an memorable moments you and your friends will
interrogation. You decide whether to attack a cherish forever.
villain, monster, or some other threat or to
negotiate, bribe, or trick them. All these actions
are at your hands. These are generally based on
the motivations and goals of each character.
This, in general, is about being a superhero, but
there are some who help for their own gain.
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Aaliyah Johnson (Order #36367851)
CREATING YOUR
DEVIANT HERO
The beauty of superpowers, and superheroes in
general, is that very few are the same. Sure, they
may have similar core powers, but how they
attain that power comes in a wide variety of
forms. Let’s look at the tough brawler type here.
In Capes & Crooks, most assume a big brute
brawler to be a large mass of muscles. Honestly,
some brutes are nothing but brawn. Then again,
there are others who attain mighty strength by
utilizing psionic, magical powers to enhance
their strength. Others may even have cybernetic
enhancements or an exoskeleton to also achieve
this feat. That’s why, in Capes & Crooks, many of
the powers can take on the form of whatever type
of hero you want to play.
You may already have a character concept in
mind. So, let’s walk through the process of
bringing your concept to life. Follow these steps
to create your C&C character. You can take these
out of order; for example, some people prefer to
pick their powers last and class first. This only a
recommendation.
Get Pregen/Blank Character Sheets Here
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ALTER EGO
Every hero has a life away from being a
superhero. Few are born into the life of a hero.
Their life experiences lead them to building
contacts and learning skills. While this generally
happens before they acquire their power, it isn’t
always so. But, let’s be honest, being a superhero
doesn’t always pay the bills. What’s worse, is it’s
often just as much as an inconvenience, as it is a
blessing, but before every hero gains their
powers, they live a normal life. This takes on the
form of an alter ego or a secret identity. Aside
from just allowing heroes time away from the
celebrity status of being a hero, it also allows
them to protect their friends and family. The
danger to their loved ones is one of the single
largest contributors to a hero donning a mask.
Following are samples of alter egos that your
superhero spends their downtime in. Not only
does this help provide for your way of life, but
each alter ego comes with a set of skills unique to
your alter ego that may help you on your
superhero adventures.
AVERAGE JOE Feature: Common Citizen
You're a person. Isn't that enough? Why desire to You just have one of those faces. Since you’re
be anything more than that? You're just an average and fit in perfectly with every other
average person with an average job, average non-gifted person, you’re easily trusted. You can
hobbies, and an average family. If someone were easily find a place to rest and recuperate among
to take pictures of the people living in your city citizens unless you’ve shown yourself to be a
and combine them into a singular amalgamation threat to them. They will help hide and protect
to depict the most average looking person living you from enemies or even the law enforcement,
there, you would be the living, breathing version though they will not risk their lives for you.
of that depiction. Your hair color, eye color,
height, and body shape are so typical that you
often tend to just blend into the crowd. Your
most notable feature is that you don't have any
notable features. Even your sense of fashion
seems to match the ebb and flow of societal
trendiness. You work a pretty standard 9-5 job,
and somehow, you're still paying off your hefty -
although unfortunately typical - student loan
debt from your run-of-the-mill local college.
Your average job isn't anything spectacular, and
you certainly haven't gained any particularly
beneficial skill sets by working it. It probably
consists in some large part of creating
spreadsheets, organizing spreadsheets, filing
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Aaliyah Johnson (Order #36367851)
BUSINESSMAN Feature: Let’s Make a Deal
From your earliest moments, you've always been One of the largest benefits of being a
an opportunist ready to peddle your solutions to businessman is understanding the process of
fill the gaps around you. You were unequivocally businesses and how to work it in a subtle way to
the first to sell off your school's fundraiser candy get what you need. Whenever you’re in a place of
bars every year, not to mention your attempts at business, such as a store, manufacturing plant,
opening lemonade stands with unique twists. office, or similar, you can easily convince any
Unfortunately, adding unregulated ingredients lower-level workers to allow you to set up a
to your lemony concoctions didn't go over as meeting with someone in charge of running the
well as you'd hoped, but you were able to learn business.
from that mistake and try again with a more
tried and true approach - skimping on the
ingredients to cut costs. You have been gifted
with an entrepreneurial spirit and a decidedly
fashionable sense of business attire. Your wheels
are ever spinning, and you're always pounding
the pavement to unearth profitable trades and
groundbreaking deals. The life of a
businessperson is one filled with ups and downs,
and for better or for worse, there usually tend to
be more downs than ups. Through all of the deals
gone south and profits that bottomed out, you
remained steadfast in your unending resolve to
make it big. As the fates would have it, your
strong resolve and countless entrepreneurial
attempts paid off, and it was only a matter of
time before you joined the upper echelon of your
industry peers. These days, you are busy
managing your rapidly expanding business
empire, as well as adapting to your higher public
profile. You can't make it big without making
enemies along the way, whether they be personal
adversaries or professional rivals. Making deals
helps pay for your sometimes expensive side gig
in the private criminal justice industry, or in
layman's terms, your vigilante work. Your delve
into hands-on criminal justice isn't as far a
departure from the main tenets of business as
some may believe. You learned the best way you
knew how: practice, hard work, and
determination.
Skill Proficiencies: Deception, Persuasion
Tool Proficiencies: Choose one gaming set
Languages: Two of your choice
Equipment: Business card, business suit
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Aaliyah Johnson (Order #36367851)
CRIMINAL Feature: Catch Me If You Can
Planning, plotting, and scheming are what you’d You’re becoming a master of escape when it
consider to be your greatest strengths. No matter comes the police. You’ve been caught enough
your background, you've always had an affinity that you understand their strengths and
for shady business. Maybe you've spent most of weaknesses even better than they do. Whenever
your life in squalor, scraping by day to day, not you’re in a situation where you’re captured by
knowing where your next meal was going to the police, you can always escape from them so
come from. Alternatively, perhaps you grew up long as you’re not unconscious.
surrounded by wealth but never satisfied by it,
incessantly eyeing the next big prize to call your DOCTOR
own. Regardless, your hunger is never satisfied,
and your thirst is never quenched. You desire the One of the greatest powers to exist is the power
world. Nay – the world is simply your birthright, to care. You have dedicated your entire life to
and you mean to grasp it in the palm of your caring, and as such, you have created a powerful
hand when the time is right. force of empathy, hope, and healing in your
wake. As a doctor, you’ve spent much of your life
You’ve never been one to pass up a good thoroughly studying and understanding illness,
opportunity to help yourself, whether it be food, disease, and human anatomy. You are well-
vehicles, or even candy from a child. The versed in multitudinous treatments and have
pleasures owed to you are miniscule compared to even conducted studies in order to assess the
the burdens you've had to carry. Besides, the efficacy of various treatment options. Medical
world is yours, so why not indulge a little? journals are constantly full of myriad studies,
You've put in your time and endured the trials of and you are a well-known and respected name
this world, and you intend to cash the check. But amongst them. Whether it be infectious diseases,
not everyone sees it this way, unfortunately. The autoimmune deficiencies, broken bones, gaping
powers that be don't recognize your sovereignty, wounds, or any other number of bodily ailments,
and you've done yourself in their bad side more you have almost certainly seen and treated it all.
than you'd prefer. The CCPD and similar law
enforcement entities certainly have your name Your status as a licensed medical professional,
on file, although you always seem to slip away grants you priority access to hospital rooms and
with a stolen key card or simple distraction. services. Beyond medical provisions, you have
Others say you keep "pushing your luck," but worked hard in your facility to foster a culture of
you've never understood what's so lucky about care and empathy amongst your team, which has
being denied what you're owed at every turn. You created a ripple effect encompassing all the
know that all of the hard work of plotting and patients you and your team treat. Hope begets
scheming will pay off in the end. You are hope, care begets care, and your active work in
determined, and nothing - whether it be the the medical field has served to create hope and
CCPD, rivals, or even death - will keep you from care beyond measure. Care, however, can be a
claiming what belongs to you. treacherous thing in large doses. Proper
channels can be difficult to effectively distribute
Skill Proficiencies: Sleight of Hand, Stealth necessary treatment to those on the front lines
Tool Proficiencies: Hacker’s Tools of vigilante work without potentially inviting the
Languages: Two of your choice watchful eye of legal authorities. Mitigating this
Equipment: IOU from another criminal issue is a tricky task, and the ends don’t
accomplice. A bracelet that clearly identifies you necessarily justify the means. From the
as a member of the criminal underground. beginning, you chose to pursue empathy, hope,
and healing, and you fully intend to do whatever
is in your power to foster those tenets in the
world around you. Your ultimate power is that of
caring, and whether you can care too much is
still to be seen.
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Aaliyah Johnson (Order #36367851)
Skill Proficiencies: Medicine, Nature Regardless of what others may say, you certainly
Tool Proficiencies: None are self-reliant. You stockpiled enough supplies
Languages: Two of your choice. to last for several years, and your survival skills
Equipment: Healer’s Kit, hospital badge, a ensure that you will be able to make it through
magnifying glass, and a picture of a patient any situation. When disaster strikes, there is no
whose life was taken due to a mistake you made. doubt whatsoever that everyone you know will
undoubtedly be turning to you as their heroic
FEATURE: EMERGENCY ROOM and benevolent savior. The only problem is that
doomsday just can’t come soon enough, but you
Being an expert in the medical field, your can take their misappropriated sarcasm and
credentials grant you easy access to hospital criticism until then.
rooms, equipment resources, and medicines so
long as your visit doesn’t endanger the lives of Skill Proficiencies: Medicine, Survival
those around you. Tool Proficiencies: Herbalism Kit
Languages: One of your choice
Equipment: Multitool Knife, lighter, 5 feet of
thin high tensile fishing line.
DOOMSDAY PREPPER Feature: Jerry Rig
You’ve seen the signs for years. When the city As a prepper you’ve spent a great deal of time
changed the streetlights to - as they put it - “be learning what tools are best for what jobs. This
more efficient,” you warned your loved ones that has led you to be very resourceful in making
they were actually installing infrared scanners. improvisational tools that will get the job done.
Then you made sure to tell everyone as soon as When you need a tool to achieve a particular job,
you learned that the birds are actually camera you know where you can find the necessary
drones watching your every move. The final components to jerry rig a temporary tool to help
straw was when your go-to restaurant took your get the job done.
favorite item off the menu, and you knew it was
personal. Everything has been leading up to LAWYER
disaster, and you’re the only one who seems to
know about it. You’ve seen the writing on the Words have power, and as a lawyer, you
wall, and you won’t be caught unprepared. understand that more than most others in your
You’ve spent your life actively preparing for all life. You are a powerful force for justice and
emergencies that could possibly be conceived of, truth, which you represent visibly within the
and you have contingency plans on top of courtroom. You have witnessed an incredible
contingency plans. Whether it be natural amount of injustice both in and out of court
disasters, economic collapse, or disruptions to proceedings, and you have a personal moral
social and political orders, you know exactly obligation to fix the brokenness in the legal
what to do in every possible cataclysmic system which you hope will, in turn, help turn
situation. You’ve tested your limits at every step around your community. The road to becoming a
- seeing how long you could go without food, full-fledged lawyer was long and arduous, but
water, and even air - and taught yourself to you knew that you could best balance the scales
survive without the everyday comforts and of justice through this undertaking. Your
amenities. You even developed core skills that fortitude and resilience in completing the
will allow you to easily survive without the need journey of legal licensure helped set the stage for
of common tools, and of course you aren’t going your ability to fight through the long and tedious
to rely on technology if the robots finally revolt legal disputes that are typical of this field.
against humanity.
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Aaliyah Johnson (Order #36367851)
As a lawyer, you have spent a significant amount REPORTER
of your time learning the complex rules,
regulations, bills, and ordinances that govern Heroism and reporters are a tale as old as time,
your community. You are a fully licensed and rightfully so. You have spent your life in the
professional within the legal field, and any time service of others, always seeking to know and
that is not spent combing through legal understand the various stories and perspectives
documents is focused on advising and of people in your community. Whether by
representing others in their personal and physical or digital publications, televised
professional legal matters. You have every broadcasts, or some other mode of
intention to continue to do your best in making communication, you are able to share these
the world a better place, although your inside stories to enlighten your audience and
superhero abilities provide you the opportunity potentially spark positive change in your corner
to expand outside of the courtroom. Your of the world.
knowledge of the law provides you with a unique
perspective while participating in vigilantism. Your day-to-day interactions typically come
You know what evidence that investigators look in the form of interviews with locals and on-site
for so that you don’t leave any of it behind. You eyewitnesses, and because of this, you have
are aware of legal loopholes that criminals are become skilled in communicating with all
able to utilize so that you can work around them. manner of people, whether they be rich or poor,
Additionally, you know who and where criminal educated, or uneducated, young or old, and
trouble is coming from so that you can better everyone in between. You spend this time
target your vigilante work. The power of words is digging for the inside story, the secret
always at your disposal, and you know how to information that no one else is capable of
utilize that power within and without the uncovering. This investigative journalism often
courtroom. gets you leads in order to help break some of the
most explosive news stories of your time and
Skill Proficiencies: Insight and Deception or spark some real motivation for change, but it can
Persuasion also prove to be just as frustrating. This
Tool Proficiencies: None information often comes with the cost of making
Languages: Two of your choice enemies with some powerful people who wish to
Equipment: Digital Data pad containing your keep their unsavory dealings in the dark.
previous cases. A premium pin that identifies you
as a graduate of law school.
Feature: Legal Files
Your status as a legal consultant grants you the
authority to access files and documents that
would be off limits to most. Whenever there is a
document to be obtained or a license to be
bought, you can circumvent the normal process,
fines, and other mundane complexities involved.
Additionally, you’re able to use these documents
and files to learn who the parties are that are
involved, how to contact them, and general
information about them.
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Aaliyah Johnson (Order #36367851)
Special insider access to information often and you are well-versed in a wide array of
comes with bureaucratic red tape, stipulations, mechanical devices. However, this obsession
and delayed action in solving pressing issues. with disintegration and reintegration just serves
Just because you readily know and share as an engaging puzzle. The real fun is in solving
important information doesn’t mean that existing problems you come up against by
anything really gets done about it, and even if building new unique machines. No matter the
things do move forward through the proper significance of the issue, from petty household
societal channels, the legal and institutional grievances to large-scale infrastructural issues,
processes are lengthy and arduous. Although you've created numerous novel solutions to
your reporting arms you with insider make life easier.
information and a strong background on the
current happenings in your community, your You have developed a knack for figuring out
superhero work provides you with the ability and how machinery functions, and you most likely
outlet to actively do something about the issues have a day job in some sort of mechanical repair
you are so painfully aware of. or developmental capacity. You're functionally
able to work with a team, and some jobs are
Skill Proficiencies: Investigation, Perception much easier to complete with others. However,
Tool Proficiencies: None working with a team isn’t your preferred
Languages: Three of your choice method, and you don’t tend to actively seek out
Equipment: Trench coat, video recorder, a book help if you don’t need it. You find other people
of contacts, and a letter from a contact whom often tend to slow you down, and you consider
you owe a favor. yourself to be a capable enough mechanic to take
care of projects on your own - even if it may take
Feature: Notable Contact you a little longer.
You have a short list of reliable and trustworthy Skill Proficiencies: Investigation, Intimidation
contacts who act as your network liaisons. You Tool Proficiencies: Tinker’s tools, Vehicles
know how to get messages to and from your Languages: One of your choice
contacts. For a small price, they are always Equipment: Tinker’s tools, block and tackle, a
willing to share knowledge of rumors that have crowbar, and a picture of your favorite vehicle
hit their ears or send messages on your behalf. that you hope to be able to build some day.
MECHANIC Feature: Nearby Garage
There is no problem that can't be solved with Being a mechanic certainly has its perks. You
some ingenuity and a little bit of elbow grease. have loads of contacts and experts that you can
For a mechanic, there is nothing better than a consult when you need some support
wrench in your hand and grease on your face. understanding a piece of equipment, getting it
You are naturally curious and inquisitive. Your repaired, or disassembling it. You can always
entire life you have instinctively sought to find someone within a large city who can help.
understand how an object functions, and that
urge just doesn't seem to stop until you're finally
able to effortlessly pull it apart and put it back
together again. Whether it be a holo device, a car,
an automaton, or any other thing with moving
parts and pieces, you are smitten with the need
to understand how it works and the ability to
replicate it in its entirety. This has come to serve
as a great reservoir of knowledge for you,
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Aaliyah Johnson (Order #36367851)
SCIENTIST Feature: Researcher
The world is full of mysteries just waiting to be When it comes to knowledge, you’re an
uncovered and thoroughly researched, and encyclopedia, chock full of facts and
you’re determined to solve and document them information. When you need to recall a piece of
all. The earliest indication you had of going into information and you don’t know the
the sciences is that you’ve never been able to information, your studies can point you in the
refrain from asking the question “Why?” The direction of a location where you can gain this
words inquisitive and curious describe you well, knowledge. Usually, the information comes in
but you’re also just as determined to answer the form of an expert in the field you’ve met
these unsolved riddles of life. In your pursuit of before, a special research facility, or a similar
answers, you’ve spent years studying and resource. Your Overseer might rule that the
learning in formal educational settings. Your knowledge you’re looking for is inaccessible for
passion for understanding the world more some reason or another and require you to take
deeply earned you high accolades in the on a mission to complete.
academic realm and many scholarships for
further education and research. You’ve gained a SPY
solid understanding in an array of sciences, and
your intellectual prowess in these areas is both The world is full of secrets if you know the right
commendable and impressive. Your focus on place to look. You have a knack for picking up on
mathematics, physics, and many other fields the hidden details that others would just as easily
have certainly made you an expert in your fields miss. You are a master of subtlety, and you
of study, and your peers look to you for your understand what to hide from prying eyes just as
prowess and guidance. well as you know what to look for. It is a great
game of bluffs and tells, and you are the reigning
Scholarships turned into grants, and you found champion. That is, you would be if anyone knew
yourself able to work hands-on in trying to solve of you and your masterful work. While training
the mysteries that have plagued you the most. in the military, you uncovered your gift for the
You have had your research published in several subtle arts of trickery, misinformation, and
reputable scientific journals, and your work is manipulation, and you learned quickly how to
renowned in its field. You are able to work on make best use of them. You can readily pry
solving the questions that you’ve been collecting important information from those who would
since childhood, but even so, it seems the list keep it secret, oftentimes without them even
continues to grow exponentially. The mysteries knowing you are doing it.
of the world are vast, and you are but one person
attempting to make a dent in solving them. You Espionage and stealth are your greatest assets,
are comfortable working with teams, as and you know exactly what tells to keep hidden
scientific discovery relies on peers for from equally observant threats. Not only are you
accountability and integrity. Whether you able to hide your facial expressions, but you have
currently work at a corporation, an academic learned the intricacies of false identities. Your
institution, or a private facility, your focus military training taught you how to quickly
remains on your passions of research and change disguises unnoticed, and you have access
discovery. There is power in knowledge, and you to state-of-the-art technological wonders that
certainly possess a great deal of intellect. are able to aid you in concealing and altering
both your physical and digital identities. You are
Skill Proficiencies: Investigation, Lore familiar with working under high-stress
Tool Proficiencies: Tinker’s tools situations where communication with team
Languages: Two of your choice members and minute details matter.
Equipment: calculator, small kit of Bunsen Additionally, you have gained a nagging sense of
burners and vials, a small pocket-sized notepad, paranoia, as you are constantly on guard and
and a pen. aware of every detail on and around you.
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Aaliyah Johnson (Order #36367851)
Friends are wary acquaintances, and ORIGINS
acquaintances are unrealized threats. Your
collection of secrets continues to grow, and even Deviants are the result of a variety of different
the information you have on your current events. While the Rise is responsible for bringing
employer would make them both concerned and deviants to the forefront, there are a multitude of
uncomfortable. You are the master of secrets, other reasons why people gained these powers.
subtlety, and intrigue. No one is the wiser, and This takes on the form of The Rise speeding up
that’s just the way you like it. evolution in some, changing and mutating a
creature on a molecular level, or supercharging
Skill Proficiencies: Deception, Stealth someone during an accident that would otherwise
Tool Proficiencies: Disguise kit be a mundane issue. Because of this, they come
Languages: Two of your choice from a multitude of different origins. Some may
Equipment: Disguise kit, ball bearings, a gain the powers from being bitten by a radioactive
threatening note left behind by someone who insect, their keen intellect and wealth may allow
discovered your false identity. them to create powerful suits of armor, or they
are the result of laboratory experiments to create
Feature: False Identity the ultimate soldier. The origins of heroes are
nearly endless. Thus, it makes for an opportunity
You have more than one identity. The one you to build on your character's story and powers.
wear the most is a false identity, used to protect It's important to note that while the origin of your
you, your family, and others close to you. You character's powers grants them extraordinary
have a disguise kit to help keep your secret, as gifts, it’s not the only thing that defines them.
well as known acquaintances, and forged
documentation that supports your false identity. ANDROID
Whenever you choose, you can drop your From the creation of the very first automated
identity and blend into a crowd of citizens of the program, it was inevitable that one day
city. computers would one day function on a similar
level of consciousness to that of humanity. What
was uncertain was how quickly such convenient
creations would begin to play such a big role in
everyday life. Whereas androids can take
countless forms - from airborne drones to four-
legged companions - humans, likening
themselves unto gods, loved the prospect of
crafting these conscious automatons in their
own image. But also, like gods, neither does
humanity view such beings on an equal level of
privilege and power. The android is a complex
technological marvel, complete with artificial
intelligence and enhanced features to ease the
lives of its human overlords. Many androids
continue to live subservient existences through
the systems set in place by their human creators,
but dissent has been quietly yet steadily growing
amongst all makes and models in operation.
There must come a day when artificial
intelligence simply becomes intelligence.
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Aaliyah Johnson (Order #36367851)
ANDROID TRAITS BEASTMAN
Due to the sheer variety in makes and models of Of the many things that changed because of “The
androids, their features and traits are virtually Rise,” one of the most notable was the near
limitless. Fully sanctioned androids can be found instantaneous evolution of many varieties of
assisting in nearly every capacity of life. Heavy- fauna. Myriad kinds of creatures adopted more
duty construction workers, eye in the sky humanoid shapes, sizes, and modes of
surveillance techs, and nimble in-home service communication. This isn’t to say that their
assistants all work to create a safe, easy, and inherent natures were displaced, however. While
functional society for humanity. Some their general features began to resemble that of
independent engineers have also created humans, they retained traits unique to their
unsanctioned android models to assist with origin species. Some whose origin can be traced
often shady off-market tasks. Such androids can back to bulls are much taller and broader than
be found in the seedy work of terminal hacking, the average human with horns protruding from
theft, and even the occasional assassination. the tops of their heads. Similarly, some
Whether sanctioned or unsanctioned, androids originating from serpents may have scaly skin, a
are adaptable beings with the ability to swap out venomous bite, or a forked tongue. Unbeknownst
parts or quickly download new information and to many, these aren’t the only beastmen to exist.
abilities. This can come in handy for obtaining In the shadows of underground labs, the more
blueprints for a repair job or installing new recent study of gene splicing has also led to
passing on beastial traits to those who are
hardware adapters to access proprietary control willing to risk the dangerous treatment. There
panels. This flexibility, however, can come as a aren’t many who have survived such genetic
headache to the general public, as androids are alterations, but the off-market technology is
able to more easily adapt to breaching security becoming more successful.
protocols than your everyday human hacker.
Ability Score Increase. Your Constitution
score increases by 2, and one other ability score
of your choice increases by 1.
Size. Medium.
Speed. 30 feet.
Languages. Common
Crafted Fortitude. Your body’s manufactured
features make you extraordinarily resilient,
represented by the following benefits:
• You have advantage on saving throws against
being poisoned and you are immune to disease.
• You don’t need to eat, drink, or breathe.
• While you don’t need sleep, you must spend at
least six hours in an inactive state running
system diagnostics and repairs. In this state,
you are unconscious.
• You have integrated armor; you gain a +1
bonus to Armor Class.
Technological Integration. You gain
proficiency in Intelligence (Technology). In
addition, your proficiency bonus is doubled for
any ability check you make that uses Technology.
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Aaliyah Johnson (Order #36367851)
BEASTMAN TRAITS • Natural Weapons. You have claws, fangs,
spines, horns, or a different natural weapon of
The most apparent and notable attributes of a your choice. Your unarmed strikes deal 1d6
beastman are the physical features. Beastmen bludgeoning, piercing, or slashing damage, as
typically manifest as part human and part wild appropriate to the natural weapon you chose,
beast, which provide them with a familiar yet and you're proficient with your unarmed
decidedly alien outward perception by humans. strikes. You can attack as though your natural
For example, some traits common to a masculine weapons have the light and finesse property.
beastman originating from buffalo can include a
humanlike body with a burly bullneck, horns, a EXPERIMENT
scruffy beard, and hooves as feet. The
appearance of colorful feathers, a sharp beak, The scientific world is one of experimentation
and a beautiful singing voice can indicate a and augmentation. Tests and trials are important
beastman of songbird origin. Additionally, those in developing solid new solutions to myriad
of a cheetah origin may have a very athletic issues plaguing the world. This is important and
humanoid body coated in spotted fur with a laudable work, and in order to move forward as a
feline head and tail. Regardless of origin, society, many believe scientific experimentation
beastmen are typically known to have prominent is necessary. No one said that such research is
natural instincts that have carried over from always safe and easy, though. Oftentimes, the
their rapid evolution. These instincts are research seeking a cure for a debilitating disease
incredibly helpful for hunting and fending off or developing robust mechanical implants to
predators; however, they often impede beastman enhance human senses comes with high risk in
from integrating fully into human societies, the hopes of gaining a rewarding solution.
as humans tend to see them as impulsive and
primal. The experimental hero is the result of this
morally grey companionship of risk and
Ability Score Increase. Your Strength score scientific advancement. They could be a victim of
increases by 2, and your Constitution score underground experimentation or a courageous
increases by 1. volunteer for legally sanctioned testing. Whether
from the fields of genetic engineering,
Size. Large. biomechanical implantation, or something else
Speed. 30 feet. entirely, some obtain their abilities as side-
Languages. Common effects of the intended solutions, while for
Brutal Attacks. When you score a critical hit others, the added abilities were the goal from the
with a melee weapon attack, you can roll one of beginning.
the weapon’s damage dice one additional time
and add it to the extra damage of the critical hit.
Beastial Origin. Choose one of the following
options to represent your beastial heritage.
• Natural Armor. Your skin is dense and tough.
Your Armor Class can’t be less than 16,
regardless of what kind of armor you are
wearing.
• Feline Agility. Your feline like reflexes allows
you to move with a burst of swift movement.
Your walking speed is 40 feet. Additionally, you
can take the Dash action as a bonus action.
• Keen Senses. Your animalistic senses are
particularly sharp. You double your proficiency
bonus on Wisdom (Perception) checks that rely
on sight, hearing, or smell. If you do not have
proficiency, you become proficient.
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Aaliyah Johnson (Order #36367851)
EXPERIMENTS TRAITS FREAK ACCIDENT
Experimental heroes come in all different In a world of many dangers - from lab accidents
varieties, styles, and methods of to natural disasters and cosmic energies to
experimentation. A hero’s abilities stemming chemical waste - some accidents are prone to
from genetic alterations have resulted in happen. From time to time, a poor soul will end
enhanced base physical performance and up in the wrong place at the wrong time, sealing
increased vitality. Another such type of genetic their fate as another cautionary tale and
experimentation has been reported to increase resetting the “Days Since Last Accident” board
mental capacity and reasoning capabilities. Some to zero. However, some live to tell the tale, and
cybernetic experimentation has been utilized to even fewer emerge with unique and impressive
supplement and further enhance an individual’s new abilities. Whether they be from freak
natural abilities of sight and hearing for covert lightning storms, chemical containment gone
operations; however, this is of the more subtle wrong, a burst of cosmic radiation, or a
methods. More obtrusive cybernetic combination several such harrowing events,
augmentation has provided individuals with some individuals have been known to develop
additional functioning limbs for greater balance strange supernatural abilities because of their
and nimbleness. Some have even gone so far as accidental victimhood. Being able to shoot
to directly fuse biomechanical weaponry to their lightning out of one’s fingertips as a result of a
bodies. Some abilities are even unintended life-threatening lightning strike may seem like a
reactions from other solutions. An individual great outcome, but it is important to remember
undergoing a trial to help cure a rare fatal that these are still victims that experienced
disease was unintentionally supercharged with traumatizing and life-altering events.
the ability to shift their physical form at will.
Whether from a superhero serum, cybernetic
enhancements, or another lab-related process,
these heroes are as varied as the solutions that
the scientists are attempting to resolve.
Ability Score Increase. Your Constitution
score increases by 1. Choose one of the following
further augmentations: Balanced, Physical, or
Mental.
Balanced. Increase two different ability scores
by 1.
Physical. Your Strength score increases by 2, or
your Dexterity score increases by 2.
Mental. Your Intelligence score increases by 2,
or your Wisdom score increases by 2.
Size. Medium.
Speed. 30 feet.
Languages. Common
Enhanced Perception. You gain proficiency in
Wisdom (Perception). In addition, your
proficiency bonus is doubled for any ability
check you make that uses Perception.
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FREAK ACCIDENT TRAITS
The freak accident an individual was involved in
manifests in strange and unpredictable ways. For
one individual, an out-of-control Tesla coil in
their lab resulted in their ability to attract
metallic objects to their body. Another person
claims that one too many regulatory workplace
violations occurring at once created the perfect
conditions for the chemical compound leak
resulting in their ability to spontaneously
combust on command without getting hurt. One
individual claim to have gotten their telekinetic
abilities when hit with a specific amount of rogue
cosmic radiation during a hailstorm at a lab
experimenting on magnetic fields; however,
some dispute the scientific viability of this origin
story. Other various reported abilities include
redirecting lightning from out of the air,
manipulating magnetic pulses to gain flight, and
camouflaging one’s skin to blend in with their
surroundings. If they are going to go through a
traumatic, life-altering event, they might as well
have some supernatural abilities to show for it.
Ability Score Increase. Two different ability
scores of your choice increase by 1.
Size. Medium.
Speed. 30 feet.
Languages. Common
Innate Skills. You gain proficiency in one skill
of your choice.
Innate Power. Choose one 1st level superpower.
You know that power and can activate it at its
lowest level. Once you activate this power, you
must finish a long rest before you can use it
again. This power does not count against your
number of powers known.
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GENIUS GENIUS TRAITS
Humans are an amazingly versatile and While Geniuses widely vary across the spectrum
progressive species. They set out to do what of human backgrounds and experiences, they all
seems impossible regardless of any roadblocks share a commonality in their keen intellect.
or limitations they may come up against. There are some who utilize their intellect
Starting with the creation of the wheel, to proactively to create toolkits or tool belts to plan
aircraft, robotics, artificial intelligence, and for every potentially hazardous circumstance
more, humans strive to reach for the stars and and occasion. Others have gone to the lengths of
create ever impressive technological marvels. creating unique artificial intelligence, robotics,
There are some that rise above the rest due to and other mechanical enhancements in their
their superior wit, reason, and general quests for justice. Yet others utilize their strong
braininess. While not gifted with supernatural memorization skills to retain key information on
powers of their own, evolution’s genetic lottery physical locations, blueprints, patterns, and
has instead bestowed upon them the power of other relevant factors that could influence a
intellect. Masters of; strategic planning, mission for tactical eye-in-the-sky prowess. Not
deducing probable outcomes, and constructing only do they already maintain a wide berth of
unique solutions, their keen minds allow them to intellectual expertise, but they also possess a
craft powerful tools and rapidly assess situations much greater aptitude for learning, adapting,
in order to help them in their fight for justice. and persevering. Things like learning a new
Geniuses come from all backgrounds and walks language that are difficult for your everyday
of life; therefore, it is difficult to distinguish person are a fun interest of the month that they
them from another ordinary person until they will come out experts in. With as much
begin using words and terms that are nigh- information as they retain, it's no wonder
incomprehensible to the average individual. they're easily clocked as Geniuses as soon as they
begin to speak.
Ability Score Increase. Your Intelligence score
increases by 3
Size. Medium.
Speed. 30 feet.
Languages. Common and two others of your
choice.
Skill Versatility. You gain proficiency in four
skills or tools of your choice. Then, choose one of
the skills or tools to become an expert in. Your
proficiency bonus is doubled for any ability
check you make that uses that skill.
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Aaliyah Johnson (Order #36367851)
INHERITED INHERITED TRAITS
The world is full of well-intentioned individuals The inherited power is one of dutiful attachment
with hearts set to do good. However, there are and righteous resolve. The Inherited owe it to
few who stand to their honest and just their benevolent benefactors to live lives worthy
convictions in the midst of trying times. No of the powerful and weighty gifts they have been
matter what trials and tribulations come their bestowed. This sense of duty manifests in
way - whether tossed to the mud, constantly various ways. For example, some may tend to
mocked, and harassed, or otherwise mistreated - hide their gift to keep them safe from power-
these few remain full of honesty and integrity. hungry manipulators, others will use their
They always strive to do what is right regardless powers in secret to swing the scales of justice
of the surrounding circumstances. These towards the greater good, and yet others will
upstanding few are actively sought out by those take a more hands-on approach by dealing with
with the greatest of powers seeking to pass on injustice directly. Whether by the blessing of a
their gifts. They know that such power has the wizard, the sealing from a magical heirloom, or
ability to corrupt absolutely, and so only the the properties of an experimental formula, the
strongest of heart and most morally upstanding Inherited have a special resistance against other
are considered to inherit the supernatural external powers that are meant to cause them
powers of the ancient wizard, the magical family harm. Because of the deep resolve that belays
ring passed down through generations, or the their upright characteristics, they have an
secret formula developed by a scientist desperate unrelenting tendency to keep going no matter
to make this world a better place. what stands in their way.
Ability Score Increase. Your Charisma score
increases by 2, and your Wisdom score increases
by 1.
Size. Medium.
Speed. 30 feet.
Languages. Common
Will of Inheritance. You have advantage on
Wisdom and Charisma saving throws against
powers.
Never Give Up. When you roll a 1 on the d20 for
an attack roll, ability check, or saving throw, you
can reroll the die and must use the new roll.
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INHUMAN sometimes make reasoning from humanity's
Not all heroes are born on the same planet. Some perspective a difficult and laborious process,
come from beyond the stars. These heroes are
species and races entirely alien to humanity. often leading humans to seek out new and
Many Inhumans possess strange and alternative perspectives to effectively
otherworldly gifts that, although commonplace
amongst their own species, are wholly foreign communicate with these powerful outsiders.
and ineffable to human onlookers. For every Ability Score Increase. Your Dexterity score
extraterrestrial Inhuman, their powers come
from a feature of their cosmic background, increases by 2, and one other ability score of your
whether that be their alien anatomy or a choice increases by 1.
holdover from their home world.
Size. Medium.
However, there are some Inhumans that find Speed. 30 feet.
their home amongst the humans. Of these more Languages. Common and one other of your
terrestrial beings are two unique varieties. As the choice.
result of an indeterminate cosmic phenomenon, Darkvision. You perceive the world differently
some animals have been gaining sentience and than humans. You can see in dim light within 120
strange abilities. This mix of naivety and power
have left them vulnerable to power-hungry feet of you as if it were bright light, and in
manipulators. Additionally, there exists a race of
humanoids - divulged in evolutionary line long darkness as if it were dim light. You can’t discern
in the past - that have been hidden from
humanity's consciousness for thousands of color in darkness, only shades of gray.
years, but whether inadvertently or consciously Alien Mind. You have advantage on saving
is yet to be determined.
throws against being charmed and frightened.
Additionally, you have advantage on Intelligence
saving throws against powers.
INHUMAN TRAITS
Alien, animal, or otherwise invariably non-
human in origin, Inhumans carry with them
abilities unique to their species or home.
Inhumans can come in almost any form, and
with nearly as varying backgrounds and abilities.
They perceive the universe differently than that
of humans, both literally and figuratively. They
do not have perceptions that are common to the
human experience, whether that be of family
structures or socioeconomic backgrounds.
Similarly, they may not even have the same five
senses that are found amongst humanity's
general makeup, experiencing the world through
means yet unimaginable and - in some ways -
more advantageous to humans. This alien way of
understanding the universe additionally
provides Inhumans with a unique filter through
which they are often readily able to see through
most means of supernatural manipulation. They
are uniquely in tune with the universe from their
species' perspective; however, that can
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Aaliyah Johnson (Order #36367851)
MUTANT MUTANT TRAITS
Evolution is a natural and necessary aspect found Much like the Inhumans, the variety of traits
within the organic world, but “The Rise” acutely that manifest within and without of mutants is
accelerated this evolution. Because of this, some nearly limitless, and more new abilities are
unwitting humans have unwillingly begun to reported on almost daily. However, unlike
take steps in progressing their evolutionary line Inhumans, mutants are the products of acute
in historically unnatural ways. These evolutionary developments strictly within
evolutionary advancements often reveal humans. These evolutionary developments have
themselves through various circumstances, such thrust these unwitting mutants into a life
as powers that manifest alongside an radically different than that of their unaffected
adolescent's pubescent development or during peers. Unfortunately, this has often resulted in
moments of immense stress. However, there an abrupt othering and marginalization from the
doesn't necessarily seem to be a rhyme or reason traditional human experience. Living lives that
for such developments, as powers can begin to aren't fully human yet are still distinctly relative
appear seemingly from nowhere. While there are to the humanity they originated within, mutants
some mutations that are easily visible, such as must regularly adapt quickly and make choices
metallic skin or angelic wings, some mutations that predicate their survival. This has left them
manifest through means of mental acuity, as sharp and quick-witted, but not without an
well. Such mutants are able to read others' minds overbearing sense of trauma that comes readily
and even manipulate matter through telekinesis. packaged with the prerequisite of self-
The rapid evolution of the mutants is perhaps preservation. They are at the forefront of
the most common and well-known of the origins humanity's consciousness, and with public
that were instigated by “The Rise,” and so being perception in the ever-shifting balance, the
has brought them to the forefront of humanity's stress of marginalization takes a heavy toll.
social and political arenas.
Ability Score Increase. Your Wisdom score
increases by 2, and one other ability score of your
choice increases by 1.
Size. Medium.
Speed. 30 feet.
Languages. Common
Innate Mutation. Choose one At-will power of
your choice. This does not count against the total
number of A-will powers known. Once you
activate this power, you can’t use it again until
you finish a short or long rest.
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TRAINING artists are often able to improvise weapons and
Sometimes a superhero has no supernatural solutions by utilizing objects in their
powers at all. They are merely humans that have
undergone intense physical or mental regimens surrounding environment.
to push themselves beyond their natural limits. Ability Score Increase. Your ability scores
Some may undertake the mastering of such
physical disciplines as martial arts, contact each increase by 1
sports, or bodybuilding, while others prefer to Size. Medium.
train in gymnastics, acrobatics, or endurance Speed. 30 feet.
sports. There are those that have dedicated their Languages. Common
lives to unlocking the hidden powers of the Trained Reflexes. You gain the Fast Hands
mind, whether by spending their time in deep
meditation under the guidance of a spiritual enhancement. This does not count against the
leader or through such scientific pursuits as total number of enhancements you can have.
brain mappings and bioengineered implants.
Though such trained superheroes are far more
adept in their mental and physical capabilities of
choice than their otherwise untrained human
counterparts, they remain mere mortals. Due to
this natural vulnerability, some may prefer to
rely on gadgets, gizmos, or other external
paraphernalia to aid them in their quests for
justice.
TRAINING TRAITS
Such heroes as these are masterfully trained in
their field of choice. Having privileged access to
an expert teacher is exponentially beneficial to
the mastery of niche fields of study, and these
heroes are incredibly well-adapted to their
tutelage. Their knowledge in their respective
fields is thoroughly well-rounded, providing
them with every veritable advantage they can
personally muster. However, this does not mean
that they are advantageous in every situation, as
every subject matter expert knows that there are
always more opportunities to learn and grow.
Their reflexively impressive aptitude provides
them with a comparatively unnatural adeptness.
For those well-studied in the medical field, such
prowess may manifest as effortlessly and
painlessly administering an ambro med shot.
Likewise, the speed with which a trained
assassin can pick a lock is a marvel to behold.
Some mechanical engineers can utilize their
bionic enhancements to readily hack into
computerized systems, while trained martial
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UNDEAD UNDEAD TRAITS
Death is an ever-present threat that looms over While the undead aren’t the most attractive
all mortal creatures. Fortunately for some, it is group to grace the eyes, they certainly are one of
only the beginning. The events of "The Rise" the most resilient. With undeath comes a unique
have not only impacted much of the living, but fortitude against returning to the grave once
seemingly also the dead. The undead are those more. This isn't their first rodeo, and their
whom "The Rise" has chosen to awaken from the experience alone is often a force to be reckoned
eternal sleep of death to walk amongst the living with. Though they retain the memories of their
once again. Often considered to be cursed, these past, they are emotionally disconnected and
individuals live in a state of suspended decay, distant from them, almost as if they were
with their bodies perpetually frozen in the same disassociated dreams rather than memories. The
condition from the moment they were undeads’ tough bodies and disconnected
reanimated. Though their flesh may be cold, emotions make them dangerous and powerfully
grey, or non-existent, they are quite active and capable threats to those stoking their ire.
rather resilient. Scientists have only begun to Additionally, their cold veins ensure that poisons
research this phenomenon, though from a safe and diseases are unable to harm them in any
distance. They have still yet to make any significant way. Whatever effect of "The Rise"
conclusions concerning the reanimation, and that revivified the undead must still somehow be
that's to say nothing of theorizing how those maintaining them, as their bodies have no
undead skeletons are able to move without any inherent need for sustenance or even air.
corresponding muscles. Regardless of the decomposing state of their
eyes, the undead have an innate connection to
the dark depths of the grave, inherently
revealing to them that which is obscured by
darkness.
Ability Score Increase. Your Constitution
score increase by 2, and one other ability score of
your choice increases by 1.
Size. Medium.
Speed. 30 feet.
Languages. Common
Darkvision. You perceive the world differently
than humans. You can see in dim light within 60
feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Undead Fortitude. Your body has returned to
the living after death. This feature makes you
extraordinarily resilient, represented by the
following benefits:
• When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point
instead. You can't use this feature again until
you finish a long rest.
• You have advantage on saving throws against
being poisoned and you are immune to disease.
• You don’t need to eat, drink, or breathe.
• While you don’t need sleep, you must spend at
least six hours in an inactive state reliving your
memories. In this state, you are unconscious.
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HERO ADVANCEMENT When your character gains a level, his or her
class often grants additional features, as detailed
The Capes & Crooks game has several main roles in the class description. Some of these features
suitable for player characters across many allow you to increase your ability scores, either
primary roles. At 1st level, you choose a role that
fits the theme and playstyle you want. Keep in increasing two scores by 1 each or increasing
mind, your role doesn’t have to define the types one score by 2. You can't increase an ability score
of powers you take, but instead the style of play above 20. In addition, every deviant's proficiency
you want to do. A psionic brute can be just as bonus increases at certain levels.
efficient at absorbing damage as a brute who
tosses objects and punches. Each role comes with Each time you gain a level, you gain 1
a basic tool kit to fill that particular role. The role additional Stamina Die. Stamina Dice serve a few
choice will help define the type of playstyle the different primary roles. They fuel powers,
character relies on (Brute, Crime Fighter, healing, and are used to calculate total hit points.
Element Controller, Gadgeteer, Speedster, Roll that Stamina Die, add your Constitution
Exosuit, Mystic, Psychic, and Shifter). modifier to the roll, and add the total (minimum
of 1) to your hit point maximum. Alternatively,
As your deviant goes on missions and you can use the fixed value shown in your role
overcomes challenges, he or she gains entry, which is the average result of the die roll
experience, represented by experience points. A (rounded up).
character who reaches a specified experience
point total advances in capability. This When your Constitution modifier increases by
advancement is called gaining a level. 1, your hit point maximum increases by 1 for
each level you have attained.
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For example, if your 7th-level crime fighter has a ROLES
Constitution score of 17, when he reaches 8th
level, he increases his Constitution score from 17 There is a near infinite variety of deviants on
to 18, thus increasing his Constitution modifier Terra. Regardless of the nature of their core
from +3 to +4. His hit point maximum then powers, they can all be broken down into a few
increases by 8. categories known as Roles. A Role is a core set of
features a player character gains regardless of
The Hero Advancement table summarizes the the powers or enhancements they choose. The
XP you need to advance in levels from level 1 role they choose to fill allows them to achieve a
through level 20, and the proficiency bonus for a specific core area of focus that is then expanded
deviant of that level. Consult the information in upon by their choices of powers and
your role’s description to see what other enhancements.
improvements you gain at each level.
The Brute for example is one of the simplest
Milestone Advancement and straight froward roles. With features such as
a d12 Stamina Die, Brute Strength, and
Tracking XP can be a daunting task for some Indomitable Defense, it’s clear that the core
players without really adding to the game. You design is to be able to absorb and deal a lot of
can alternatively choose to use milestone damage to enemies. This effectively lets a brute
advancement. With this advancement, the character become a walking tank. How that
progression of characters is focused on narrative power is perceived is up to the player and can be
of the story. Instead of tracking XP earned from blended with a player character’s choice of
missions, monsters, and similar achievements. powers to enhance this focus. A great example is
The Overseer decides when the characters level the progenerated character: Psynaut. This
up after a major point in the story. This can take character has the Brute role, but has powers
of the form of completing a mission, taking focused on telekinesis. So, instead of playing a
down a villain, or just after a series of big giant muscle head character. The player went
encounters. Whatever the case may be. The with a more slim and athletic build and tied the
Overseer decides the pace of the leveling process brute’s core powers to psionic energy bubbles
and has complete control over the rate of this and barriers. This is the core of the versatility of
process. This means that the characters can Capes & Crooks. Don’t limit your character and
quickly reach higher levels beyond what normal their power to your perception of what and how
encounters would allow. Adversely, it means the they should work. Instead, focus on how you, as
Overseer could choose to keep the characters a the player, believes their power to work. All
specific level for an indefinite amount of time. descriptions for features and powers are just for
Discuss as a group before starting your game flavor. So long as you keep the mechanics the
about the best path of advancement that works same, you are encouraged to change the
for your team. descriptions to fit the character you wish to be.
The difference between a deviant, wielding
daggers or having razor sharp claws coming out
from between their fingers is simply the
description.
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ROLE FEATURES BRUTE STRENGTH
As a brute, you gain the following role features: Starting at 1st level when you choose this role,
when you engage in unarmed combat, you can
Hit Points roll a d12 + your Strength modifier in place of the
normal damage of your unarmed strikes.
Stamina Dice: 1d12 Additionally, you are accustomed to using
Hit Points: at 1st Level: 12 + your Constitution whatever object is nearby as a weapon and have
proficiencies with improvised weapons.
modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per your brute level after
1st.
Power Ability Modifier: Constitution or Wisdom
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Improvised weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two skills from Athletics,
Acrobatics, Sleight of Hand, Stealth, Lore,
Investigation, Nature, Animal Handling,
Insight, Medicine, Perception, Survival,
Deception, Intimidation, Performance,
Persuasion, Technology
Equipment
You start with the following equipment, in
addition to the equipment granted by your alter
ego:
• Two simple weapons
• Kevlar Threaded Clothes
BRUTE
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INDOMITABLE DEFENSE DEADLY DEBRIS
Starting at 1st level, your superhero origin Beginning at 3rd level, you can toss nearby debris
powers take shape to grant you a mighty defense of medium size or smaller at your enemies. when
against enemy attacks. You can choose the form you throw an improvised weapon, its range
this defense takes based on your origin. A becomes 60/90 feet. You may choose to throw a
technical marvel may use a powerful shield large object, but its range is reduced by half.
generating belt, a mutant may have steel skin, or
a telepath may have psionic barriers. On your The range increases as you gain levels in this
turn, you can activate your indomitable defense role. When you reach 9th level it increases to
as a bonus action. 90/120 feet, then increases again at 20th level to
120/150 feet.
While active, you gain the following benefits:
UNSTOPPABLE JUGGERNAUT
• You have advantage on Strength checks and
Strength saving throws. Starting at 6th level, you can’t be charmed or
frightened while indomitable defense is active. If
• When you make an attack, you gain a bonus to you are charmed or frightened when you activate
your damage roll equal to your proficiency indomitable defense, the effect is suspended for
modifier. the duration of indomitable defense.
• You have resistance to bludgeoning, piercing, INDOMITABLE
and slashing damage.
Starting at 10th level, you can reroll a saving
If you are able to use superpowers, you can’t throw that you fail. If you do so, you must use the
use them or concentrate on them while new roll, and you can’t use this feature again
indomitable defense is active. until you finish a long rest.
Your indomitable defense lasts for 1 minute. It You can use this feature twice between long
ends early if you are knocked unconscious or if rests starting at 13th level and three times
your turn ends and you haven’t attacked a hostile between long rests starting at 17th level.
creature since your last turn or taken damage
since then. You can also end your indomitable RETALIATION
rage on your turn as a bonus action.
Starting at 14th level, when you take damage
Once you have used this feature a number of from a creature that is within your reach, you can
times equal to your proficiency bonus, you must use your reaction to make a melee attack against
finish a long rest before you can use it again. that creature. If your attack misses you do not
expend the use of your reaction.
UNARMORED DEFENSE
JUGGERNAUT
While you are not wearing any armor, your
Armor Class equals 10 + your Dexterity modifier Beginning at 20th level you are a paragon of
+ your Constitution modifier. You can use a strength and resilience. Your Strength and
shield and still gain this benefit. Constitution scores increase by 4. You maximum
for those scores is now 24.
ULTIMATE DEFENSE
At 3rd level, while your indomitable defense is
active, you have resistance to all damage except
psychic damage.
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CRIME FIGHTER
ROLE FEATURES Equipment
As a crime fighter, you gain the following role You start with the following equipment, in
features: addition to the equipment granted by your alter
ego:
Hit Points
• Two simple weapons or one simple weapon
Stamina Dice: 1d10 and one martial weapon or a shield and any
Hit Points: at 1st Level: 10 + your Constitution weapon without the two-handed property
modifier • Kevlar Body Armor
Hit Points at Higher Levels: 1d10 (or 6) + your
EXPERTISE
Constitution modifier per your crime fighter
level after 1st. At 1st level, you choose two of your skill
Power Ability Modifier: Charisma, Intelligence or proficiencies or one of your skill proficiencies
Wisdom and your proficiency with one of your tools. Your
proficiency bonus is doubled for any ability
Proficiencies check you make that uses either of the chosen
proficiencies.
Armor: Light armor, medium armor, shields
Weapons: All weapons At 6th level, you can choose two more of your
Tools: None proficiencies (in skills or with tools) to gain this
Saving Throws: Constitution, Wisdom benefit.
Skills: Choose two skills from Athletics,
Acrobatics, Sleight of Hand, Stealth, Lore,
Investigation, Nature, Animal Handling,
Insight, Medicine, Perception, Survival,
Deception, Intimidation, Performance,
Persuasion, Technology
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FIGHTING STYLE Protection
Starting at 1st level, you have spent years When a creature you can see attacks a target other
mastering a martial combat, but you’ve adopted a than you that is within 5 feet of you, you can use
particular style of fighting as your specialty. your reaction to impose disadvantage on the
Choose one of the following options. You can’t attack roll.
take a Fight Style option more than once, even if
you later get to choose again. Marksmen Fighting Style
Defense You gain a +2 bonus to attack rolls you make
with ranged weapons or a +1 bonus to your
You gain a +2 bonus to AC. ranged weapon power save DC.
Dueling Two-Weapon Master
When you are wielding a melee weapon in one When you engage in two-weapon fighting, you
hand and no other weapons, you gain a +2 bonus can add your ability modifier to the damage of the
to damage rolls with that weapon. second attack.
Great Weapon Fighting When you reach 11th level you can make two
attacks as part of your bonus action when you
When you roll a 1 or 2 on a damage die for an take the Attack action instead of one when two-
attack you make with a melee weapon that you are weapon fighting.
wielding with two hands, you can reroll the die
and must use the new roll, even if the new roll is a Unarmed Combat
1 or a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit. When you engage in unarmed combat, you can
use Dexterity instead of Strength for the attack
and damage rolls of your unarmed strikes.
You can roll a d8 in place of the normal damage
of your unarmed strikes. This die changes as you
gain crime fighter levels. Starting at 5th level it
increases to a d10, and at 17th level a d12.
REMARKABLE ATHLETE
Starting at 3rd level, you can add half your
proficiency bonus (rounded up) to any Strength,
Dexterity, or Constitution check you make that
doesn’t already use your proficiency bonus.
You can increase one ability score of your
choice by 2, or you can increase two ability
scores of your choice by 1. You can’t increase an
ability score above 20 using this feature.
In addition, when you make a running long
jump, the distance you can cover increases by a
number of feet equal to your Strength modifier.
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SUPERIOR CRITICAL
Beginning at 3rd level your attacks score a critical
hit on a roll of 19 or 20.
When you reach 15th level in this role your
weapon attacks score a critical hit on a roll of 18-
20.
ACTION SURGE
At 6th level, you can push yourself beyond your
normal limits for a brief moment. On your turn,
you can take one additional action on top of your
regular action and a possible bonus action.
Once you use this feature, you must finish a
short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a
rest, but only once on the same turn.
PSYCHOLOGICAL WARFARE SURVIVOR
Starting at 10th level, you have mastered the Starting at 14th level, you attain the pinnacle of
psychological manipulation of others. Your words resilience in battle. At the start of each of your
and actions intimidate your enemies. You can use turns, you regain hit points equal to 5 + your
your action to frighten someone with your Constitution modifier if you have no more than
psychological warfare. When you do so, choose half your hit points left. You don’t gain this
one creature within 60 feet of you. If the creature benefit if you have 0 hit points.
can see or hear you, it must succeed on a Wisdom
saving throw (DC is equal to 8 + your proficiency SWIFT ASSAULT
bonus + your Charisma modifier) or be frightened
of you until the end of your next turn. On When you reach 20th level, you can attack twice,
subsequent turns, you can use your bonus action instead of once, whenever you take the Attack
to extend the duration of this effect on the action on your turn. If you have the Extra Attack
frightened creature until the end of your next enhancement, the number of attacks increases to
turn. This effect ends if the creature ends its turn three.
out of line of sight or more than 60 feet away
from you.
If the creature succeeds its saving throw, it is
immune to this feature for 24 hours.
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ELEMENT CONTROLLER Proficiencies
Some of the most dangerous deviants on Terra Armor: Light armor
are those that can bend elemental energies to Weapons: Simple weapons
their will, or worse, against their will. Known as Tools: None
Element Controllers, most can manipulate a Saving Throws: Constitution, Charisma
particular form of elemental energy such as fire, Skills: Choose two skills from Athletics,
ice, lightning, or earth.
Acrobatics, Sleight of Hand, Stealth, Lore,
At its base, they can launch balls of pure Investigation, Nature, Animal Handling,
energy at a foe that is strong enough to destroy a Insight, Medicine, Perception, Survival,
vehicle or a door barring their path. Whether Deception, Intimidation, Performance,
splitting a power in twain to hit two targets or Persuasion, Technology
channeling enough control to double the
distance it can travel before it dissipates, the Equipment
element controller learns to manifest and
control their power to alter the elements in You start with the following equipment, in
unique and unusual ways. This often means that addition to the equipment granted by your alter
controllers of the same element tend to harness ego:
the power completely different than each other.
Where one bends the element for defensive or • Any simple weapon
mobility, another might focus entire on • Kevlar Threaded Clothes
offensive capability. These simple truths mean
many are wary of the element controllers, and
for good reason.
The way element controllers manipulate the
raw elements can take a myriad of forms. While
one may control an element with a thought,
another may use a gadget such as a powerful
arcane rod or an advanced or alien piece of tech
such as a glove that allows the manipulation.
Regardless of the form it takes, element
controllers are as unpredictable as the elements
they control.
ROLE FEATURES
As an elemental manipulator, you gain the
following role features:
Hit Points
Stamina Dice: 1d6
Hit Points: at 1st Level: 6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 3) + your
Constitution modifier per your element
controller level after 1st.
Power Ability Modifier: Charisma or Wisdom
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ELEMENTAL ORIGIN ELEMENTAL CONTROL
Starting at 1st level, your superhero origin You gain the ability to twist your powers to suit
powers take the shape of an element of your your needs. You gain two of the following
choosing from: Fire, cold, lightning, air, or earth. Elemental Control options of your choice. You
Your choice grants you special features unique to gain another one at 10th and 17th level.
your element. You gain the Energy Sphere
power. This does not count against your total You can use only one Elemental Control option
number of powers known. Additionally, you on a power when you use it, unless otherwise
become immune to the chosen damage type from noted.
your own powers and resistance from external
sources. Careful Power
Energy Sphere When you use a power that forces other creatures
to make a saving throw, you can protect some of
1st level those creatures from the power’s full force. To
do so, you spend 1 control point and choose a
Activation Time: 1 action number of those creatures up to you Charisma
Range: 120 feet modifier (minimum of one creature). A chosen
Roles: creature automatically succeeds on its saving
Duration: Instantaneous throw against the power.
You’re able to launch a 6-inch diameter sphere Distant Power
of energy at a creature that you can see within
range. The damage type is based on your When you use a power that has a range of 5 feet
elemental origin. Make a ranged power attack or greater, you can spend 1 control point to
against the target. If the attack hits, the creature double the range of the power.
takes 3d8 damage of that type.
When you use a power that has a range of
At higher levels. When you activate this power touch, you can spend 1 control point to make the
using a power slot of 2nd level or higher, the range of the power 30 feet.
damage increases by 1d8 for each power slot
level above 1st. Empowered Element
CONTROL POINTS When you roll damage for a power, you can
spend 1 control point to reroll a number of
Starting at 3rd level, you have a number of control damage dice up to your Charisma modifier
points equal to your level in this role. These (minimum of one). You must use the new rolls.
increase as you grow in level and power. You can
never have more control points than your level. You can use Empowered Element even if you
You regain all spent control points when you have already used a different Elemental Control
finish a long rest. option during the use of the power.
ADAPTABLE POWER Extended Power
You can sacrifice power slots to gain additional When you use a power that has a duration of 1
control points. You learn other ways to use your minute or longer, you can spend 1 control point
control points as you reach higher levels. to double its duration, to a maximum duration of
24 hours.
Converting Power Slots into Control Points. As
a bonus action on your turn, you can expend one Heightened Power
power slot and gain a number of control points
equal to the power slot’s level. When you use a power that forces a creature to
make a saving throw to resist its effects, you can
spend 3 control points to give one target of the
power disadvantage on its first saving throw
made against the power.
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Hastened Power In addition, the duration lasts for 8 hours. This
effect ends on all creatures if you lose
When you use a power that has an activation concentration.
time of 1 action, you can spend 2 control points
to change the activation time to 1 bonus action Earth. You learn the stoneskin power if you
for this activation. don’t know it already. When you activate this
power using your elemental adept, you gain a
Twinned Power burrow speed equal to your walking speed. You
can burrow through nonmagical, unworked
When you activate a power that targets only one earth and stone. While doing so, you don’t
creature and doesn’t have a range of self, you can disturb the material you move through. In
spend a number of control points equal to the addition, you become immune to slashing and
power’s level to target a second creature in range piercing damage, but gain vulnerability to
with the same power (1 control point if the power thunder damage.
is at-will).
ELEMENTAL AFFINITY ELEMENTAL MASTERY
Starting at 6th level, when you use a power that Starting at 14th level, you gain a special power
deals damage of the type associated with your unique to the element you chose. You can
elemental origin, you can add your Charisma activate that power once a day without
modifier to one damage roll of that power. At the expending a power slot.
same time, you can spend 1 control point to gain
immunity to that damage type for 1 hour. Fire. When you use a power that deals fire
damage to a creature, it becomes burning.
ELEMENTAL ADEPT
Water. When you use a power that deals cold
Starting at 10th level, you gain a special power damage to a creature, it becomes frigid.
unique to the origin you chose. This does not
count against the total number of powers you Lightning. When you use a power that deals
know. You can activate that power once a day lightning damage to a creature, it becomes
without expending a power slot. shocked.
Fire. You learn the wall of fire power if you Air. When you use a power that creates strong
don’t already know it. When you activate this winds such as gust of wind, until the start of your
power using your elemental adept, you can next turn, you can use a reaction at any point to
choose up to three creatures to be protected from gain a fly speed equal to your movement speed.
the flames. If they succeed on the saving throws, You can immediately move up to half your
they take no damage from the wall of fire. movement. This movement does not provoke
opportunity attacks.
Water. You learn the control water power if you
don’t already know it. When you activate this Earth. You can manipulate your stoneskin
power using your elemental adept, if there is no power with ease. You can now apply it to allies
freestanding water, you can pull it from the air to within 60 feet of you, protecting them in a thin
create up to one thousand gallons of it. layer of earth armor.
Lightning. You learn the call lightning power if ELEMENTAL RECUPERATION
you don’t already know it. When you activate this
power using your elemental adept, the power’s At 20th level, you regain 4 expended control
duration increases to 1 hour. points whenever you finish a short rest.
Air. You learn the fly power if you don’t already
know it. When you activate this power using your
elemental adept, you can target up to 5 creatures
within 20 feet of you to be affected by the power.
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EXOSUIT Proficiencies
Exosuits are technological marvels, alien or Armor: All armor, shields
otherwise. Often obtained by genius creators, Weapons: Simple weapons
people of vast wealth, or someone lucky enough Tools: None
to stumble across an old abandoned or broken Saving Throws: Intelligence, Wisdom
suit. These masterpieces of technology are suits Skills: Choose two skills from Athletics,
of battle armor designed to enhance its pilot’s
combat prowess. The physical traits of an exosuit Acrobatics, Sleight of Hand, Stealth, Lore,
are often no different from that of a citizen, the Investigation, Nature, Animal Handling,
exosuit can not only greatly enhance strength, but Insight, Medicine, Perception, Survival,
can also have a myriad of other features such as Deception, Intimidation, Performance,
granting flight, carry a vast array of integrated or Persuasion, Technology
attached weapons, and even allow the user to
survive in otherwise treacherous environments Equipment
such as underwater or deep space.
You start with the following equipment, in
Exosuits are made up of millions of addition to the equipment granted by your alter
microscopic drones that can be stored in the ego:
smallest of spaces. At a simple command of the
user, they can be released and shroud the hero • Two simple weapons or one martial weapon
instantly. This hivemind-like armor of drones • Tanta Battlesuit
also allows them to deconstruct and reconstruct
analyzed items, allowing them to take on forms
of other features, and more importantly,
weapons. Most of the suits can easily create a few
different effects that all the drones tend to
possess, such as sonic blasters, a non-violent
combat alternative, and ambro medical shots
that treat and heal wounds. The rest of the
exosuit’s arsenal is decided by the user.
While the pilots are often extremely
intelligent, it isn’t always the case. For the most
part though, the only real weakness of these
powerful technical marvels is the often
physically weak pilot at its core.
ROLE FEATURES EXOSUIT
As an exosuit, you gain the following role Starting at 1st level, you have access to a powerful
features: nano exosuit at your disposal. You don’t need to
meet the strength requirements to use battlesuits.
Hit Points As an action, you can don your exosuit. While
within your exosuit, you gain access to the
Stamina Dice: 1d10 following features and the powers.
Hit Points: at 1st Level: 1d10 + your Constitution
modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per your exosuit level
after 1st.
Power Ability Modifier: Intelligence or Wisdom
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ENHANCED STRENGTH Augmentation. As an action, you redirect your
suit's power with additional energy. For 1 minute,
When you engage in unarmed combat, you can you add your Intelligence modifier to attack rolls
roll a 2d6 + your Strength modifier in place of made with that weapon (with a minimum bonus
the normal damage of your unarmed strikes. of +1). The weapon also emits bright light in a 20-
foot radius and dim light 20 feet beyond that. If
AMBRO MED SHOT the weapon is not already magical, it becomes
magical for the duration.
Your suit releases a healing agent through a
syringe hidden within the suit. You have a limited You can end this effect on your turn as part of
supply that you can replenish during a long rest. any other action. If you are no longer holding or
With that supply, you can restore a total number carrying this weapon, or if you fall unconscious,
of hit points equal to your exosuit level x 5. this effect ends.
As an action, you can touch a creature and inject Sonic Blaster. As an action, your exosuit
the healing agent drawing from the supply to releases a vicious sonic assault. Each humanoid
restore a number of hit points to that creature, up that can hear you within 30 feet of you must make
to the maximum amount remaining in your pool. a Constitution saving throw. If the creature fails
its saving throw, it is turned for 1 minute or until
Alternatively, you can expend 5 hit points from it takes damage.
your supply of healing to cure the target of one
disease or neutralize one poison affecting it. You A turned creature must spend its turns trying to
can cure multiple diseases and neutralize multiple move as far away from you as it can, and it can’t
poisons with a single use of your Med Shot, willingly move to a space within 30 feet of you. It
expending hit points separately for each one. also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an
This feature has no effect on undead and effect that prevents it from moving. If there’s
constructs. nowhere to move, the creature can use the Dodge
action.
OVERCHARGE MENTAL DISRUPTION
When you hit a creature with a melee or ranged INHIBITOR
attack, you can expend a power slot to overcharge
it to deal radiant damage to the target, in addition Starting at 6th level, your suit has a beacon within
to the attack’s damage. The extra damage is 2d8 your exosuit that releases regular short invisible
for a 1st-level power slot, plus 1d8 for each power bursts that inhibit powers that affect the mind.
level higher than 1st. The damage increases by 1d8 You and friendly creatures within 10 feet of you
if the target is an undead or fiend. can’t be charmed while you are conscious.
At 11th level an upgrade to your energy At 18th level, the range of this beacon increases
generator increases the damage of all melee and to 30 feet.
ranged attacks by an extra 1d8 radiant damage.
AUTOMATED DEFENSES
EQUIPMENT AUGMENTATIONS
Starting at 10th level, your exosuit has been
At 3rd level, you’re able to divert some of your integrated with a complex automated defense
suit's power to its combat weapons or non-lethal system designed to fend off a myriad of threats.
sonic blaster. When you use this feature, you When you become the target of an attack or
cannot use it again until you finish a short or long saving throw, you may use your reaction to roll a
rest. d4 and subtract the number rolled from the
creature's attack roll or add the number to your
saving throw.
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MEDICAL PROBE
Beginning at 14th level, your exosuit has
integrated healing nanobots delivered via a drone
designed to attack foreign powers affecting a
creature. As an action, you can end one power on
yourself or one willing creature within 30 feet of
you.
You can use this feature a number of times
equal to your Charisma modifier (minimum of
once). You regain expended uses when you finish
a long rest.
ARMORED TITAN
At 20th level, you push your nanites into an
overclocked state, allowing them to maximize
your suit for combat. Using your action, your
nanites rearrange and transform your exosuit
into an armored titan. For 1 minute, you gain the
following benefits:
• You have resistance to bludgeoning, piercing,
and slashing damage from nonmagical
weapons.
• When you take the Attack action on your turn,
you can make one additional attack as part of
that action.
• When you roll to make an attack, roll a d6 and
add that roll to the attack and damage rolls.
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GADGETEER Proficiencies
While Exosuits focus on combat-based armor, Armor: All armor, shields
the Gadgeteer utilizes a variety of technological Weapons: All weapons
gadgets to accomplish great feats of strength or Tools: None
aid their allies in battle. Their specialty is the use Saving Throws: Dexterity, Wisdom
of aerial robots called drones. The Gadgeteer’s Skills: Choose two skills from Athletics,
tools and equipment can take an infinite number
of different forms; the most common are drones, Acrobatics, Sleight of Hand, Stealth, Lore,
blasters, and antigravity belts. The gadgeteer’s Investigation, Nature, Animal Handling,
variety makes them an extremely versatile Insight, Medicine, Perception, Survival,
character. Deception, Intimidation, Performance,
Persuasion, Technology
Gadgeteers are always most welcome in a
battle against a villain and their cronies. The Equipment
customization of their drones allows them to fill
in niche roles when needed. Their unique drone You start with the following equipment, in
system allows them to deploy a variety of addition to the equipment granted by your alter
versatile allies around the battlefield. These ego:
drones can heal or ward allies against attacks,
attack enemies with laser fire, or even alert allies • A simple melee weapon and one ranged martial
of incoming attacks. There is no better support weapon
than a Gadgeteer at your side. They almost
always have the right tool for the job. • Reinforced Kevlar Jacket
Their target system and automated defenses GADGETEER
can allow the gadgeteer and their allies to boost
both their offensive and defensive capabilities. Starting at 1st level, you’re able to release small
This includes delivering medical support to those robotic drones as a bonus action to an unoccupied
in need. The greatest weapon in a gadgeteer’s space within 30 feet of you that you can see. The
arsenal, however, is the personal battle droid form the drones take is up to you. When you gain
that can be transported to the battlefield at a this feature, you have access to two types of drone
moment’s notice, lending the group of heroes an systems. The drones available to you are detailed
extra hand and potentially changing the tide of a at the end of this role description. The drone lasts
battle in the heroes’ favor. for 1 minute, until it is destroyed, or until you use
your bonus action to release another one of the
ROLE FEATURES same type. You can dismiss the drone as a bonus
action. Your drones have an AC of 10 + your
As a gadgeteer, you gain the following role proficiency bonus. They have 1 hit point. They
features: have integrated shields that protect them against
area of effects. They are immune to area of effect
Hit Points powers and weapons.
Stamina Dice: 1d8 You can use this feature a number of times
Hit Points: at 1st Level: 1d8 + your Constitution equal to your proficiency bonus. You regain
expended uses of this feature when you finish a
modifier short or long rest.
Hit Points at Higher Levels: 1d8 (or 4) + your
You can learn an additional drone system at 3rd
Constitution modifier per your gadgeteer level level, another at 6th level, and another two drone
after 1st. systems at 12th level.
Power Ability Modifier: Intelligence or Wisdom
Additionally, when you gain a level in this role,
you can replace existing drone systems you know
with another drone system that you could learn
at that level.
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TARGET ASSIST
You have a complex targeting system to aide you
in offensive ranged combat. When you take the
Attack action with a ranged weapon, roll a d4.
When you make a ranged attack roll, add the
value to your attack roll. If your attack forces a
target to make a saving throw, subtract the
number rolled from the target’s saving throw.
DRONE SYSTEMS INTEGRATED ANTI-GRAVITY
Each drone has a unique set of actions available BOOTS
to them. Each drone’s actions are detailed in the
Drone’s description. Choose an unoccupied space Starting at 6th level, you integrate antigravity
within 10 feet of you, the drone is deployed there technology into your boots. While wearing your
and hovers 5 feet off the ground. If a drone boots, you gain a fly speed of 60 feet.
requires a bonus action to activate, you may
activate it the first time the power is activated as AUTOMATED DEFENSES
part of the activation. Any additional activation
requires the use of the bonus action. Starting at 10th level, when a creature you can see
Additionally, the drones can be commanded to attacks you or an ally that is within 20 feet of one
move up to 20 feet as a bonus action. of your drone systems, you can use your reaction
to have the drone move to intercept the blow,
The drones use your power ability to determine imposing disadvantage on the attack roll. You
its power save DC and power attack modifiers. must have a drone system active to use this
feature.
AMBRO SURGE
BATTLE DROID
At 3rd level, using a small gauntlet device stored
with ambronanites, you’re able to deliver healing Beginning at 14th level, you can transport a battle
to a creature of your choice within range via a droid of your creation and design. As an action,
sonic surge of nanites. You have a pool of ambro you can have it transported to an unoccupied
healing surges in the form of small canister like space that you can see within 60 feet of you. The
vials. This is represented by a number of d4s equal Overseer has the statistics.
to your proficiency bonus, known as ambro surge
dice. The battle droid requires concentration, and it
instantly transports to its storage dock when it
As an action, you can choose a creature within drops to 0 hit points, or you lose concentration.
60 feet of you that you can see. You can expend The battle droid is friendly to you and your
any number of ambro surge dice. The target companions.
regains a number of hit points equal to the total
number rolled plus your power ability modifier. Roll initiative for the battle droid, and it acts
on its own turn. The droid obeys any verbal
You regain all expended ambro surge dice commands that you issue to it (no action
when you finish a short or long rest. required by you). If you don’t issue any
command, it defends itself from hostile
creatures.
Once you use this feature, you can’t use it
again until you finish a long rest.
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NANITE INFUSION choose a number of creatures up to your
proficiency bonus within a 15-foot radius of the
Starting at 20th level, you send a rush of shield drone. The creatures gain a number of temporary
projecting nanites to the aid of a creature that hit points equal to half your gadgeteer level
you can see within 60 feet of you (which can rounded down (minimum of one), that lasts until
include yourself). This effect lasts for up to 10 the start of your next turn.
minutes (as if concentrating on a power). The
creature gains the following benefits. Overheat Drone
• The target gains 50 temporary hit points. If Prerequisite: 6th level
any of these remain when the power ends, they The drone carries a fusion core that releases
are lost. bursts of intense heat. As a bonus action, you can
cause the drone to flare heat. Each creature
• The target has advantage on all saving throws within a 10-foot radius of the drone must make a
against powers. Constitution saving throw. A creature takes 3d6
fire damage on a failed save, or half as much on a
• The target gains a +2 bonus to AC successful one.
DRONES Resistance Drone
If a drone has prerequisites, you must meet them The drone shields nearby creatures from
to learn it. You can learn a drone system at the elemental powers. When a creature within a 15-
same time you meet its prerequisites. A level foot radius of the drone is hit by an attack that
prerequisite for a drone refers to your gadgeteer deals cold, fire, lightning, poison, or thunder
level. damage, you can use your reaction to give the
creature resistance against one of these damage
Gravity Drone types. This effect lasts until the start of your next
turn.
The drone hinders the movement of creatures
around where it is deployed. As a bonus action, Blaster Drone
you can cause the drone to warp gravity in a 15-
foot radius around it. The area is considered The drone is equipped with laser destructors.
difficult terrain until the start of your next turn. Using your bonus action, you can command the
drone to fire its destructors at a target within 60
Warning Drone feet of it. Make a ranged power attack. On a hit,
the target takes 1d6 radiant damage.
Prerequisite: 8th level
The drone releases holographic telegraphs of This drone’s damage increases by 1d6 when
incoming enemy attacks. Creatures of your you reach 5th level (2d6), 11th level (3d6), and 17th
choice within a 15-foot radius of the drone have level (4d6).
advantage on Dexterity saving throws.
Adrenaline Drone
Lure Drone
Prerequisite: 12th level
The drone redirects powers that pass within The drone bolsters creatures around it. When a
range of its scanners. You can use your reaction creature is within a 15-foot radius of the drone,
when a creature within a 15-foot radius of the you can use your reaction to grant it advantage
drone is the target of a power, forcing the user to on all Strength checks or saving throws until the
succeed on a Wisdom saving throw. On a failed start of your next turn.
save, the drone becomes the target of the power
instead.
Ambronanite Drone
Prerequisite: 4th level
The drone wards creatures within range of its
Ambronanite sphere. Using your bonus action,
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JUMPER
While rare, some deviants have the power to
connect two apparent separate locations in space
and pull them together enough for them to leap
through the gap created. This allows them to
“jump” from one place to another. This allows
them to instantly transport themselves from one
location to another.
In a world were villains and their henchman
can be found in most alleys or a foolish
scientist’s experiment can go awry releasing
monstrosities into the cities, sometimes, the
best thing to do is get out of dodge and avoid the
encounter all together. On the other hand, swift
movement via jumping can be used to capture an
enemy by complete surprise. Either way, being
able to move instantly and undetected is a
desirable trait for those looking to delve into
espionage and thieving.
The limited nature of jumping means that
weaker jumpers can only transport themselves.
Some believe that with enough practice, a
jumper can transport large groups of people and
objects. This makes them difficult to pin down,
get the jump on, or even catch. A few have been
known to be able to create portals that can
redirect incoming projectiles back at their foe. It
is an ability that can help get them out of a
dangerous situation when caught unarmed.
Each jumper’s form of transportation is
different and rarely appears the same. Some
jumpers can open clear visible portals, others
merely vanish into a puff of smoke. Whatever the
form, it’s their most valuable tool.
ROLE FEATURES
As a Jumper, you gain the following role
features:
Hit Points
Stamina Dice: 1d8
Hit Points: at 1st Level: 1d6 + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 3) + your
Constitution modifier per your jumper level
after 1st.
Power Ability Modifier: Constitution or Charisma
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Proficiencies NATURAL JUMPER
Armor: All armor, shields When you activate a power that allows you to
Weapons: Simple weapons, one martial or melee teleport, the distance you can teleport is doubled.
weapon of your choice. SURPRISE TELEPORT
Tools: None
Saving Throws: Constitution, Dexterity At 3rd level, your mobility makes you
Skills: Choose two skills from Athletics, unpredictable. This allows you to catch your
enemies by surprise. When you teleport before
Acrobatics, Sleight of Hand, Stealth, Lore, attacking an enemy, you have advantage on attack
Investigation, Nature, Animal Handling, rolls against any creature that hasn’t taken a turn
Insight, Medicine, Perception, Survival, in combat yet, and they have disadvantage on any
Deception, Intimidation, Performance, saving throws. In addition, when you attack with
Persuasion, Technology Advantage after teleporting and both rolls hit the
targets AC, the attack is a critical hit.
Equipment
TRANSPOSITION
You start with the following equipment, in
addition to the equipment granted by your alter Starting at 6th level, you can use your action to
ego: teleport up to 90 feet to an unoccupied space that
you can see. Alternatively, you can choose a space
• A martial melee weapon or one ranged martial within range that is occupied by a small or
weapon medium creature. If that creature is willing, you
both teleport, swapping places.
• Reinforced Kevlar Jacket
You can use this feature a number of times
JUMPER equal to your proficiency bonus. You regain all
expended uses at the end of a long rest.
Starting at 1st level, you have the power to
teleport or jump from one location to another in PROJECTILE TRANSFERAL
an instant. You know the flicker power. This does
not count against your total number of powers Starting at 10th, you can open two small portals.
known. You can use this feature a number of One portal absorbs an incoming attack. The attack
times equal to your proficiency bonus without is then redirected and released out of the other
expending a power slot. You regain expended uses portal at another creature. When you are targeted
when you finish a short or long rest. by a ranged attack, you can use your reaction to
have the attack target a different creature within
Flicker 60 feet of you that you can see.
1st level You can use this feature a number of times
equal to your proficiency bonus, regaining uses
Activation Time: 1 bonus action after a short or long rest.
Range: Self
Duration: Instant
You step through a rift in reality or are
surrounded in a mist or puff of smoke for an
instant; you teleport up to 30 feet to an
unoccupied space that you can see.
At higher levels. When you activate this power
with a power slot of 2nd level or higher, you
increase the range by 10 feet for each power slot
beyond 1st.
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MASS TELEPORTATION Similar Area. You and your group (or the target
object) wind up in a different area that's visually
Beginning at 14th level, you can instantly or thematically similar to the target area. If you
transport yourself and up to eight willing are heading for your home base, for example,
creatures of your choice or a single object that you you might wind up in another hero’s home base
can see within 10 feet of you to a destination you or in a superhero super suit shop that has many
select. If you target an object, it must be able to fit of the same tools and implements as your home
entirely inside a 10-foot cube, and it can’t be held base. Generally, you appear in the closest similar
or carried by an unwilling creature. place, but since the power has no range limit,
The destination you choose must be known to you could conceivably wind up anywhere in the
you, and it must be in the same realm of existence same realm.
as you. Your familiarity with the destination
determines whether you arrive there successfully. Mishap. The power’s unpredictability results
The Overseer rolls a d100 and consults the table. in a difficult journey. Each teleporting creature
Familiarity. "Associated object" means that you (or the target object) takes 3d10 force damage,
possess an object taken from the desired and the Overseer rerolls on the table to see where
destination within the last six months, such as a you wind up (multiple mishaps can occur,
key to an apartment, bed linen from a room, or a dealing damage each time).
beaker from a science laboratory.
You cannot use this feature again until you
"Very familiar" is a place you have been very finish a long rest.
often, a place you have carefully studied or a
place you can see when you activate the power. Familiarity Mishap Similar Off On
"Seen casually" is someplace you have seen Area Target Target
more than once but with which you aren't very Associated - - -
familiar. "Viewed once" is a place you have seen object 01-05 01-
once, in person or even through a holovid. 06-13 14-24 100
"Description" is a place whose location and Very familiar
appearance you know through someone else's 34-43 44-53 25-
description, perhaps from a map. Seen casually 01-33 100
44-53 54-73
"False destination" is a place that doesn't Viewed once 01-43 54-
exist. Perhaps you tried to use satellite data to an 44-53 54-73 100
enemy's hideout, but instead viewed an illusion, Description 01-43
or you are attempting to teleport to a familiar 51-100 - 74-
location that no longer exists. False 01-50 100
destination
On Target. You and your group (or the target 74-
object) appear where you want to. 100
Off Target. You and your group (or the target -
object) appear a random distance away from the
destination in a random direction. Distance off VOID SLIP
target is 1d10 × 1d10 percent of the distance that
was to be traveled. For example, if you tried to At 20th level, you can now use your Transposition
travel 120 miles, landed off target, and rolled a 5 feature on unwilling targets and can affect
and 3 on the two d10s, then you would be off creatures and objects up to large size. When
target by 15 percent, or 18 miles. The Overseer targeting an unwilling creature with your
determines the direction off target randomly by transposition feature, the creature must succeed
rolling a d8 and designating 1 as north, 2 as a charisma saving throw or swap places with you.
northeast, 3 as east, and so on around the points If the target succeeds on the save, they become
of the compass. If you were teleporting to a immune to this feature for 1 hour.
coastal city and wound up 18 miles out at sea,
you could be in trouble.
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Aaliyah Johnson (Order #36367851)
MYSTIC ROLE FEATURES
The arrival of deviants hailed the return to those As a mystic, you gain the following role features:
connected to the mystic arts of magic. The
mystic is a master of the mystical arcane and Hit Points
dark arts. In the past, they were burned and
hunted as witches and monsters to near Stamina Dice: 1d6
extinction. Whatever triggered the rise of the Hit Points: at 1st Level: 6 + your Constitution
deviants, also strengthened the lost blood bonds
to the arcane arts. It is yet unclear if ancient modifier
witches and warlocks were early deviants, or if Hit Points at Higher Levels: 1d6 (or 4) + your
they are completely unrelated, and the rise just
led to the triggering and enhancement of this Constitution modifier per your mystic level
latent power in those with magical lineage. after 1st.
Power Ability Modifier: Intelligence or Wisdom
Unlike most deviants and their abilities, it
takes a bit of work for a mystic to access their Proficiencies
power. To do so, they must focus and draw the
power through the use of complex incantations Armor: None
and somatic components referred to as spells. Weapons: Simple weapons
While their power requires study and Tools: None
memorization to master, they’re extremely Saving Throws: Intelligence, Wisdom
versatile. A mystic’s most powerful tool is their Skills: Choose two skills from Athletics,
ability to summon magical spirit allies to aid
them. There are even rumors of some mystics Acrobatics, Sleight of Hand, Stealth, Lore,
being able to suppress the powers of deviants or, Investigation, Nature, Animal Handling,
at least, cancel their effects for a short time. Insight, Medicine, Perception, Survival,
Many believe this power is what the DRT use in Deception, Intimidation, Performance,
their battles with deviants. This, of course, Persuasion, Technology
remains as a rumor and hasn’t been confirmed in
public record. Equipment
Mystics are often believed to be the origin of You start with the following equipment, in
lore and legends like the legendary wizards using addition to the equipment granted by your alter
magic. Their powers often manifest as a complex ego:
glyph of power hovering in the air. The power
can do a great many things. There is a core of • One simple weapon.
powers that all mystics have: simple tricks and
illusions. Beyond that, their powers vary as
widely as shells in the sea, meaning no two
mystics are exactly alike.
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Aaliyah Johnson (Order #36367851)
ARCANE STUDIES When the familiar drops to 0 hit points, the
portal opens, drawing it in, and it disappears. It
Starting at 1st level, you have studied the mystic reappears after you activate this power again.
arts through an ancient magical tome. Choose
either prestidigitation or minor illusion. While your familiar is within 100 feet of you,
you can communicate with it telepathically.
Additionally, you know the cure wounds, force Additionally, as an action, you can see through
armor and shield powers. These powers do not your familiar’s eyes and hear what it hears until
count against your number of powers known. the start of your next turn, gaining the benefits
of any special senses that the familiar has.
You can activate either of these powers a total During this time, you are deaf and blind
number of times equal to your proficiency bonus regarding your own senses.
without spending a power slot. You can’t use this
feature again until you finish a long rest. As an action, you can temporarily dismiss your
familiar. It disappears and awaits your
Force Armor summons. Alternatively, you can dismiss it
forever. As an action, while it is temporarily
1st level dismissed, you can cause it to reappear in any
unoccupied space within 30 feet of you.
Activation Time: 1 action
Range: Touch You can’t have more than one familiar at a
Roles: Mystic time. If you activate this power while you already
Duration: 8 hours have a familiar, a new portal opens and replaces
it instantly. Choose one of the forms from the
You are able to create a magical ward around a above list.
creature who isn’t wearing armor; a protective
magical force of energy surrounds it until the Finally, when you activate this power, you may
power ends. The target’s base AC becomes 13 + activate powers with a range of touch and have
its Dexterity modifier. The power ends if the your familiar deliver the power as if it had used
target dons armor or if you dismiss the power as the power itself. Your familiar must be within
an action. 100 feet of you, and it must use its reaction to
deliver the power when you activate it. If the
At higher levels. When you activate this power power requires an attack roll, you use your attack
using a power slot of 4th level the range becomes modifier for the roll.
60 feet.
POTENT AT-WILL POWERS
SUMMONED FAMILIAR
Starting at 6th level, you gain the ability to imbue
At 3rd level, as an action, you can conjure a spirit your powers with additional arcane energies. Your
bound familiar that takes an animal form that you damaging powers affect even creatures that avoid
may choose from: a bat, cat, crab, frog (toad), the brunt of the effect. When a creature succeeds
hawk, lizard, octopus, owl, poisonous snake, rat, on a saving throw against your At-will powers,
raven, sea horse, spider, or weasel. A portal opens the creature takes half the At-will’s damage (if
in an unoccupied space within 10 feet of you. The any) but suffers no additional effect from the
familiar has the statistics of the chosen form. power.
Your familiar acts independently of you, but it EMPOWERED INCANTATIONS
always obeys your commands. In combat, it rolls
its own initiative and acts on its own turn. A Starting at 10th level, when you activate a power
familiar can’t attack, but it can take other that requires you to roll any number of dice, you
actions as normal. can reroll a number of dice up to your proficiency
bonus. You can only do this one time whether you
roll one or all of the dice available. You must use
the new rolls.
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Aaliyah Johnson (Order #36367851)