Nano-ambrobot Injection Orbital Scanner
2nd level 4th level
Activation Time: 1 action Activation Time: 10 minutes
Range: Touch Range: 30 feet
Roles: Roles:
Duration: Instantaneous Duration: Concentration, up to 1 hour
Using a high-tech nano injection, thousands of You send a description or name a creature that is
tiny drones enter the body and attack a foreign known to you to an orbital scanner satellite
agent. You touch a creature and can end either either by hacking, owning, or borrowing for a
one disease or one condition afflicting it. The brief short time. It relays back information on
condition can be blinded, deafened, paralyzed, or the target so long as it is within 1 mile of you. If
poisoned. the creature is moving, you know the direction of
its movement.
Nature’s Explosive Growth
This power can locate a specific creature
4th level known to you, or the nearest creature of a
specific kind (such as a human or lion), so long
Activation Time: 1 action as you have seen such a creature up close enough
Range: 30 feet to describe it accurately. If the creature you
Roles: described or named is in a different form, such as
Duration: Concentration, up to 10 minutes being under the effects of a shapeshifting or
wearing a disguise kit or similar, this power
With a release of power or a gadget, you doesn't locate the creature.
transform up to ten centipedes, three spiders,
five wasps, or one scorpion within range into Optical Camouflage
giant versions of their natural forms for the
duration. A centipede becomes a giant centipede, 2nd level
a spider becomes a giant spider, a wasp becomes
a giant wasp, and a scorpion becomes a giant Activation Time: 1 action
scorpion. Range: Touch
Roles:
Each creature obeys your verbal commands, Duration: Concentration, up to 1 hour
and in combat, they act on your turn each round.
The Overseer has the statistics for these You use your mind, mystic arts, or a gadget to
creatures and resolves their actions and bend light around a creature, rendering it
movement. invisible to the naked eye. A creature you touch
becomes invisible until the power ends. Anything
A creature remains in its giant size for the the target is wearing or carrying is invisible as
duration, until it drops to 0 hit points, or until long as it is on the target's person. The power
you use an action to dismiss the effect on it. ends for a target that attacks or uses a power.
The Overseer might allow you to choose At Higher Levels. When you use this power
different targets. For example, if you transform a using a power slot of 3rd level or higher, you can
bee, its giant version might have the same target one additional creature for each power
statistics as a giant wasp. slot level above 2nd.
Phantasmal Assault
4th level
Activation Time: 1 action
Range: Touch
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Aaliyah Johnson (Order #36367851)
Roles: Plant Growth
Duration: Concentration, up to 1 minute
3rd level
With magic, psionics or, similar power, you tap
into the nightmares of a creature you can see Activation Time: 1 action or 8 hours
within range and create an illusory Range: 150 feet
manifestation of its deepest fears, visible only to Roles:
that creature. The target must make a Wisdom Duration: Instantaneous
saving throw. On a failed save, the target
becomes frightened for the duration. At the end This power channels vitality into plants within a
of each of the target's turns before the power specific area. There are two possible uses for the
ends, the target must succeed on a Wisdom power, granting either immediate or long-term
saving throw or take 4d10 psychic damage. On a benefits.
successful save, the power ends.
If you activate this power using 1 action,
At Higher Levels. When you activating this choose a point within range. All normal plants in
power using a power slot of 5th level or higher, a 100-foot radius centered on that point become
the damage increases by 1d10 for each slot level thick and overgrown. A creature moving through
above 4th. the area must spend 4 feet of movement for
every 1 foot it moves.
Phasing
You can exclude one or more areas of any size
3rd level within the powers area from being affected.
Attacks through the thick foliage have
Activation Time: 1 action disadvantage and creatures within the area have
Range: Self advantage on Dexterity saving throws.
Roles:
Duration: 1 minute If you activate this power over 8 hours, you
enrich the land. All plants in a half-mile radius
Your body shifts between dimensions. Roll a d20 centered on a point within range become
at the end of each of your turns for the duration enriched for 1 year. The plants yield twice the
of the power. On a roll of 11 or higher, you vanish normal amount of food when harvested.
from your current realm of existence and appear
in the Ethereal Realm (the power fails, and the Pocket Defibrillator
activation is wasted if you were already on that
realm). At the start of your next turn, and when 4th level
the power ends if you are on the Ethereal Realm,
you return to an unoccupied space of your choice Activation Time: 1 action
that you can see within 10 feet of the space you Range: Touch
vanished from. If no unoccupied space is Roles:
available within that range, you appear in the Duration: 8 hours
nearest unoccupied space (chosen at random if
more than one space is equally near). You can You attach a small gadget to a creature and grant
dismiss this power as an action. it a measure of protection from death. The first
time the target would drop to 0 hit points as a
While on the Ethereal Realm, you can see and result of taking damage, the device releases a
hear the realm you originated from, which is cast shock of adrenaline to keep the target standing.
in shades of gray, and you can't see anything Instead, the target drops to 1 hit point and the
there more than 60 feet away. You can only affect power ends.
and be affected by other creatures on the
Ethereal Realm. Creatures that aren't there can't
perceive you or interact with you unless they
have the ability to do so.
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Power Suppression Rift
3rd level 2nd level
Activation Time: 1 action Activation Time: 1 action
Range: 120 feet Range: Touch
Roles: Roles:
Duration: Instantaneous Duration: 1 hour
You release bionic waves of energy that suppress You touch a spot in the air or on a surface. A
powers. Choose one creature, object, or magical crack appears on the surface or in the air and
effect within range. Any power of 3rd level or near invisible entrance opens to an
lower on the target ends. For each power of 4th extradimensional space that lasts until the
level or higher on the target, make an ability power ends.
check using your power ability. The DC equals 10
+ the power's level. On a successful check, the The extradimensional space can be reached by
power ends. walking through it. The space can hold as many
as eight Medium or smaller creatures.
At Higher Levels. When you activate this power
using a power slot of 4th level or higher, you Attacks and powers can't cross through the
automatically end the effects of a power on the entrance into or out of the extradimensional
target if the power's level is equal to or less than space, but those inside can see out of it as if
the level of the power slot you used. through a 3-foot-by-5-foot window centered on
the location the rift was created.
Ray of Enfeeblement
Anything inside the extradimensional space
2nd level drops out when the power ends.
Activation Time: 1 action Remove Curse
Range: 60 feet
Roles: 3rd level
Duration: Concentration, up to 1 minute
Activation Time: 1 action
You release a black beam of enervating energy Range: Touch
from your hands, eyes, or similar feature toward Roles:
a creature within range. Make a ranged power Duration: Instantaneous
attack against the target. On a hit, the target
deals only half damage with weapon attacks that Using a complex magical ritual, at your touch, all
use Strength until the power ends. curses affecting one creature or object end. If the
object is a cursed item, its curse remains, but the
At the end of each of the target's turns, it can power breaks its owner’s attunement to the
make a Constitution saving throw against the object so it can be removed or discarded.
power. On a success, the power ends.
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Aaliyah Johnson (Order #36367851)
Satellite Tracker Sentinel Shield
2nd level 1st level
Activation Time: 1 action Activation Time: 1 bonus action.
Range: Self Range: 60 feet
Roles: Roles:
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to A tech drone, psychic, or mystic force creates a
you. Your tech creates a general signal in the shimmering field appears and surrounds a
direction of the object's location, as long as that creature of your choice within range, granting it
object is within 1 mile of you. If the object is in a +2 bonus to AC for the duration.
motion, you know the direction of its movement.
Sentry Turret
This power can locate a specific object known
to you, as long as you have seen it up close- 4th level
within 30 feet-at least once. Alternatively, the
power can locate the nearest object of a Activation Time: 1 action
particular kind, such as a certain kind of apparel, Range: 5 feet
jewelry, furniture, tool, or weapon. Roles:
Duration: 8 hours
This power can't locate an object if any
thickness of lead, even a thin sheet, blocks a You fabricate or place a small sentry turret in an
direct path between you and the object. unoccupied space, where it remains functional
for the duration, until you dismiss it as an action,
Scorching Ray or until you move more than 100 feet away from
it.
2nd level
The turret is coated in stealth camouflage and
Activation Time: 1 action is invisible to all creatures except you. It has an
Range: 120 feet AC 16 and 50 hit points. When a Small or larger
Roles: creature comes within 30 feet of it without first
Duration: Instantaneous
speaking the password that you specify when
You release three rays of fire from a hand, eyes, you activate this power, the sentry turret
or gadget and send them hurling at targets releases a loud alarm. It ignores illusions.
within range. You can hurl them at one target or
several. At the start of each of your turns, the turret
attempts to blast one creature within 30 feet of it
Make a ranged power attack for each ray. On a that is hostile to you. The turret’s attack bonus is
hit, the target takes 2d6 fire damage. equal to your power ability modifier + your
proficiency bonus. On a hit, it deals 4d8 piercing
At Higher Levels. When you activate this power damage.
using a power slot of 3rd level or higher, you
create one additional ray for each slot level above Shattering Boom
2nd.
2nd level
Activation Time: 1 action
Range: 60 feet
Roles:
Duration: Instantaneous
You release thunderous boom from your hand,
mouth, gadget, or similar feature.
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Aaliyah Johnson (Order #36367851)
A sudden loud ringing noise, painfully intense, If you chose a point on an object you are
erupts from a point of your choice within range. holding, or one that isn't being worn or carried,
Each creature in a 10-foot radius sphere centered the light shines from the object and moves with
on that point must make a Constitution saving it. Completely covering the affected object with
throw. A creature takes 3d8 thunder damage on a an opaque object, such as a bowl or a helm,
failed save, or half as much damage on a blocks the light.
successful one. A creature made of inorganic
material such as stone, crystal, or metal has If any of this power's area overlaps with an
disadvantage on this saving throw. area of darkness created by a power of 3rd level
or lower, the power or gadget that created the
A nonmagical object that isn't being worn or darkness ends.
carried also takes the damage if it's in the
power's area. Silence
At Higher Levels. When you activate this power 2nd level
using a power slot of 3rd level or higher, the
damage increases by 1d8 for each slot level above Activation Time: 1 action
2nd. Range: 120 feet
Roles:
Shield Duration: Concentration, up to 10 minutes
1st level For the duration, you or a device creates an area
where no sound can be created within or pass
Activation Time: 1 reaction, which you take when through a 20-foot radius sphere centered on a
you are hit by an attack or targeted by homing point you choose within range. Any creature or
missiles. object entirely inside the sphere is immune to
thunder damage, and creatures are deafened
Range: Self while entirely inside it.
Roles:
Duration: 1 round Silent Image
A glowing barrier of light formed by magic or 1st level
tech appears and protects you. Until the start of
your next turn, you have a +5 bonus to AC, Activation Time: 1 action
including against the triggering attack, and you Range: 60 feet
take no damage from homing missiles. Roles:
Duration: Instantaneous
Signal Flare
With psionic or mystic powers, you create the
3rd level image of an object, a creature, or some other
visible phenomenon that is no larger than a 15-
Activation Time: 1 action foot cube. The image appears at a spot within
Range: 120 feet range and lasts for the duration. The image is
Roles: purely visual; it isn’t accompanied by sound,
Duration: 1 hour smell, or other sensory effects.
You release an orb of light from your hand, You can use your action to cause the image to
device, or similar gadget that lights up the sky. A move to any spot within range. As the image
60-foot radius sphere of light spreads out from a changes location, you can alter its appearance so
point you choose within range. The sphere is that its movements appear natural for the image.
bright light and sheds dim light for an additional For example, if you create an image of a creature
60 feet. and move it, you can alter the image so that it
appears to be walking.
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Aaliyah Johnson (Order #36367851)
Physical interaction with the image reveals it centered on a point you choose within range. The
to be an illusion because things can pass through area is heavily obscured, and exposed flames in
it. A creature that uses its action to examine the the area are doused.
image can determine that it is an illusion with a
successful Intelligence (Investigation) check The ground in the area is covered with slick
against your power save DC. If a creature ice, making it difficult terrain. When a creature
discerns the illusion for what it is, the creature enters the power's area for the first time on a
can see through the image. turn or starts its turn there, it must make a
Dexterity saving throw. On a failed save, it falls
Sleep Bomb prone.
1st level If a creature starts its turn in the power's area
and is concentrating on a power, the creature
Activation Time: 1 action must make a successful Constitution saving
Range: 90 feet throw against your power save DC or lose
Roles: concentration.
Duration: 1 minute
Slow
A small grenade, arrow, or other gadget releases
a plume of smoke that puts creatures to sleep. 3rd level
Roll 5d8; the total is how many hit points of
creatures this power can affect. Creatures within Activation Time: 1 action
20 feet of a point you choose within range are Range: 120 feet
affected in ascending order of their current hit Roles:
points (ignoring unconscious creatures). Duration: Concentration, up to 1 minute
Starting with the creature that has the lowest Using magical forces, psionic powers, a gadget,
current hit points, each creature affected by this or a similar device, you alter time around up to
power falls unconscious until the power ends, six creatures of your choice in a 40-foot cube
the sleeper takes damage, or someone uses an within range. Each target must succeed on a
action to shake or slap the sleeper awake. Wisdom saving throw or be affected by this
power for the duration.
Subtract each creature’s hit points from the
total before moving on to the creature with the An affected target's speed is halved, it takes a -
next lowest hit points. A creature’s hit points 2 penalty to AC and Dexterity saving throws, and
must be equal to or less than the remaining total it can't use reactions. On its turn, it can use
for that creature to be affected. either an action or a bonus action, not both.
Regardless of the creature's abilities or items, it
Undead and creatures immune to being can't make more than one melee or ranged
charmed aren’t affected by this power. attack during its turn.
At higher levels. When you activate this power If the creature attempts to use a power with an
using a power slot of 2nd level or higher, roll an activation time of 1 action, roll a d20. On an 11 or
additional 2d8 for each power slot level above 1st. higher, the power doesn't take effect until the
creature's next turn, and the creature must use
Sleet Storm its action on that turn to complete the power. If it
can't, the power is wasted.
3rd level
A creature affected by this power makes
Activation Time: 1 action another Wisdom saving throw at the end of each
Range: 150 feet of its turns. On a successful save, the effect ends
Roles: for it.
Duration: Concentration, up to 1 minute
Until the power ends, freezing rain and sleet fall
in a 20-foot-tall cylinder with a 40-foot radius
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Aaliyah Johnson (Order #36367851)
Smoke Bomb Spectral Guardians
1st level 3rd level
Activation Time: 1 action Activation Time: 1 action
Range: 120 feet Range: Self (15-foot radius)
Roles: Roles:
Duration: 1 minute Duration: Concentration, up to 10 minutes
A small grenade, arrow, or other gadget releases You create creatures of pure energy to protect
a 20-foot-radius of sphere of fog centered on a you. They flit around you to a distance of 15 feet
point within range. The sphere spreads around for the duration. You choose the form they take.
corners and its area is heavily obscured. It lasts
for the duration or until a wind of moderate or When you activate this power, you can
great speed (at least 10 miles per hour) disperses designate any number of creatures you can see to
it. be unaffected by it. An affected creature's speed
is halved in the area, and when the creature
Solar Flare enters the area for the first time on a turn or
starts its turn there, it must make a Wisdom
1st level saving throw. On a failed save, the creature takes
3d8 radiant damage (if you are good or neutral)
Activation Time: 1 action or 3d8 necrotic damage (if you are evil). On a
Range: Self (15-foot cone) successful save, the creature takes half as much
Roles: damage.
Duration: 1 round
At Higher Levels. When you use this power
A brilliant and dazzling array of sunlight leaps using a power slot of 4th level or higher, the
from your hand, eyes, or similar body part. Roll damage increases by 1d8 for each slot level above
6d10; the total is how many hit points of 3rd.
creatures this power can affect. Creatures in a
15-foot cone originating from you are affected in Spectral Weapon
ascending order of their current hit points 2nd level
(ignoring unconscious creatures and creatures
that can’t see). Activation Time: 1 action
Range: 60 feet
Starting with the creature that has the lowest Roles:
current hit points, each creature affected by this Duration: 1 minute
power is blinded until the end of your next turn.
Subtract each creature’s hit pints from the total You create a floating, spectral weapon out of
before moving on to the creature with the next pure energy within range that lasts for the
lowest hit points. A creature’s hit points must be duration or until you activate this power again.
equal to or less than the remaining total for that When you activate this power, you can make a
creature to be affected. melee power attack against a creature within 5
feet of the weapon. On a hit, the target takes
At Higher Levels. When you activate this power force damage equal to 1d8 + your power ability
using a power slot of 2nd level or higher, roll an modifier.
additional 2d10 for each power slot level above
1st. As a bonus action on your turn, you can move
the weapon up to 20 feet and repeat the attack
against a creature within 5 feet of it.
The weapon can take whatever form you
choose.
At Higher Levels. When you activate this power
using a power slot of 4th level the damage
increases by 1d8.
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Aaliyah Johnson (Order #36367851)
Speak with Animals Speak with Plants
1st level (routine) 2nd level
Activation Time: 1 action Activation Time: 1 action
Range: Self Range: Self (30 -foot-radius)
Roles: Roles:
Duration: 10 minutes Duration: 10 minutes
You gain the ability to comprehend and verbally You imbue plants within 30 feet of you with
communicate with beasts for the duration. The limited sentience and animation, giving them
knowledge and awareness of many beasts is the ability to communicate with you and follow
limited by their intelligence, but at minimum, your simple commands. You can question plants
beasts can give you information about nearby about events in the power's area within the past
locations and monsters, including whatever they day, gaining information about creatures that
can perceive or have perceived with the past day. have passed, weather, and other circumstances.
You might be able to persuade a beast to perform
a small favor for you, at the Overseer’s You can also turn difficult terrain caused by
discretion. plant growth (such as thickets and undergrowth)
into ordinary terrain that lasts for the duration.
Speak with the Dead Or you can turn ordinary terrain where plants are
present into difficult terrain that lasts for the
3rd level duration, causing vines and branches to hinder
pursuers, for example.
Activation Time: 1 action
Range: 10 feet Plants might be able to perform other tasks on
Roles: your behalf, at the Overseer's discretion. The
Duration: 10 minutes power doesn't enable plants to uproot
themselves and move about, but they can freely
Using magic or psionic power, you grant the move branches, tendrils, and stalks. If a plant
semblance of life and intelligence to a corpse of creature is in the area, you can communicate
your choice within range, allowing it to answer with it as if you shared a common language, but
the questions you pose. The corpse must still you gain no ability to influence it.
have a mouth and can't be undead. The power
fails if the corpse was the target of this power This power can cause the plants created by the
within the last 10 days. entangle power to release a restrained creature.
Until the power ends, you can ask the corpse Spider Climb
up to five questions. The corpse knows only what
it knew in life, including the languages it knew. 2nd level
Answers are usually brief, cryptic, or repetitive,
and the corpse is under no compulsion to offer a Activation Time: 1 action
truthful answer if you are hostile to it, or it Range: Self
recognizes you as an enemy. This power doesn't Roles:
return the creature's soul to its body, only its Duration: 1 hour
animating spirit. Thus, the corpse can't learn
new information, doesn't comprehend anything Until this power ends, you gain the ability to
that has happened since it died, and can't move up, down, and across vertical surfaces and
speculate about future events. upside down along ceilings, while leaving your
hands free. You gain a climbing speed equal to
your walking speed.
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Aaliyah Johnson (Order #36367851)
Spike Growth hard as stone. Until the power ends, you have
resistance to bludgeoning, piercing, and slashing
2nd level damage.
Activation Time: 1 action Suggestion
Range: Self
Roles: 2nd level
Duration: Concentration, up to 10 minutes
Activation Time: 1 action
The ground in a 20-foot radius centered on a Range: 30 feet
point within range twists and sprouts hard Roles:
spikes and thorns. The area becomes difficult Duration: Concentration, up to 8 hours
terrain for the duration. When a creature moves
into or within the area, it takes 2d4 piercing Using magical or psionic influence, you suggest a
damage for every 5 feet it travels. course of activity (limited to a sentence or two)
and influence a creature you can see within range
The transformation of the ground is that can hear and understand you. Creatures that
camouflaged to look natural. Any creature that can't be charmed are immune to this effect. The
can't see the area at the time the power was suggestion must be worded in such a manner as
activated must make a Wisdom (Perception) to make the course of action sound reasonable.
check against your power save DC to recognize Asking the creature to stab itself, throw itself off
the terrain as hazardous before entering it. a building, immolate itself, or do some other
obviously harmful act ends the power.
Stone Shape
The target must make a Wisdom saving throw.
4th level On a failed save, it pursues the course of action
you described to the best of its ability. The
Activation Time: 1 action suggested course of action can continue for the
Range: Touch entire duration. If the suggested activity can be
Roles: completed in a shorter time, the power ends
Duration: Instantaneous when the subject finishes what it was asked to
do.
You touch a stone object of Medium size or
smaller or a section of stone no more than 5 feet You can also specify conditions that will
in any dimension and form it into any shape that trigger a special activity during the duration. For
suits your purpose. So, for example, you could example, you might suggest that a bank robber
shape a large rock into a weapon, idol, or chest, drive to the police station. If the condition isn't
or make a small passage through a wall, as long met before the power expires, the activity isn't
as the wall is less than 5 feet thick. You could also performed.
shape a stone door or its frame to seal the door
shut. The object you create can have up to two If you or any of your companions damage the
hinges and a latch, but finer mechanical detail target, the power ends.
isn't possible.
Summon Steed
Stoneskin
3rd level
4th level
Activation Time: 1 minute (routine)
Activation Time: 1 action Range: 30 feet
Range: Self Roles:
Roles: Duration: 1 hour
Duration: Concentration, up to 8 hours
A portal opens in an unoccupied space of your
This power allows you to transform your skin as choice within range and a steed such as a horse,
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Aaliyah Johnson (Order #36367851)
zebra, or camel steps through. It is equipped At Higher Levels. When you use this power
with a saddle, bit, and bridle. Any of the using a power slot of 4th level or higher, the
equipment vanishes in small portal if it is carried damage increases by 1d6 for each slot level above
more than 1 feet away from the steed 3rd.
For the duration, you, or a creature you choose System Targeting
can ride the steed. The creature uses the
statistics for a riding horse, except it has a speed 1st level
of 100 feet and can travel 60 miles in an hour, or
90 miles at a fast pace. When the power ends, a Activation Time: 1 action
portal opens and the steed is pulled back into the Range: 30 feet
portal, giving the rider 1 minute to dismount. Roles:
The power ends if you use an action to dismiss it Duration: Concentration, up to 1 minute
or if the steed takes any damage.
A special gadget or other similar tech marks
At Higher Levels. When you activate this power targets and objects clearly identifying and
using a power slot of 5th level, you can summon a tracking them. Each object in a 20-foot cube
flying mount such as a hippogryph or griffon. within range is outlined in a blue, red, or green
(your choice) targeting system. Any creature in
Superior Optical Camouflage the area when the power is activated is also
outlined in the laser light if it failed a Dexterity
4th level saving throw. For the duration, the objects and
affected creatures shed dim light in a 10-foot
Activation Time: 1 action radius.
Range: Touch
Roles: Any attack roll against an affected creature or
Duration: Concentration, up to 1 minute object has advantage if the attacker can see it,
and the affected creature or object can’t benefit
You use your mind, mystic arts, or a gadget to from being invisible.
bend light around a creature rendering it
invisible to the naked eye. Anything the target is Telekinetic Fling
wearing or carrying is invisible as long as it is on
the target's person. 1st level
Syphon Life Activation Time: 1 action
Range: 60 feet
3rd level Roles:
Duration: Instantaneous
Activation Time: 1 action
Range: Self Choose one object weighing less than 50 pounds
Roles: within range that isn’t being worn or carried.
Duration: Concentration, up to 1 minute You grab ahold of it with your mental or magical
powers and send it flying in a straight line up to
The touch allows you to siphon life force from 90 feet in a direction you choose before falling
others to heal your wounds. Make a melee power back to the ground, stopping if it impacts against
attack against a creature within your reach. On a a surface. If the object would strike a creature,
hit, the target takes 3d6 necrotic damage, and that creature must make a Dexterity saving
you regain hit points equal to half the amount of throw. On a failed save, the object strikes the
necrotic damage dealt. Until the power ends, you target and stops moving. When the object strikes
can make the attack again on each of your turns something, the object and what it strikes each
as an action. take 4d4 bludgeoning damage.
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At higher levels. When you activate this power the powers effect, and the power emits a
using a power slot of 2nd level or higher, the thunderous boom audible out to 300 feet.
maximum weight of the object you can target
with this power increases by 10 pounds, and the At higher levels. When you activate this power
damage increases by 2d4, for each slot level using a power slot of 2nd level or higher, you can
above 1st. target one additional creature for each power
slot level above 1st. The creatures must be within
Tormenting Agony 30 feet of each other when you target them.
1st level Toxic Cloud
Activation Time: 1 action 3rd level
Range: 60 feet
Roles: Activation Time: 1 action
Duration: Concentration, up to 1 minute Range: 90 feet
Roles:
With a psychic assault or mystic powers, a Duration: Concentration, up to 1 minute
creature of your choice that you can see within
range is ravaged by a tormenting unseen mental You create or release a 20-foot radius sphere of
pain, falling to their knees in agony. The target yellow, nauseating gas centered on a point
must succeed on a Wisdom saving throw or fall within range. The cloud spreads around corners,
prone, becoming incapacitated and unable to and its area is heavily obscured. The cloud
stand for the duration. A creature with an lingers in the air for the duration.
Intelligence score of 4 or less isn’t affected.
Each creature that is completely within the
At the end of each of its turns, and each time it cloud at the start of its turn must make a
takes damage, the target can make another Constitution saving throw against poison. On a
Wisdom saving throw. The target has advantage failed save, the creature spends its action that
on the saving throw if it’s triggered by damage. turn retching and reeling. Creatures that don't
On a success, the power ends. need to breathe or are immune to poison
automatically succeed on this saving throw.
Thunderwave
A moderate wind (at least 10 miles per hour)
1st level disperses the cloud after 4 rounds. A strong wind
(at least 20 miles per hour) disperses it after 1
Activation Time: 1 action round.
Range: Self (15-foot cube)
Roles: Transmogrify
Duration: Instantaneous
4th level
A wave of thunderous forces sweeps out from
you. Each creature in a 15-foot cube originating Activation Time: 1 action
from you must make a Constitution saving Range: 60 feet
throw. On a failed save, a creature takes 2d8 Roles:
thunder damage and is pushed 10 feet away from Duration: Concentration, up to 1 hour
you. On a successful save, the creature takes half
as much damage and isn’t pushed. Using magic or a device, this power transforms a
creature that you can see within range into a new
In addition, unsecured objects that are form. An unwilling creature must make a
completely within the area of effect are Wisdom saving throw to avoid the effect. The
automatically pushed 10 feet away from you by power has no effect on a shapeshifter or a
creature with 0 hit points.
The transformation lasts for the duration, or
until the target drops to 0 hit points or dies.
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The new form can be any beast whose You decide what triggers the trap when you
challenge rating is equal to or less than the activate the power. For traps set upon a surface,
target's (or the target's level if it doesn't have a the most typical triggers include touching or
challenge rating). The target's game statistics, standing on the trap, removing another object
including mental ability scores, are replaced by covering the trap, approaching within a certain
the statistics of the chosen beast. It retains its distance of the trap, or manipulating the object
alignment and personality. on which the trap is set. For traps within an
object, the most common triggers include
The target assumes the hit points of its new opening that object and approaching within a
form. When it reverts to its normal form, the certain distance of the object. Once a trap is
creature returns to the number of hit points it triggered, this power ends.
had before it transformed. If it reverts as a result
of dropping to 0 hit points, any excess damage You can further refine the trigger so the power
carries over to its normal form. As long as the activates only under certain circumstances or
excess damage doesn't reduce the creature's according to physical characteristics (such as
normal form to 0 hit points, it isn't knocked height or weight), creature kind (for example,
unconscious. the trap could be set to affect shifters or
speedsters). You can also set conditions for
The creature is limited in the actions it can creatures that don't trigger the trap, such as
perform by the nature of its new form, and it those who say a certain password.
can't speak, activate powers, or take any other
action that requires hands or speech. When you set a trap, choose one of the
following traps.
The target's gear melds into the new form. The
creature can't activate, use, wield, or otherwise Anti-Gravity Trap. When triggered, the trap
benefit from any of its equipment. releases an anti-gravity energy in a 5-foot area.
One creature must succeed on a Constitution
Trap Setting saving throw. On a failure, the creature and any
loose objects rise vertically, up to 20 feet, and
3rd level remain suspended there for up to 10 minutes.
The trap can levitate a target that weighs up to
Activation Time: 1 hour 500 pounds. If the creature leaves the 5-foot
Range: Touch area, the effect ends.
Roles:
Duration: Until canceled or triggered The target can move only by pushing or pulling
against a fixed object or surface within reach
When you activate this power, you set a complex (such as a wall or a ceiling), which allows it to
trap designed to capture or harm other move as if it were climbing.
creatures, either upon a surface (such as a table
or a section of floor or wall) or within an object Explosive Trap. When triggered, the trap
that can be closed (such as a book, cabinet, or erupts with an explosion in a 20-foot radius
drawer). The trap can cover an area no larger sphere centered on the trap. The sphere spreads
than 10 feet in diameter. If the surface or object around corners. Each creature in the area must
is moved more than 10 feet from where you set make a Dexterity saving throw. A creature takes
the trap, the trap is broken, and the power ends 5d8 acid, cold, fire, lightning, or thunder damage
without being triggered. on a failed saving throw (your choice when you
create the trap), or half as much damage on a
The trap is nearly invisible and requires a successful one.
successful Intelligence (Investigation) check
against your power save DC to be found.
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Capturing Trap. When triggered, the trap range. You can make the wall up to 60 feet long,
releases a powerful carbide net in a 10-foot 20 feet high, and 1 foot thick, or a ringed wall up
radius sphere centered on the trap. Each creature to 20 feet in diameter, 20 feet high, and 1 foot
in the area must make a Dexterity saving throw. thick. The wall is opaque and lasts for the
A Large, two medium, or four small creatures duration.
is\are restrained until it is\they are freed. The
carbide net has no effect on creatures that are When the wall appears, each creature within
formless or creatures that are Huge or larger. A its area must make a Dexterity saving throw. On
creature can use its action to make a DC 18 a failed save, a creature takes 5d8 fire damage, or
Strength check, freeing itself or another creature half as much damage on a successful save.
within its reach on a success. Dealing 30 slashing
damage to the net (AC 13) also frees the creature One side of the wall, selected by you when you
without harming it, ending the effect, and activated this power, deals 5d8 fire damage to
destroying the net. each creature that ends its turn within 10 feet of
that side or inside the wall. A creature takes the
At Higher Levels. When you use this power same damage when it enters the wall for the first
with a power slot of 4th level or higher, the time on a turn or ends its turn there. The other
damage of an explosive trap increases by 1d8 for side of the wall deals no damage.
each slot level above 3rd.
At Higher Levels. When you activate this power
Vaccine using a power slot of 5th level or higher, the
damage increases by 1d8 for each slot level above
2nd level 4th.
Activation Time: 1 action
Range: Touch Warding Bond
Roles:
Duration: 1 hour 2nd level
Activation Time: 1 action
You inject a creature you touch with anti- Range: 30 feet
poison-and-disease ambro serum. If it is Roles: Mystic, Psychic
poisoned or diseased, you neutralize the poison Duration: 1 hour
or disease. If more than one poison or disease
afflicts the target, you neutralize one poison or You form a magical or psionic connection to a
disease that you know is present, or you willing creature within range until the power
neutralize one at random. ends. While the target is within 60 feet of you, it
gains a +1 bonus to AC and saving throws, and it
For the duration, the target has advantage on has resistance to all damage. Also, each time it
saving throws against being poisoned, and it has takes damage, you take the same amount of
resistance to poison damage. damage.
Wall of Fire The power ends if you or the target drop to 0
hit points or if you and the target become
4th level separated by more than 60 feet. It also ends if the
power is activated again. You can also dismiss
Activation Time: 1 action the power as an action.
Range: Touch
Roles:
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within
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Warp Web
4th level 2nd level
Activation Time: 1 action Activation Time: 1 action
Range: 500 feet Range: 60 feet
Roles: Roles:
Duration: Instantaneous Duration: 1 hour
Utilizing magic, a gadget, or your own power, You release a mass of thick, sticky webbing at a
you teleport yourself from your current location point of your choice within range. The webs fill a
to any other spot within range. You arrive at 20-foot cube from that point for the duration.
exactly the spot desired. It can be a place you can The webs are difficult terrain and lightly obscure
see, one you can visualize, or one you can their area.
describe by stating distance and direction, such
as "200 feet straight downward" or "upward to If the webs aren't anchored between two solid
the northwest at a 45-degree angle, 300 feet." masses (such as walls or trees) or layered across
a floor, wall, or ceiling, the web collapses on
You can bring along objects as long as their itself, and the power ends at the start of your
weight doesn't exceed what you can carry. You next turn. Webs layered over a flat surface have a
can also bring one willing creature of your size or depth of 5 feet.
smaller who is carrying gear up to its carrying
capacity. The creature must be within 5 feet of Each creature that starts its turn in the webs or
you when you activate this power. that enters them during its turn must make a
Dexterity saving throw. On a failed save, the
If you would arrive in a place already occupied creature is restrained as long as it remains in the
by an object or a creature, you and any creature webs or until it breaks free.
traveling with you each take 4d6 force damage,
and the power fails to teleport you. A creature restrained by the webs can use its
action to make a Strength check against your
Water Breathing power save DC. If it succeeds, it is no longer
restrained.
3rd level
The webs are flammable. Any 5-foot cube of
Activation Time: 1 action (routine) webs exposed to fire burns away in 1 round,
Range: 30 feet dealing 2d4 fire damage to any creature that
Roles: starts its turn in the fire.
Duration: 24 hours
This power grants up to ten willing creatures you
can see within range the ability to breathe
underwater until the power ends. Affected
creatures also retain their normal mode of
respiration.
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Wild Vines Wind Wall
4th level 3rd level
Activation Time: 1 action Activation Time: 1 action (routine)
Range: 90 feet Range: 120 feet
Roles: Roles:
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Squirming, lashing, green tentacle-like vines fill A wall of strong wind rises from the ground at a
a 20-foot square on ground that you can see point you choose within range. You can make the
within range. For the duration, these vines turn wall up to 50 feet long, 15 feet high, and 1 foot
the ground in the area into difficult terrain. thick. You can shape the wall in any way you
choose so long as it makes one continuous path
When a creature enters the affected area for along the ground. The wall lasts for the duration.
the first time on a turn or starts its turn there,
the creature must succeed on a Dexterity saving When the wall appears, each creature within
throw or take 3d6 bludgeoning damage and be its area must make a Strength saving throw. A
restrained by the wild lashing vines until the creature takes 3d8 bludgeoning damage on a
power ends. A creature that starts its turn in the failed save, or half as much damage on a
area and is already restrained by the vines takes successful one.
3d6 bludgeoning damage.
The strong wind keeps fog, smoke, and other
A creature restrained by the vines can use its gases at bay. Small or smaller flying creatures or
action to make a Strength or Dexterity check (its objects can't pass through the wall. Loose,
choice) against your power save DC. On a lightweight materials brought into the wall fly
success, it frees itself. upward. Arrows, bullets, and other ordinary
projectiles launched at targets behind the wall
are deflected upward and automatically miss.
Creatures in gaseous form can't pass through it.
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POWER SLOT ENHANCEMENTS
The Character Advancement table shows you Heroes are always out to improve themselves,
how many power slots you have. The table also either by further physical training, educational
shows what the level of those reserves are; all of training, or just an upgrade to their armor and
your power slots are the same level. To use one of arsenals. Enhancements imbue the hero with
your powers of 1st level or higher, you must additional features, powers, and knowledge.
expend a power slot. You regain all expended Most enhancements are more passive effects
power slots when you finish a short or long rest. than most their powers. Enhancements can be
acquired only once, unless otherwise specified.
For example, when you are a 5th level blaster,
you have two 3rd-level power slots. To activate Acolyte
the 1st-level power witch bolt, you must spend
one of those slots, and you use it as a 3rd-level You gain proficiency in the Insight and Lore
power. skills.
POWERS KNOWN OF 1ST LEVEL You gain 3 Adept points. Whenever you make
an ability check using Insight or Lore, you spend
AND HIGHER one Adept point to roll a d6 and add it to the
result. You can choose to spend one of your
At 1st level, you know two 1st-level powers of Adept points after you roll the die, but before the
your choice from the powers list. outcome is determined.
The Powers Known column of the Character You regain expended Adept points when you
Advancement table shows when you learn more finish a long rest.
powers of your choice of 1st level and higher. A
power you choose must be of a level no higher Actor
than what’s shown in the table’s Power slot
Level column for your level. When you reach 6th You gain proficiency in the Deception and
level, for example, you learn a new power, which Performance skills.
can be 1st, 2nd, or 3rd level.
You gain 3 Adept points. Whenever you make
Additionally, when you gain a level, you can an ability check using Deception and
choose one of the powers you already know and Performance, you spend one Adept point to roll a
replace it with another power from the powers d6 and add it to the result. You can choose to
list, which also must be of a level for which you spend one of your Adept points after you roll the
have powers. die, but before the outcome is determined.
POWER ABILITY You regain expended Adept points when you
finish a long rest.
Your power’s ability is determined by your origin
as shown on the Power Ability by the Origin Additional Appendage
table, so you use that ability whenever a power
refers to your power’s ability. In addition, you You have up to two special appendages that grow
use the chosen ability modifier when setting the from your body. They take the form of a tail,
saving throw DC for a power you use and when extra arms, tentacles, or some other extremity of
making an attack roll with one. your choosing. Your new appendages count as
Power save DC = 8 + your proficiency bonus + natural weapons, which you can use to make an
your power ability unarmed strike. If you hit with it, the target takes
Power attack modifier = your proficiency bonus +
your power ability.
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1d4 + your Strength modifier of a damage type Athlete
appropriate for the new limb. As an action, you
can use one of them to try and grapple a creature. You gain proficiency in the Athletics and
If you make an attack with a special appendage, Acrobatics skills.
you can use a bonus action to grapple the target.
These appendages aren’t prehensile so they can’t You gain 3 Adept points. Whenever you make
manipulate anything and can’t use weapons or an ability check using Athletics and, you spend
similar equipment. one Adept point to roll a d6 and add it to the
result. You can choose to spend one of your
Agonizing Blast Adept points after you roll the die, but before the
outcome is determined.
When you make a ranged power attack, add a d4
to the damage it deals on a hit. You regain expended Adept points when you
finish a long rest.
Amorphous
Beguiler
You can alter and twist the shape of your body
like a putty, allowing you to move through tight You gain proficiency in the Deception and
spaces as narrow as 1 inch wide without Persuasion skills.
squeezing.
You gain 3 Adept points. Whenever you make
Amphibious an ability check using Deception and Persuasion,
you spend one Adept point to roll a d6 and add it
You grow a pair of fish gills in addition to your to the result. You can choose to spend one of your
normal lungs. This allows you to breathe air and Adept points after you roll the die, but before the
water. Additionally, you grow fins that grant you outcome is determined.
a swim speed equal to double your walking
speed. You can cast the speak with animals’ You regain expended Adept points when you
power at-will. This power only works on finish a long rest.
creatures with a swim speed.
Born of Magic
Artificial Intelligence
You have advantage on saving throws against
Prerequisite: Battlesuit being charmed, and magic can’t put you to sleep.
You install an artificial intelligence into your
battlesuit. While wearing your battlesuit, when Brilliant Mind
you make an ability check, you can use your
bonus action to allow your battlesuit’s artificial You’re imbued with an extraordinary quick
intelligence to aid you. Roll a d4 and add the intellect. You have a +2 bonus to Intelligence
number rolled to your ability check. saving throws.
Brutal Critical
You can roll one additional weapon damage die
when determining the extra damage for a critical
hit with a melee attack.
This increases to two additional dice at 13th
level and three additional dice at 17th level.
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Chilled Body Desperate Escape
You gain resistance to cold damage, and a You can expend two Stamina Dice as a reaction to
creature that touches you, hits you with a melee, turn a critical hit into a normal hit on you.
or starts or ends its turn within 5 feet of you
must succeed on a Constitution saving throw or Detective
take cold damage equal to your proficiency
bonus. You gain proficiency in the Investigation and
Insight skills.
Cover Fire
You gain 3 Adept points. Whenever you make
If you hit an enemy with a ranged attack, you can an ability check using Investigation or Insight,
inflict half damage. One ally within 10 feet of the you spend one Adept point to roll a d6 and add it
target can use its reaction to take the Disengage to the result. You can choose to spend one of your
action and move up to half its movement speed. Adept points after you roll the die, but before the
outcome is determined.
Crackling Body
You regain expended Adept points when you
You gain resistance to lightning damage, and a finish a long rest.
creature that touches you, hits you with a melee
attack, or starts or ends its turn within 5 feet of Dominating Presence
you must succeed on a Constitution saving throw
or take lightning damage equal to your You have an extraordinarily dominating
proficiency bonus. personality. You have a +2 bonus to Charisma
saving throws.
Cunning Action Dueling Fighting Style
Your quick thinking, tech gear, super speed, or When you are wielding a melee weapon in one
fast reflexes allow you to move and act quickly. hand and no other weapons, you gain a +2 bonus
You can take a bonus action on each of your turns to damage rolls with that weapon.
in combat. This action can be used only to take
the Dash, Disengage, or Hide Action. Druidic
Damage Transfer You gain proficiency in the Animal Handling and
Nature skills.
While you are grappling a creature, you only take
half the damage dealt to you, and the creature You gain 3 Adept points. Whenever you make
grappled by you takes the other half. an ability check using Animal Handlin or Nature,
you spend one Adept point to roll a d6 and add it
Defensive Fighting Style to the result. You can choose to spend one of your
Adept points after you roll the die, but before the
While you are wearing armor or wielding a outcome is determined.
weapon, you gain a +1 bonus to AC.
You regain expended Adept points when you
finish a long rest.
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Emergency Medical Technician Push the Limit
You gain proficiency in the Medicine and Nature During a short rest, you can expend half the total
skills. number of your Stamina Dice to regain one use of
a feature that normally requires a short or long
You gain 3 Adept points. Whenever you make rest to recover.
an ability check using Medicine or Perception,
you spend one Adept point to roll a d6 and add it Grappler
to the result. You can choose to spend one of your
Adept points after you roll the die, but before the You gain the upper hand in almost any close
outcome is determined. combat situation. You have advantage on all
grapple checks.
You regain expended Adept points when you
finish a long rest. Great Weapon Fighting Style
Expertise When you roll a 1 or 2 on a damage die for an
attack you make with a melee weapon that you
Choose a skill or tool of your choice you are are wielding with two hands, you can reroll the
proficient in. Your proficiency bonus is doubled die and must use the new roll. The weapon must
for any ability check you make that uses the have the two-handed or versatile property for
chosen proficiency. you to gain this benefit.
Extra Attack Hacker
Prerequisite: 5th level and a Strength or Dexterity You gain proficiency in the Investigation and
score of 15 Technology skills.
You can attack twice, instead of once, whenever
you take the Attack action on your turn. You gain 3 Adept points. Whenever you make
an ability check using Investigation or
Eagle Eyes Technology, you spend one Adept point to roll a
d6 and add it to the result. You can choose to
You can see up to 1 mile away with no difficulty, spend one of your Adept points after you roll the
so long as you have line of sight. You are able to die, but before the outcome is determined.
discern even fine details as though looking at
something no more than 100 feet way from you. You regain expended Adept points when you
Additionally, dim light doesn’t impose finish a long rest.
disadvantage on your Wisdom (Perception)
checks. Heated Body
Force Armor You gain resistance to fire damage, and a
creature that touches you, hits you with a melee
Prerequisite: Mystic attack, or starts or ends its turn within 5 feet of
You can activate force armor on yourself at will, you must succeed on a Constitution saving throw
without expending a power slot. or take fire damage equal to your proficiency
bonus.
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Heavy Arms Infiltrator
When you make a ranged weapon attack that You gain proficiency in the Deception and Stealth
requires a saving throw. The target takes half skills.
damage on a successful save instead of no
damage. You gain 3 Adept points. Whenever you make
an ability check using Deception or Stealth, you
Heightened Intuition spend one Adept point to roll a d6 and add it to
the result. You can choose to spend one of your
You have a wary eye, and a powerful gut feeling Adept points after you roll the die, but before the
when something is going to go sideways. When outcome is determined.
you roll for initiative, you can choose to move
yourself to the location above the player who You regain expended Adept points when you
would have gone before. finish a long rest.
Historian Integrated Weapon Armaments
You gain proficiency in the Lore and You gain proficient in a martial weapon of your
Investigation skills. choice if you aren’t already proficient. Choose a
martial weapon. Your cybernetic or nanotech
You gain 3 Adept points. Whenever you make gear is programmed to take on the form and
an ability check using Lore or Investigation, you function of your chosen weapon. You can form
spend one Adept point to roll a d6 and add it to the weapon in a free hand as a bonus action. You
the result. You can choose to spend one of your can dismiss the weapon at any time without any
Adept points after you roll the die, but before the action from you.
outcome is determined.
Juggernaut Strength
You regain expended Adept points when you
finish a long rest. Prerequisite: 16 Strength score
Your massive bulk and strength make you a
Improved Aura nearly unstoppable juggernaut. You count as one
size larger when determining your carrying
You’re able to project your auras a bit further capacity and the weight you can push, drag, or
than normal. You increase the range of a feature lift. Additionally, you deal double damage to
such as heated body that projects an aura by 5 objects and structures.
feet. This effect stacks with other features that
increase your aura’s range. Lightning Reflexes
Improved Fortitude You’re imbued with extraordinary sharp reflexes.
You have a +2 bonus to Dexterity saving throws.
Your body is extremely resilient, allowing you to
easily take blows that would cause others to Marksmen Fighting Style
flinch. You have a +2 bonus to Constitution
saving throws. You gain a +2 bonus to attack rolls you make
with ranged weapons.
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More Power Plan of Attack
You spend less effort focusing on your less You can use the Help action as a bonus action.
potent powers, giving up the weaker powers for Additionally, when you use the Help action to aid
more powerful abilities. You increase your an ally in attacking a creature, you don’t need to
number of power slots by 1, but reduce your At- be within 5 feet of the target. Instead, the target
wills known by 1, your powers known by 1, and of that attack can be within 30 feet of you, if the
your enhancements known by 1. target can see or hear you.
Natural Weapons Potent Summons
You have claws, fangs, spines, horns, a tail, or a You’re able to summon the strongest most
different natural weapon of your choice. Your resilient of creatures to aid you. Creatures you
unarmed strikes deal 1d6 bludgeoning, piercing, conjure with powers such as conjure animals
or slashing damage, as appropriate to the natural appear with their maximum hit points.
weapon you choose, and you are proficient with
your unarmed strikes. You can attack as though Powerful Build
your natural weapons have the light and finesse
property. This effect does not stack with Your carrying capacity and the weight you can
Unarmed Power. push, drag, lift or throw doubles. You can move
your normal speed while grappling only a single
Naturally Stealthy creature.
You can attempt to hide even when you are Precision
obscured only by a creature that is at least the
same size as you or even when you are lightly When you roll attack damage, every die roll of 1 is
obscured by natural phenomena such as foliage, treated as a 2.
heavy rain, and similar effects.
Protection Fighting Style
Pick Pocket
When a creature you can see attacks a target
You gain proficiency in the Perception and other than you that is within 5 feet of you, you
Sleight of Hand skills. can use your reaction to impose disadvantage on
the attack roll.
You gain 3 Adept points. Whenever you make
an ability check using Perception or Sleight of Quick Draw
Hand, you spend one Adept point to roll a d6 and
add it to the result. You can choose to spend one While you are wielding a one-handed ranged
of your Adept points after you roll the die, but weapon, other creatures provoke an opportunity
before the outcome is determined. attack from you when they enter your reach.
You regain expended Adept points when you
finish a long rest.
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Reactive Shifting Sage
Prerequisite: Shapeshifting You gain proficiency in the Lore and
Your ability to shift becomes fine-tuned to your Investigation skills.
instincts, allowing you to shift in reaction to
most situations. You can use a reaction to You gain 3 Adept points. Whenever you make
activate your shift. This expends two uses of your an ability check using Lore or Investigation, you
Shifting. You cannot use this feature if you do spend one Adept point to roll a d6 and add it to
not have at least two uses of your Shifting the result. You can choose to spend one of your
feature. Adept points after you roll the die, but before the
outcome is determined.
Reckless Attack
You regain expended Adept points when you
You can throw aside all concern for defense to finish a long rest.
attack with fierce desperation. When you make
your first attack on your turn, you can decide to Sage Advice
attack recklessly. Doing so gives you advantage
on melee attack rolls using Strength during this You can spend 10 minutes spreading your
turn, but attack rolls against you have advantage knowledge and experience, advising those around
until the start of your next turn. you. When you do so, choose a skill or tool you are
proficient with and up to six friendly creatures
Push Through the Pain within 30 feet of you who can hear you and who
can understand you. Once within the next hour,
You can spend a Stamina Die as an action to the next time each creature would make an ability
temporarily ignore a condition. Roll the Stamina check with the chosen skill or tool, they may add
Die. The number rolled determines the number their proficiency bonus to the roll if they are not
of rounds you ignore the condition’s effect. This already proficient. If a creature is targeted by this
does not apply to the following conditions: feature again before using it, they can choose to
Paralyzed or Stunned. While pushing through the retain the first benefit or replace it with the new
pain, you do not roll saving throws that allow skill or tool instead.
you to end the effect. Once this effect ends, the
condition continues. You can use this feature a number of times
equal to your proficiency bonus. You regain
Relentless Endurance expended uses when you finish a long rest.
When you are reduced to 0 hit pints but not killed Savage Strikes
outright, you can drop to 1 hit point instead. You
can’t use this feature again until you finish a When you score a critical hit with a melee attack,
short or long rest. if you roll a 1 on a damage die, you can reroll the
die and must use the new roll, even if the new
Resilient roll is a 1.
During a short rest, you can expend two Stamina Shield Master
Dice to recover a single level of exhaustion. You
can only use this feature once every hour. The shield is more than just a defensive tool to
you. It is a versatile weapon. If you are not
already proficient is shields, you become
proficient. Your shield becomes a melee weapon
that does 1d6 bludgeoning damage. Additionally,
it gains the Thrown (range 20/60) property.
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Echo Sensors Unarmed Power
Prerequisite: 7th level Prerequisite: 15 or higher Strength or Dexterity
You can activate echo sensors to gain blindsight Score
to a range of 30 feet, you have advantage on When you engage in unarmed combat, you can
Wisdom (perception) checks that rely on sound, use Dexterity instead of Strength for the attack
as long as you’re not deafened. This feature lasts and damage rolls of your unarmed strikes.
for 1 minute. You can use this feature a number
of times equal to your proficiency bonus. Once all You can roll a d8 in place of the normal damage
uses are expended, you must finish a long rest of your unarmed strikes. This die changes as you
before you can use this feature again. gain levels. Starting at 11th level it increases to a
d10.
Steadfast Resolve Unconquerable Will
You are able to push yourself beyond your limits You’re extraordinarily more strong-willed than
for a moment. You can use a bonus action or most others. You have a +2 bonus to Wisdom
reaction to temporarily increase your proficiency saving throws.
bonus by 1 for 1 minute.
Web Walker
Once you use this feature, you cannot use it
again until you finish long rest. You ignore movement restrictions caused by
webbing. In addition, while in contact with a
Standing Leap web, you know the exact location of any other
creature in contact with the same web.
Your long jump is up to 30 feet and your high
jump is up to 15 feet, with or without a running Weapon Master
start.
You master several mundane weapons. You
Survivalist become proficient with any four martial weapons
of your choice. You can take this enhancement
You gain proficiency in the Nature and Survival more than once.
skills.
You gain 3 Adept points. Whenever you make
an ability check using Nature or Survival you
spend one Adept point to roll a d6 and add it to
the result. You can choose to spend one of your
Adept points after you roll the die, but before the
outcome is determined.
You regain expended Adept points when you
finish a long rest.
Two-Weapon Fighting Style
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack. Starting at 12th level, you can
make two attacks with your bonus action attack
instead of just one.
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Aaliyah Johnson (Order #36367851)
SIGNATURE POWERS issue any commands to the construct creature, it
defends itself from hostile creatures but
Starting at 11th level, deviants have been working otherwise takes no actions.
with and practicing their power for some time.
This has led to a masterful understanding. They If your concentration is broken, the construct
begin to gain access some of their most potent creature doesn't disappear. Instead, you lose
powers. These powers can be used once per long control of the construct creature, it becomes
rest and don’t require a power slot to use. hostile toward you and your companions, and it
might attack. An uncontrolled construct creature
Ambrostim Dart can't be dismissed by you, and it disappears 1
hour after you summoned it.
Signature
Activation Time: 1 action The Overseer has the construct creature's
Range: 60 feet statistics.
Roles:
Duration: Instantaneous Big Bang
You release an ambro frilled dart from a weapon, Signature
gadget, or similar device at a creature that you
can see within range. A surge of condensed Activation Time: 1 action
ambrosia rushes through the creature, causing it Range: 60 feet
to regain 90 hit points. This power also ends Roles:
blindness, deafness, and any diseases affecting Duration: Instantaneous
the target. This power has no effect on
constructs or undead You send cosmic negative energy coursing
through a creature that you can see within range,
Automaton Reinforcements causing it searing pain. The target must make a
Constitution saving throw. It takes 8d8 + 40
Signature necrotic damage on a failed save, or half as much
Activation Time: 1 minute damage on a successful one.
Range: 90 feet
Roles: A humanoid killed by this power rises at the
Duration: Concentration, up to 1 hour start of your next turn as a violet fungus with a
movement speed of 15 feet. It is permanently
You send out a signal to call forth a robot you under your command, following your verbal
own or have hacked from someone else. It must orders to the best of its ability.
be a construct of challenge rating 7 or lower or a
construct that takes the form of a beast of Black Hole
challenge rating 7 or lower. It appears in an
unoccupied space that you can see within range. Signature
The construct creature falls apart when it drops
to 0 hit points or retreats when this power ends. Activation Time: 1 action
Range: 150 feet
The construct creature is friendly to you and Roles:
your companions for the duration. Roll initiative Duration: Instantaneous
for the creature, which has its own turns. It
obeys any verbal commands that you issue to it You create a black sphere of negative energy
(no action required by you), as long as they don't from your hands, weapon, or gadget that ripples
violate its alignment programming. If you don't out in a 60-foot radius sphere from a point
within range. Each creature in that area must
make a Constitution saving throw. A target takes
12d6 necrotic damage on a failed save, or half as
much damage on a successful one.
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Aaliyah Johnson (Order #36367851)
Chain Lightning SPELL: CONTROL WEATHER (PRECIPITATION)
Stage Condition
Signature 1 Clear
2 Light clouds
Activation Time: 1 action 3 Overcast or ground fog
Range: 150 feet 4 Rain, hail, or snow
Roles: 5 Torrential rain, driving hail, or blizzard
Duration: Instantaneous
SPELL: CONTROL WEATHER (TEMPERATURE)
You create a bolt of lightning from your hands, Stage Condition
weapon, or gadget that arcs toward a target of 1 Unbearable heat
your choice that you can see within range. Five 2 Hot
bolts then leap from that target to as many as 3 Warm
five other targets, each of which must be within 4 Cool
30 feet of the first target. A target can be a 5 Cold
creature or an object and can be targeted by only 6 Arctic cold
one of the bolts.
SPELL: CONTROL WEATHER (WIND)
A target must make a Dexterity saving throw. Stage Condition
The target takes 10d8 lightning damage on a 1 Calm
failed save, or half as much damage on a 2 Moderate wind
successful one. Each target becomes shocked. 3 Strong wind
4 Gale
Contingency 5 Storm
Signature Control Weather
Activation Time: 5 minutes Signature
Range: Self Activation Time: 10 minutes
Roles: Range: Self (1-mile radius)
Duration: 10 days Roles:
Duration: Concentration, up to 8 hours
Choose any non-signature power that you can
use, that has an activation time of 1 action, and You take control of the weather within 5 miles of
that can target you. You use that power-called you for the duration. You must be outdoors to
the contingent power-as part of activation activate this power. Moving to a place where you
contingency, expending power slots for both, but don't have a clear path to the sky ends the spell
the contingent power doesn't come into effect. early.
Instead, it takes effect when a certain
circumstance occurs. You describe that When you activate this power, you change the
circumstance when you use the two powers. For current weather conditions, which are
example, a contingency activated with water determined by the Overseer based on the climate
breathing might stipulate that water breathing and season. You can change precipitation,
comes into effect when you are engulfed in water temperature, and wind. It takes 1d4 × 10 minutes
or a similar liquid. for the new conditions to take effect. Once they
The contingent power takes effect immediately
after the circumstance is met for the first time,
whether or not you want it to, and then
contingency ends.
The contingent power takes effect only on you,
even if it can normally target others. You can use
only one contingency power at a time. If you
activate this power again, the effect of another
contingency power on you ends.
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Aaliyah Johnson (Order #36367851)
do so, you can change the conditions again. duration. If you or creatures that are friendly to
When the power ends, the weather gradually you are fighting it, it has advantage on the saving
returns to normal. throw.
When you change the weather conditions, find While the creature is charmed, you have a
a current condition on the following tables, and telepathic link with it as long as the two of you
change its stage by one, up or down. When are on the same realm of existence. You can use
changing the wind, you can change its direction. this telepathic link to issue commands to the
creature while you are conscious (no action
Disintegrate required), which it does its best to obey. You can
specify a simple and general course of action,
Signature such as "Attack that creature," "Run over there,"
or "Fetch that object." If the creature completes
Activation Time: 1 action the order and doesn't receive further direction
Range: 60 feet from you, it defends and preserves itself to the
Roles: best of its ability.
Duration: Instantaneous
You can use your action to take total and
A massive purple and red ray springs from your precise control of the target. Until the end of
hand, eyes, weapon, or similar feature to a target your next turn, the creature takes only the
that you can see within range. The target can be a actions you choose, and doesn't do anything that
creature, an object, or a creation of magical you don't allow it to do. During this time, you
force, such as the wall created by wall of force. can also cause the creature to use a reaction, but
this requires you to use your own reaction as
A creature targeted by this power must make a well.
Dexterity saving throw. On a failed save, the
target takes 16d6 + 40 force damage. The target Each time the target takes damage, it makes a
is disintegrated if this damage leaves it with 0 hit new Wisdom saving throw against the power. If
points. the saving throw succeeds, the power ends.
A disintegrated creature and everything it is Earthquake
wearing and carrying, except magic items, are
reduced to a pile of fine gray dust. The creature Signature
can be restored to life only by means of a true
resurrection. Activation Time: 1 action
Range: 500 feet
This power automatically disintegrates a Large Roles:
or smaller nonmagical object or a creation of Duration: Concentration, up to 1 minute
magical force. If the target is a Huge or larger
object or creation of force, this power You create a seismic disturbance at a point on the
disintegrates a 10-foot cube portion of it. A ground that you can see within range. For the
magic item is unaffected by this power. duration, an intense tremor rips through the
ground in a 100-foot radius circle centered on
Dominate Creature that point and shakes creatures and structures in
contact with the ground in that area.
Signature
The ground in the area becomes difficult
Activation Time: 1 action terrain.
Range: 60 feet
Roles: Each creature on the ground that is
Duration: Concentration, up to 8 hours concentrating must make a Constitution saving
throw. On a failed save, the creature's
You attempt to beguile a creature that you can concentration is broken.
see within range. It must succeed on a Wisdom
saving throw or be charmed by you for the When you cast this spell and at the end of each
turn you spend concentrating on it, each creature
on the ground in the area must make a Dexterity
saving throw. On a failed save, the creature is
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Aaliyah Johnson (Order #36367851)
knocked prone. 60 feet away.
While on the Ethereal Realm, you can only
This spell can have additional effects
depending on the terrain in the area, as affect and be affected by other creatures on that
determined by the Overseer. plane. Creatures that aren't on the Ethereal
Realm can't perceive you and can't interact with
Fissures. Fissures open throughout the spell's you, unless a special ability or power has given
area at the start of your next turn after you cast them the ability to do so.
the spell. A total of 1d6 such fissures open in
locations chosen by the Overseer. Each is 1d10 × You ignore all objects and effects that aren't on
10 feet deep, 10 feet wide, and extends from one the Ethereal Realm, allowing you to move
edge of the spell's area to the opposite side. A through objects you perceive on the plane you
creature standing on a spot where a fissure originated from.
opens must succeed on a Dexterity saving throw
or fall in. A creature that successfully saves When the power ends, you immediately return
moves with the fissure's edge as it opens. to the realm you originated from in the spot you
currently occupy. If you occupy the same spot as
A fissure that opens beneath a structure causes a solid object or creature when this happens, you
it to automatically collapse (see below). are immediately shunted to the nearest
unoccupied space that you can occupy and take
Structures. The tremor deals 50 bludgeoning force damage equal to twice the number of feet
damage to any structure in contact with the you are moved.
ground in the area when you cast the spell and at
the start of each of your turns until the spell This power has no effect if you activate it while
ends. If a structure drops to 0 hit points, it you are on the Ethereal Realm.
collapses and potentially damages nearby
creatures. A creature within half the distance of a Feeblemind
structure's height must make a Dexterity saving
throw. On a failed save, the creature takes 5d6 Signature
bludgeoning damage, is knocked prone, and is
buried in the rubble, requiring a DC 20 Strength Activation Time: 1 action
(Athletics) check as an action to escape. The Range: 150 feet
Overseer can adjust the DC higher or lower, Roles:
depending on the nature of the rubble. On a Duration: Instantaneous
successful save, the creature takes half as much
damage and doesn't fall prone or become buried. You blast the mind of a creature that you can see
within range, attempting to shatter its intellect
Etherealness and personality. The target takes 5d6 psychic
damage and must make an Intelligence saving
Signature throw.
Activation Time: 1 action On a failed save, the creature's Intelligence and
Range: Self Charisma scores become 1. The creature can't
Roles: activate powers, use gear, understand language,
Duration: Up to 8 hours or communicate in any intelligible way. The
creature can, however, identify its friends, follow
You step into the border regions of the Ethereal them, and even protect them.
Realm in the area where it overlaps with your
current plane. You remain there for the duration At the end of every 30 days, the creature can
or until you use your action to dismiss the power. repeat its saving throw against this power. If it
During this time, you can move in any direction. succeeds on its saving throw, the spell ends.
If you move up or down, every foot of movement
costs an extra foot. You can see and hear the The power can also be ended by greater
realm you originated from, but everything there restoration or heal.
looks gray, and you can't see anything more than
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Fire Storm You create a magical ward or complex technical
defense system against magical or super
Signature powered travel that protects up to 40,000 square
Activation Time: 1 action feet of floor space to a height of 30 feet above the
Range: 150 feet floor. For the duration, creatures can't teleport
Roles: into the area, fly, use superspeed or use portals
Duration: Instantaneous or similar forms of transportation to enter the
area. The power proofs the area against planar
With a device or a power, you create a storm travel, and therefore prevents creatures from
made up of sheets of roaring flame appears in a accessing the area by way of the Ethereal Realm,
location you choose within range. The area of the or the realm shift power.
storm consists of up to ten 10-foot cubes, which
you can arrange as you wish. Each cube must In addition, the power damages types of
have at least one face adjacent to the face of creatures that you choose when you use it.
another cube. Each creature in the area must Choose one or more of the following: celestials,
make a Dexterity saving throw. It takes 7d10 fire constructs, elementals, fey, fiends, and undead.
damage on a failed save, or half as much damage When a chosen creature enters the power’s area
on a successful one. for the first time on a turn or starts its turn
there, the creature takes 8d10 radiant damage.
The fire damages objects in the area and
ignites flammable objects that aren't being worn When you use this power, you can designate a
or carried. If you choose, plant life in the area is password. A creature that speaks the password as
unaffected by this power. it enters the area takes no damage from the
power.
Foresight
The power's area can't overlap with the area of
Signature another forbiddance power. If you activate
Activation Time: 1 minute forbiddance every day for 30 days in the same
Range: Self location, the power lasts until it is canceled.
Roles:
Duration: Concentration, up to 8 hours Freezing Sphere
You touch a willing creature and bestow a limited Signature
ability to see into the immediate future. For the
duration, the target can't be surprised and has Activation Time: 1 action
advantage on attack rolls, ability checks, and Range: 300 feet
saving throws. Additionally, other creatures have Roles:
disadvantage on attack rolls against the target Duration: Concentration, up to 10 minutes
for the duration.
A frigid globe of cold energy streaks from your
This spell immediately ends if you cast it again hand, weapon, gadget, or similar device to a
before its duration ends. point of your choice within range, where it
explodes in a 60-foot radius sphere. Each
Forbiddance creature within the area must make a
Constitution saving throw. On a failed save, a
Signature creature takes 12d6 cold damage. On a successful
Activation Time: 10 minutes save, it takes half as much damage.
Range: Touch
Roles: If the globe strikes a body of water or a liquid
Duration: 1 day that is principally water (not including water-
based creatures), it freezes the liquid to a depth
of 6 inches over an area 30 feet square. This ice
lasts for 1 minute. Creatures that were swimming
on the surface of frozen water are trapped in the
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Aaliyah Johnson (Order #36367851)
ice. A trapped creature can use an action to make Kinetic Blade
a Strength check against your power save DC to
break free. Signature
You can refrain from firing the globe after Activation Time: 1 action
completing the power if you wish. A small globe Range: Self
about the size of a sling stone, cool to the touch, Roles:
appears in your hand. At any time, you, or a Duration: Concentration, up to 1 minute
creature you give the globe to, can throw the
globe (to a range of 40 feet) or hurl it with a sling Using a gadget, psionic, or magical power, you
(to the sling's normal range). It shatters on summon a blade of pure kinetic force in an
impact, with the same effect as the normal use of empty hand. The power resembles a greatsword
the power. You can also set the globe down but can take any form you desire. It lasts for the
without shattering it. After 1 minute, if the globe duration.
hasn't already shattered, it explodes.
When you activate this power, you make a
Glibness melee power attack against a target of your
choice within your reach. On a hit, the target
Signature takes 4d10 force damage. Until the power ends,
you can use a bonus action on each of your turns
Activation Time: 1 action to repeat this attack against the same target or a
Range: Self different one.
Roles:
Duration: 2 hours Kinetic Cage
Until the power ends, when you make a Charisma Signature
check, you can replace the number you roll with
a 15. Additionally, no matter what you say, Activation Time: 1 action
powers that would determine if you are telling Range: 100
the truth indicates that you are being truthful. Roles:
Duration: 1 hour
Globe of Invulnerability
Using a power or device, you create an immobile,
Signature invisible, cube-shaped prison composed of
kinetic energy that springs into existence around
Activation Time: 1 action an area you choose within range. The prison can
Range: Self (10-foot radius) be a cage or a solid box, as you choose.
Roles:
Duration: Concentration, up to 1 minute A prison in the shape of a cage can be up to 20
feet on a side and is made from 1/2-inch
An immobile, faintly shimmering barrier springs diameter bars spaced 1/2 inch apart.
into existence in a 10-foot radius around you and
remains for the duration. A prison in the shape of a box can be up to 10
feet on a side, creating a solid barrier that
Any power of 5th level or lower activated from prevents any matter from passing through it and
outside the barrier can't affect creatures or blocking any powers activated into or out from
objects within it, even if the power is activated the area.
using a higher-level power slot. Such a power
can target creatures and objects within the When you activate this power, any creature
barrier, but the power has no effect on them. that is completely inside the cage's area is
Similarly, the area within the barrier is excluded trapped. Creatures only partially within the area,
from the areas affected by such powers. or those too large to fit inside the area, are
pushed away from the center of the area until
they are completely outside the area.
A creature inside the cage can't leave it by
nonmagical means. If the creature tries to use
teleportation or similar travel powers to leave
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Aaliyah Johnson (Order #36367851)
the cage, it must first make a Charisma saving Meteor Swarm
throw. On a success, the creature can use that
power to exit the cage. On a failure, the creature Signature
can't exit the cage and wastes the use of the Activation Time: 1 action
power or effect. The cage also extends into the Range: 1 mile
Ethereal Realm, blocking ethereal travel. Roles:
Duration: Instantaneous
This power can't be dispelled by dispel magic.
Blazing orbs of fire plummet to the ground at
Massive Mirage four different points you can see within range.
Each creature in a 30-foot radius sphere
Signature centered on each point you choose must make a
Dexterity saving throw. The sphere spreads
Activation Time: 10 minutes around corners. A creature takes 20d6 fire
Range: Sight damage and 20d6 bludgeoning damage on a
Roles: failed save, or half as much damage on a
Duration: 15 Days successful one. A creature in the area of more
than one fiery burst is affected only once.
Using holographic tech or powers, you make
terrain in an area up to 1 square mile look, sound, The power damages objects in the area and
smell, and even feel like some other sort of ignites flammable objects that aren't being worn
terrain. The terrain's general shape remains the or carried.
same, however. Open fields or a road could be
made to resemble a swamp, hill, crevasse, or Mind Blank
some other difficult or impassable terrain. A
pond can be made to seem like a grassy meadow, Signature
a precipice like a gentle slope, or a rock-strewn Activation Time: 1 action
gully like a wide and smooth road. Range: Touch
Roles:
Similarly, you can alter the appearance of Duration: 24 hours
structures, or add them where none are present.
The power doesn't disguise, conceal, or add Until the power ends, one willing creature you
creatures. touch is immune to psychic damage, any effect
that would sense its emotions or read its
The illusion includes audible, visual, tactile, thoughts, and the charmed condition. The power
and olfactory elements, so it can turn clear even makes the target immune to similar powers
ground into difficult terrain (or vice versa) or used to affect the target's mind or to gain
otherwise impede movement through the area. information about the target.
Any piece of the illusory terrain (such as a rock
or stick) that is removed from the power's area Photon Barrier
disappears immediately.
Signature
Creatures with truesight can see through the Activation Time: 1 action
illusion to the terrain's true form; however, all Range: 90 feet
other elements of the illusion remain, so while Roles:
the creature is aware of the illusion's presence, Duration: Concentration, up to 10 minutes
the creature can still physically interact with the
illusion. You use a gadget, magic, or similar means to
create a vertical wall of made of pure searing
energy. The wall appears within range and lasts
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Aaliyah Johnson (Order #36367851)
for the duration. You can make a straight wall up • Violet. On a failed save, the target is blinded. It
to 100 feet long, 20 feet high, and 5 feet thick, or must then make a Wisdom saving throw at the
a ringed wall up to 60 feet in diameter, 20 feet start of your next turn. A successful save ends
high, and 5 feet thick. The wall provides three- the blindness. If it fails that save, the creature
quarters cover to creatures behind it, and its is transported to another plane of existence of
space is difficult terrain. the Overseer's choosing and is no longer
blinded. (Typically, a creature that is on a
When a creature enters the wall's area for the plane that isn't its home plane is banished
first time on a turn or starts its turn there, the home, while other creatures are usually cast
creature must make a Constitution saving throw. into the Astral or Ethereal planes.)
On a failed save, the creature takes 6d10 radiant
damage. On a successful save, the creature takes • Special. The target is struck by two rays. Roll
half as much damage. twice more, rerolling any 8.
Prismatic Surge Project Image
Signature Signature
Activation Time: 1 action Activation Time: 1 action
Range: Self (60-foot cone) Range: 500 miles
Roles: Roles:
Duration: Instantaneous Duration: Concentration, up to 1 day
You release eight multicolored rays of light flash With power or a device, you create an illusory
from your hand, eyes, or a device. Each ray is a copy of yourself that lasts for the duration. The
different color and has a different power and copy can appear at any location within range that
purpose. Each creature in a 60-foot cone must you have seen before, regardless of intervening
make a Dexterity saving throw. For each target, obstacles. The illusion looks and sounds like you
roll a d8 to determine which color ray affects it. but is intangible. If the illusion takes any
damage, it disappears, and the power ends.
• Red. The target takes 10d6 fire damage on a
failed save, or half as much damage on a You can use your action to move this illusion
successful one. up to twice your speed, and make it gesture,
speak, and behave in whatever way you choose. It
• Orange. The target takes 10d6 acid damage on mimics your mannerisms perfectly.
a failed save, or half as much damage on a
successful one. You can see through its eyes and hear through
its ears as if you were in its space. On your turn
• Yellow. The target takes 10d6 lightning as a bonus action, you can switch from using its
damage on a failed save, or half as much senses to using your own, or back again. While
damage on a successful one. you are using its senses, you are blinded and
deafened regarding your own surroundings.
• Green. The target takes 10d6 poison damage on
a failed save, or half as much damage on a Physical interaction with the image reveals it
successful one. to be an illusion because things can pass through
it. A creature that uses its action to examine the
• Blue. The target takes 10d6 cold damage on a image can determine that it is an illusion with a
failed save, or half as much damage on a successful Intelligence (Investigation) check
successful one. against your power save DC. If a creature
discerns the illusion for what it is, the creature
• Indigo. On a failed save, the target is can see through the image, and any noise it
restrained. It must then make a Constitution makes sounds hollow to the creature.
saving throw at the end of each of its turns. If it
successfully saves three times, the spell ends.
If it fails its’ save three times, it permanently
turns to stone and is subjected to the petrified
condition. The successes and failures don't
need to be consecutive; keep track of both until
the target collects three of a kind.
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Aaliyah Johnson (Order #36367851)
Psychic Shock Reverse Gravity
Signature Signature
Activation Time: 1 action Activation Time: 1 action
Range: Self Range: 100 feet
Roles: Roles:
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
For the power’s duration, your eyes become an Using a power or device, you reverse gravity in a
inky blue and white glowing void imbued with 50-foot radius, 100-foot-high cylinder centered
psionic power. One creature of your choice on a point within range. All creatures and objects
within 60 feet of you that you can see must that aren't somehow anchored to the ground in
succeed on a Wisdom saving throw or be affected the area fall upward and reach the top of the area
by one of the following effects of your choice for when you activate this power. A creature can
the duration. On each of your turns until the make a Dexterity saving throw to grab onto a
power ends, you can use your action to target fixed object it can reach, thus avoiding the fall.
another creature but can't target a creature again
if it has succeeded on a saving throw against this If some solid object (such as a ceiling) is
use of psychic shock. encountered in this fall, falling objects and
creatures strike it just as they would during a
Asleep. The target falls unconscious. It wakes normal downward fall. If an object or creature
up if it takes any damage or if another creature reaches the top of the area without striking
uses its action to shake the sleeper awake. anything, it remains there, oscillating slightly,
for the duration.
Panicked. The target is frightened of you. On
each of its turns, the frightened creature must At the end of the duration, affected objects and
take the Dash action and move away from you by creatures fall back down.
the safest and shortest available route, unless
there is nowhere to move. If the target moves to Sonic Clap
a place at least 60 feet away from you where it
can no longer see you, this effect ends. Signature
Weakened. The target has disadvantage on Activation Time: 1 bonus action
attack rolls and ability checks. At the end of each Range: 120 feet
of its turns, it can make another Wisdom saving Roles:
throw. If it succeeds, the effect ends. Duration: Instantaneous
Regenerate Using a device, bellowing roar, or clapping
powerful hands together, you release a power
Signature burst of thunderous power. Each creature that
can hear you within range must make a
Activation Time: 1 minute Constitution saving throw. On a failed save, a
Range: Touch creature suffers an effect based on its current hit
Roles: points:
Duration: 1 hour
• 50 hit points or fewer: deafened for 1 minute
You touch a creature and stimulate its natural • 40 hit points or fewer: deafened and blinded
healing ability. The target regains 5d8 + 15 hit
points. For the duration of the power, the target for 10 minutes
regains 1 hit point at the start of each of its turns • 30 hit points or fewer: blinded, deafened, and
(15 hit points each minute).
stunned for 1 hour
The target's severed body members (fingers, • 20 hit points or fewer: killed instantly
legs, tails, and so on), if any, are restored after 2
minutes. If you have the severed part and hold it Regardless of its current hit points, a creature
to the stump, the spell instantaneously causes not of the material realm is forced back to its
the limb to knit to the stump. realm of origin (if it isn’t there already) and
can't return to your current plane for 24 hours
by any means.
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Aaliyah Johnson (Order #36367851)
Storm of Vengeance Strange
Signature Signature
Activation Time: 1 action
Activation Time: 1 action Range: 120 feet
Range: Sight Roles:
Roles: Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Drawing on the deepest fears of a group of
creatures, you create illusory creatures in their
A churning storm cloud forms, centered on a minds, visible only to them. Each creature in a
point you can see and spreading to a radius of 30-foot radius sphere centered on a point of your
360 feet. Lightning flashes in the area, thunder choice within range must make a Wisdom saving
booms, and strong winds roar. Each creature throw. On a failed save, a creature becomes
under the cloud (no more than 5,000 feet frightened for the duration. The illusion calls on
beneath the cloud) when it appears must make a the creature's deepest fears, manifesting its
Constitution saving throw. On a failed save, a worst nightmares as an implacable threat. At the
creature takes 2d6 thunder damage and becomes end of each of the frightened creature's turns, it
deafened for 5 minutes. must succeed on a Wisdom saving throw or take
4d10 psychic damage. On a successful save, the
Each round you maintain concentration on this power ends for that creature.
power, the storm produces different effects on
your turn. Stupefying Stun
Round 2. Acidic rain falls from the cloud. Each Signature
creature and object under the cloud takes 1d6 Activation Time: 1 action
acid damage. Range: Touch
Roles:
Round 3. You call six bolts of lightning from Duration: Instantaneous
the cloud to strike six creatures or objects of your As part of the action to use this power, you must
choice beneath the cloud. A given creature or make a melee attack against one creature in your
object can't be struck by more than one bolt. A reach, otherwise the power fails. You deliver a
struck creature must make a Dexterity saving blow of such power that it can overwhelm the
throw. The creature takes 10d6 lightning damage mind and body of one creature hit, leaving it
on a failed save, or half as much damage on a dumbfounded. If the target has 150 hit points or
successful one. fewer, it is stunned. Otherwise, the power has no
effect.
Round 4. Hailstones rain down from the cloud.
Each creature under the cloud takes 2d6 The stunned target must make a Constitution
bludgeoning damage. saving throw at the end of each of its turns. On a
successful save, this stunning effect ends.
Round 5-10. Gusts and freezing rain assail the
area under the cloud. The area becomes difficult
terrain and is heavily obscured. Each creature
there takes 1d6 cold damage. Ranged weapon
attacks in the area are impossible. The wind and
rain count as a severe distraction for any
creature other than you for the purposes of
maintaining concentration on power. Finally,
gusts of strong wind (ranging from 20 to 50
miles per hour) automatically disperse fog,
mists, and similar phenomena in the area.
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Sunburst creature can throw the bead up to 40 feet.
When it strikes a creature or a solid object, the
Signature spell ends, and the bead explodes.
Activation Time: 1 action The fire damages objects in the area and
Range: 150 feet ignites flammable objects that aren't being worn
Roles: or carried.
Duration: Instantaneous
Toxic Spores
You release a brilliant burst of sunlight in a 60-
foot radius centered on a point you choose Signature
within range. Each creature in that light must
make a Constitution saving throw. On a failed Activation Time: 1 action
save, a creature takes 12d6 radiant damage and is Range: 60 feet
blinded for 1 minute. On a successful save, it Roles:
takes half as much damage and isn't blinded by Duration: Instantaneous
this power. Undead and oozes have disadvantage
on this saving throw. You unleash a small cloud of spores carrying
virulent disease on a creature that you can see
A creature blinded by this power makes within range. The target must make a
another Constitution saving throw at the end of Constitution saving throw. On a failed save, it
each of its turns. On a successful save, it is no takes 14d6 necrotic damage, or half as much
longer blinded. damage on a successful save. The damage can't
reduce the target's hit points below 1. If the
This power dispels any darkness in its area target fails the saving throw, its hit point
that was created by a power. maximum is reduced for 1 hour by an amount
equal to the necrotic damage it took. Any effect
Timer Mine that removes a disease allows a creature's hit
point maximum to return to normal before that
Signature time passes.
Activation Time: 1 action
Range: Touch
Roles:
Duration: Concentration, up to 10 minutes
You place a device or gadget on a ground or
attach it to a wall or object. When this power
ends, either because your concentration is
broken or because you decided to end it, the
power blossoms with a low roar into an
explosion of flame that spreads around corners.
Each creature in a 20-foot radius sphere
centered on that point must make a Dexterity
saving throw. A creature takes fire damage equal
to the total accumulated damage on a failed save,
or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of
your turn the bead has not yet detonated, the
damage increases by 1d6.
If the glowing bead is touched before the
interval has expired, the creature touching it
must make a Dexterity saving throw. On a failed
save, the spell ends immediately, causing the
bead to erupt in flame. On a successful save, the
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CONDITIONS CHARMED
Conditions alter a creature's capabilities in a • A charmed creature can't attack the charmer or
variety of ways and can arise because of a power, target the charmer with harmful abilities or
a feature, a villain's attack, or other effect. Most magical effects.
conditions, such as blinded, are impairments,
but a few, such as invisible, can be advantageous. • The charmer has advantage on any ability
check to interact socially with the creature.
A condition lasts either until it is countered
(the prone condition is countered by standing DEAFENED
up, for example) or for a duration specified by
the effect that imposed the condition. • A deafened creature can't hear and
automatically fails any ability check that
If multiple effects impose the same condition requires hearing.
on a creature, each instance of the condition has
its own duration, but the condition's effects EXHAUSTION
don't get worse. A creature either has a condition
or doesn't. Some special abilities and environmental
hazards, such as starvation and the long-term
The following definitions specify what effects of freezing or scorching temperatures,
happens to a creature while it is subjected to a can lead to a special condition called exhaustion.
condition. Exhaustion is measured in six levels. An effect
can give a creature one or more levels of
BLINDED exhaustion, as specified in the effect's
description.
• A blinded creature can't see and automatically
fails any ability check that requires sight. • If an already exhausted creature suffers
another effect that causes exhaustion, its
• Attack rolls against the creature have current level of exhaustion increases by the
advantage, and the creature's attack rolls have amount specified in the effect's description.
disadvantage.
• A creature suffers the effect of its current level
BURNING of exhaustion as well as all lower levels. For
example, a creature suffering level 2
• A burning creature that is wearing (or is made exhaustion has its speed halved and has
of) flammable material, catches fire and disadvantage on ability checks.
continues burning; it takes fire damage equal
to the user’s proficiency bonus at the end of • An effect that removes exhaustion reduces its
each of its turns until the burning creature or level as specified in the effect's description,
one of its allies within 5 feet of it uses an action with all exhaustion effects ending if a
to extinguish the fire. creature's exhaustion level is reduced below 1.
• Finishing a long rest reduces a creature's
exhaustion level by 1, provided that the
creature has also ingested some food and
drink. Also, being raised from the dead reduces
a creature's exhaustion level by 1.
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CONDITIONS: EXHAUSTION EFFECTS INCAPACITATED
Level Effect • An incapacitated creature can't take actions or
reactions.
1 Disadvantage on ability checks
INVISIBLE
2 Speed halved
• An invisible creature is impossible to see
3 Disadvantage on attack rolls and without the aid of magic or a special sense. For
saving throws the purpose of hiding, the creature is heavily
obscured. The creature's location can be
4 Hit point maximum halved detected by any noise it makes or any tracks it
leaves.
5 Speed reduced to 0
• Attack rolls against the creature have
6 Death disadvantage, and the creature's attack rolls
have advantage.
FRIGHTENED
PARALYZED
• A frightened creature has disadvantage on
ability checks and attack rolls while the source • A paralyzed creature is incapacitated (see the
of its fear is within line of sight. condition) and can't move or speak.
• The creature can't willingly move closer to the • The creature automatically fails Strength and
source of its fear. Dexterity saving throws.
FRIGID • Attack rolls against the creature have
advantage.
• A frigid creature’s speed is reduced by half, and
it can’t benefit from any bonus to speed. • Any attack that hits the creature is a critical hit
if the attacker is within 5 feet of the creature.
• A frigid creature that suffers the effects of the
frigid condition a second time has their PETRIFIED
movement reduced to 0 until the end of their
next turn. • A petrified creature is transformed, along with
any nonmagical object it is wearing or
GRAPPLED carrying, into a solid inanimate substance
(usually stone). Its weight increases by a factor
• A grappled creature's speed becomes 0, and it of ten, and it ceases aging.
can't benefit from any bonus to its speed.
• The creature is incapacitated (see the
• The condition ends if the grappler is condition), can't move or speak, and is
incapacitated (see the condition). unaware of its surroundings.
• The condition also ends if an effect removes • Attack rolls against the creature have
the grappled creature from the reach of the advantage.
grappler or grappling effect, such as when a
creature is hurled away by the thunder-wave • The creature automatically fails Strength and
power. Dexterity saving throws.
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• The creature has resistance to all damage. STUNNED
• The creature is immune to poison and disease,
• A stunned creature is incapacitated (see the
although a poison or disease already in its condition), can't move, and can speak only
system is suspended, not neutralized. falteringly.
POISONED • The creature automatically fails Strength and
Dexterity saving throws.
• A poisoned creature has disadvantage on
attack rolls and ability checks. • Attack rolls against the creature have
advantage.
PRONE
UNCONSCIOUS
• A prone creature's only movement option is to
crawl, unless it stands up and thereby ends the • An unconscious creature is incapacitated (see
condition. the condition), can't move or speak, and is
unaware of its surroundings.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has • The creature drops whatever its holding and
falls prone.
advantage if the attacker is within 5 feet of the
creature. Otherwise, the attack roll has • The creature automatically fails Strength and
disadvantage. Dexterity saving throws.
RESTRAINED • Attack rolls against the creature have
advantage.
• A restrained creature's speed becomes 0, and it
can't benefit from any bonus to its speed. • Any attack that hits the creature is a critical hit
if the attacker is within 5 feet of the creature.
• Attack rolls against the creature have
advantage, and the creature's attack rolls have
disadvantage.
• The creature has disadvantage on Dexterity
saving throws.
SHOCKED
• A shocked creature can’t take reactions until
the end of its next turn.
• On its turn, it can use either an action or a
bonus action, not both.
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THE MULTIVERSE AND
MATERIAL REALM
The Multiverse consists of a near infinite
number of dimensions and worlds, each of which
resides on its own unique cosmic wavelength.
Imagine an infinite number of worlds layered
over top of each other. Under normal
circumstances these realms are invisible to one
another. With either advanced technology, a
special power, or some sort of freak accident,
some beings can cross these invisible world
boundaries.
The most common form of these
interdimensional beings are beings of the dead
that manage to pierce the veil of the afterlife,
often referred to as ghosts, spirits or specters.
These beings normally inhabit the Ethereal
Realm. The Ethereal Realm is a misty, fog-bound
dimension that is sometimes described as a great
ocean. Its shores, called the Veil, overlap the
Material Realm. This veil is where the ghostly
undead can pass between realms.
Another form of interdimensional being is a
doppelganger. These beings specialize in
transporting themselves between worlds and
take on the forms of people of importance. They
belonged to a world where shapeshifters
eradicated those who weren’t one of them.
Forming a warmongering world with a hate for
non-shifters, their militaristic culture has led
them to being dominators of the other worlds
through cloak and dagger methods and inciting
violence and hate against those who don’t share
their gifts.
There are a multitude of ways to travel
between dimensions, it is entirely up to the
Overseer to decide if and when these different
dimensions come in to play. Because of the size
of the multiverse, it’s easy to connect Capes &
Crooks with any setting of your choosing.
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TRAPS AND HAZARDS SAMPLE TRAPS AND HAZARDS
Traps can be found almost anywhere. Villains The traps and hazards presented here vary in
and crooks who seek to prevent enemies from deadliness and are presented in alphabetical
following them or entering their lair often set up order.
complex traps to deal with any annoying do-
gooders. One wrong step in an evil deviant’s lair Collapsing Roof
or a secured facility might lead to a series of laser
blasts that cut through armor and flesh. This Mechanical trap
extends to the influence of ‘The Rise’ on the
world. The seemingly innocuous vines that hang This trap uses a trip wire to collapse the supports
over a cave or old building might grasp and keeping an unstable section of a ceiling in place
choke anyone who pushes through them. An or is the result of a forceful explosion from a
electric net hidden among storage crates might deviant power.
drop on trespassers who pass underneath. In a
game of superheroes and villains, unwary heroes The trip wire is 3 inches off the ground and
can fall to their deaths, be burned alive, or fall stretches between two support beams. The DC to
under a barrage of bullets. spot the trip wire is 10. A successful DC 15
Dexterity (Sleight of Hand) check disables the
A trap can be either mechanical or magical in trip wire harmlessly. On a failed check, the trap
nature. Mechanical traps include automated triggers.
spike pits, laser traps, falling blocks, water-filled
rooms, and anything else that depends on a Anyone who inspects the beams can easily
mechanism to operate. Power traps are usually determine that they are merely wedged in place.
traps created by a deviant’s powers. A villain who As an action, a character can knock over a beam,
can bend nature to its will, may set up killer causing the trap to trigger.
vines as mentioned previously, for example.
The ceiling above the trip wire is in bad repair,
TRAPS: SAVE DCS AND ATTACK BONUSES and anyone who can see it can tell that it's in
danger of collapse.
Danger Save DC Attack Bonus
+3 to +5 When the trap is triggered, the unstable ceiling
Setback 10-11 +6 to +8 collapses. Any creature in the area beneath the
+9 to +12 unstable section must succeed on a DC 15
Dangerous 12-15 Dexterity saving throw, taking 22 (4d10)
bludgeoning damage on a failed save, or half as
Deadly 16-20 much damage on a successful one. Once the trap
is triggered, the floor of the area is filled with
TRAPS: DAMAGE SEVERITY BY LEVEL rubble and becomes difficult terrain.
Character Setback Dangerous Deadly Exploding Barrel
Level
4d10 Hazard
1st-4th 1d10 2d10 10d10
18d10 Barrels and similar containers come with a wide
5th-10th 2d10 4d10 24d10 variety of chemicals stored in them. In most
cases, these barrels are full of flammable
11th-16th 4d10 10d10 chemicals. If an exploding barrel takes more
than 5 damage, they explode. Each creature in a
17th-20th 10d10 18d10 10-foot-cube originating from the barrel must
succeed on a DC 13 Dexterity saving throw or take
7 (2d6) fire damage. On a successful save the
creature takes half as much. The area becomes
difficult terrain.
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Tesla Coil Slippery Ice
Power Trap Hazard
This trap is activated when an intruder steps on a An area with slippery ice is difficult terrain.
hidden pressure plate or laser trip, releasing a When a creature moves onto slippery ice for the
jolt of lightning from a nearby device. first time or starts their turn there, it must
succeed on a DC 15 Dexterity (Acrobatics) check
The DC is 15 to spot the laser or pressure plate, or fall prone. If the ice has a water or similar
as well as faint scorch marks on the floor and substance other than solid ground underneath it,
walls. roll a d20. If the roll is 5 or less, the ice breaks
and the character falls through the ice.
When the trap activates, the devices release a
30-foot cone of lightning. Each creature in the
area must make a DC 13 Dexterity saving throw,
taking 22 (4d10) lightning damage on a failed
save, or half as much damage on a successful
one.
Moving Vehicle Wildthorns
Hazard Hazard
In the city, high velocity vehicles are certainly a
threat to would-be heroes and crooks. A moving Many plants, such as rose bushes, grow razor
vehicle rolls initiative with a +8 bonus. On their sharp thorns on their stems or vines. The area
turn, it moves 80 feet in a straight line. The these cover come in a variety of sizes. The wild
vehicle can move through creatures’ spaces, and thorns have an AC of 10, 20 hit points, and
creatures can move through its space, treating it immunity to bludgeoning, piercing, and psychic
as difficult terrain. Whenever the vehicle enters a damage. It also has vulnerability to fire damage.
creature’s space or a creature enters the vehicle’s When a creature comes into direct contact with
space while its moving, that creature must wildthorns for the first time on a turn, or starts
succeed on a DC 15 Dexterity saving throw or its turn there, the creature must succeed on a DC
take 55 (10d10) bludgeoning damage and be 12 Dexterity saving throw or take 5 (1d10)
knocked prone. piercing damage from the thorns.
The vehicle stops if it hits a building, wall, or
similar barrier.
As an action, a creature within 5 feet of the
vehicle can attempt to slow it down with a DC 20
Strength check. On a successful check, the
vehicles speed is reduced by 15 feet. If the
vehicle’s speed drops to 0, it stops moving and is
no longer a threat.
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ON THE COVER – Stock Art
© Crit Academy Studios
Crit Academy, Cobalt City, Terra, Capes and
Crooks and their associated logos are trademarks
of Crit Academy Studios
Product Identity: The following items are hereby
identified as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks,
registered trademarks, proper names
(characters, place names, new deities, etc.),
dialogue, plots, story elements, locations,
characters, artwork, graphics, maps, sidebars,
and trade dress. (Elements that have
previously been designated as Open Game
Content are not included in this declaration.)
Open Game Content: The Open content in this
book includes the rules for origins, class/role
options, powers, enhancements, magic & other
items, monsters, conditions, and gear. No other
portion of this work may be reproduced in any
form without permission.
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DON’T BLOW IT! Every day I strike out to help those in need. Trying
my best to hide from the CCPD and the DRT hover
A game of Capes & Crooks consists of a group of ships. For if they learned of my vigilante acts, they
player characters taking on missions presented would certainly pursue me. You see, being a hero
by the Overseer. The Overseer is one player who to some, means being a menace to others. While
runs or designs the story and challenges the the governments of the world figure out how to
characters will face. This can take place in a deal with superpowered humans and monstrous
single night, or over several sessions over a long creature that now roam Terra. We do what we
period known as a campaign. Whichever way you can to help. I mean, it’s our responsibility, right?
play, below are some rules to get you started. Though, being a vigilante is still technically
against the law. But honestly, I don’t really care.
Your characters interact with the world using If I have the power to help someone, I’m going to
seven polyhedron dice. This usually consists of use it. Those with power, have an obligation to
each having a special number of sides. A six- use it to the betterment of humankind. And so, I
sided die for instance is known as a d6. A will continue to use my gifts to help even those I
standard set includes a d4, d6, d8, d10, d12 and a hate, so long as it is right. Even if it is against the
d20. Your interactions are only limited by your law. “
imagination and your character’s statistics and
abilities. The core mechanics are simple. When a -Stella Nova-
character wants to do something, the Overseer
asks for them to make a check related to the BACKGROUND
specific ability that can be used to overcome that
challenge. The player then rolls a twenty-sided This adventure takes place in the in the Cobalt
die (d20). They then add any special abilities or Credit Union. A bank that is being robbed by an
modifiers. The Overseer sets a number to unknown villain. Eight years ago, Lylah Eneren
determine how hard the task is to complete. This gave birth to her beautiful young daughter
is known as a difficulty class or DC. If the Emilise. Emilise was born with an unknown
player’s roll plus all the modifiers is equal to or disease. Lylah, a single parent spent all her
higher than the DC, then the action is successful. resources and time trying to find a cure for this
The Overseer then narrates the results. It’s that disease that left her daughter in never-ending
simple. pain. Lylah decided to move to Cobalt City. She
knew that VANE, the company that built it
INTRODUCTION offered deviants job opportunities and free
healthcare.
“Looking from the outside in. Life in Cobalt City
seems pretty great. People of all shapes and sizes Upon arrival to Cobalt City, she learned the
bustling about. Each with their own distractions truth. The opportunity extended only to
to keep the focus away from the truth. More than deviants. While Lylah was considered a genius
half the world hates or fears us. A brand-new city deviant, her daughter was not. Thus, VANE
of deviants may be great for those escaping wouldn’t cover the cost for the research and
persecution. But it certainly has its problems. medical bills. Shortly after her struggles began,
Powered individuals being gathered in a single she was able to get a job at AP Labs. A weapons
location is certainly asking for trouble. I’m sure research facility. There she thought she would
VANE was well aware of the risks when they built make enough money to at least get her daughter
the gem cities around the world. Whether it’s in one of the VANE hospitals. But her struggles
through, greed, anger or just loss of control, the didn’t end. Bills continued to push her further
city has its trials and tribulations. into debt. When Emilise was 3 years old Lylah
was approached by a loan sharks’ messenger.
Not only did he offer to pay for the research and
care for Emilise, but he also claimed to have
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special staff that could ensure she didn’t suffer Cobalt Credit Union. An unknown villain has
while they did so. All it would cost Lylah, is a forced the building into lockdown and is raiding
trade. When he needed a favor or two from her, the vault containing the customer’s Credit Disks.
she would do it. No questions asked, no matter The risk of loss of life has kept the CCPD outside.
how big or how small. She agreed. The heroes have chosen to get involved. While
the CCPD are trying to reach the villain for
Five years passed until the loan shark, known negotiations, the heroes will sneak in and try to
as the Codfather, a half-man, half-shark deviant apprehend or otherwise incapacitate the villain.
came to collect. The Codfather asked of her to do All while trying to ensure that all the hostages
the unthinkable. She was to build bombs so his are safe.
crew could place them into hideouts of some of
the Codfather’s enemies and those who refuse to The villain inside is known as the Bright
answer his collect call. Of course, she did as she Bomber. She is robbing the bank to payback a
was told. It was her daughter’s life on the line, loan shark by the name of Codfather. A half-
and she would do anything to protect her little man, half-shark deviant. She has a genius level
girl. intelligence and is an expert in explosives. This
encounter makes for a difficult situation for our
She soon began to see the results of her work. heroes as the Bright Bomber has laid traps and
Explosions in warehouses where violent has drones scouring the building and defending
criminals were holding up or in restaurants that the Bright Bomber while she does her work.
were a front for drug activity. She continued to
make bombs, and her daughter continued to get This adventure assumes that the characters are
the care she needed. However, after six months, actively looking to stop crime. If not, you can
the bombings became more frequent, and less have them passing-by or gathering outside the
criminal targets. The Codfather started using the bank while the robbery is in progress.
bombs in CCPD stations, private business, and
even VANE labs. Lylah wasn’t ok with this. She As the Overseer it’s important to remember a
approached the Codfather about the research, few things when running adventures for Capes &
hoping it was close to being finished. It was then Crooks. On Terra, the world is split on the
she found out the truth. His team had already vigilantes. Some support them and what they are
found a cure. They just kept it from her because doing, and others believe that vigilantes are
of the sheer amount of money it cost them. The dangerous and make the situation worse. When
Codfather claimed “You need to give me my the characters take actions, keep this in mind. An
return on investment.” aggressive move that causes a powerful
explosion that causes property damage, or the
Lylah realized she was trapped. So long as she injury or loss of life are huge talking points for
was indebted to the Codfather, Emilise would those against the heroes to leverage. Keep a
stay in the sleep like hibernation they placed her record of reckless actions, as well as specific
in. It was there she decided she would stop heroic ones. After the events unfold, share with
making bombs for him and get him the money the players how the public perceives their
herself. Not only to save her girl, but to get her actions. A short one or two sentence news title is
out from under his fins. Thus, was born her often more than enough to twist or reveal the
villain persona, Bright Bomber. Using her actions of the characters. This is a constant
intelligence, she should rob from those who reminder of the consequences of their actions.
could afford it and pay off the debt she owed the
loan shark and free her daughter. This adventure is broken down into the follow
four key scenes:
OVERVIEW
• Scene 1. The characters must don their
The adventure begins with our heroes ready to superhero personas and sneak passed the news
head into action. The holocasts and news feeds and CCPD to enter into the bank undetected.
are filled with news of a hostage situation at the
• Scene 2. Once inside, the characters must
navigate the complex bank building and find
the location of the hostages and vault with the
villain.
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• Scene 3. Upon locating the enemy and The area around the massive ten story bank is
innocence. The heroes must battle the villain chaotic. CCPD members in their blue uniforms are
and rescue the hostages. All while disabling the setting up a perimeter with caution holotape. A
bombs attached to the hostages. growing crowd murmurs and points to the
billowing smoke from the main entrance. The
• Scene 4. Lastly, as being a vigilante is against smell of burnt rubber and hot metal fills the air. A
the law, the characters must escape from the stoic female with bright red hair stands at the
scene without attracting attention from either head of the crowd’s cacophony giving orders.
the CCPD or the newly arrived DRT unites. Recognizable as Commissioner Jordan of the
CCPD.
SCENE #1 — ASSESS AND
A young female officer with silver skin approaches
INFILTRATE you. “You keep back. This is a serious situation. A
dangerous deviant is inside with hostages and
“Assess and Infiltrate” is a short roleplay and there has already been an explosion. Please
exploration scene during which, the characters return to your home for your own safety.”
either learn more about what is going on in the
bank and a short skill challenge to enter the bank The characters immediately notice the dangers
undetected. and threat that looms. Another greedy and
selfish deviant is utilizing their gifts to harm
When the characters arrive in town. Read or others and help themselves. The Deviant
paraphrase the following: Response Team are always slow to respond,
usually 15-20 minutes behind the CCPD. It makes
sense, the DRT troopers are mostly autonomous
robots and are expensive to maintain and
operate. So, the CCPD handles basic issues and
the DRT only get involved when deviants are
involved.
GATHERING INFORMATION
If the characters decide to gather information
before they enter the bank, they can learn the
following. Keep in mind, feel free to give the
information freely to characters who’s alter-ego
or powers would allow them to easily acquire
information, such as with the Reporter or
Telepathy:
• DC 13 Investigation Check. The character
attempts to interview the locals in the area.
Many reported a large explosion coming from
the bank about 15 minutes ago. Another
reported that the bank had just opened up. So
luckily there wasn’t that many people inside.
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• DC 10 Perception Check. Dust and debris filled to just the options that are presented. Every
the area, and the front is on fire. The main encounter will be different, and thus you should
entrance collapsed preventing entry or escape. absolutely allow the skill challenge to be
malleable. If a player offers a reasonable reason
• DC 14 Technology Check. The character of how a skill, power or feature could be used and
attempts hacking or spying on police it’s not listed, make sure to do your best to allow
transmissions identifies the suspect as the it! Thinking players are engaged players.
Bright Bomber. A more recent, villain that’s
been associated with half a dozen bombings. Read or paraphrase the following when the
There is currently no motives or further players are ready to proceed.
information available.
The CCPD surrounds the building from all sides.
• DC 14 Insight Check. The character attempts to The hostages don’t have much time. The police’s
glean information from the police inaction may be the death of innocence if
mannerisms. The police are not going inside, someone doesn’t do something. If “you”, don’t do
judging from their concerned looks, it’s likely something.
due to the risk to the hostages or the potential
of another explosion. Setup. The characters have the power to help,
they just have to get into the building. If they’re
• DC 17 Persuasion/Deception Check. The spotted, they could be linked to their vigilante
character attempts to convince one of the antics and be arrested, or worse. The DRT will
CCPD policemen to reveal that there are seven arrive soon. The characters have approximately
identified hostages inside the bank. ten minutes to get in, rescue the hostages and
escape unseen.
• DC 19 Investigation/Technology/Perception
Check. A character attempts to gather This skill challenge will be used as a guide to
information on wandering armed drones that narrate the infiltration scene. The characters
have been scanned or identified within the must gain 5 successes in this challenge before
building. The villain has filled the area with a gaining 3 failures. The party must succeed a
medium sized contingent of sentry drones. group DC 13 Investigation/Perception check
Hovering orbs equipped with bio-scanners and before attempting to enter the building. If more
blaster rifles. than half the party fails, they lose precious time
trying to identify possible entry points and one
After the characters have finished or bypassed of the hostages has already been killed when the
the investigation scene, they succeed on a skill heroes arrive where the hostages are being held
challenge in order to enter the building. in the bank.
SKILL CHALLENGE: Primary Skills. Acrobatics, Athletics, Stealth
INFILTRATION Acrobatics DC 14. The character vaults over an
unoccupied police cruiser, a news vehicle or
Fundamentally a skill challenge is a kind of similar object to reach a streetlamp. They swing
encounter, similar to a combat encounter. Part of from it into a window on a higher floor.
playing the game finds our characters using skill
checks to interact with the world around them. Athletics DC 14. The character attempts to
Part of the excitement of being a superhero is climbing up a side of the building, using ledges
that success or failure is often uncertain. Skill and converging angles of the building or leaps
challenges offer the Overseer a tool to introduce across the large gap from a nearby rooftop and
a complex series of changing conditions, keeping tumbling through a window.
track of the results to determine the overall
success or failure of a complex collection of
challenging scenes over different lengths of
time.
While the skill challenge offers an outline for
running it, do not limit yourself, or your players,
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Perception DC 14. The character observes the SCENE #2 — LOCATING THE
patrolling of the police and spots a gap in their
pattern to exploit. Acting as a spotter, the next HOSTAGES
check in this skill challenge has Advantage.
Skill Challenge: Navigating the
Deception/Persuasion DC 16. The character
attempts to draw an officer into conversation. Bank
Either using deceptive lies or genuine questions
to create an opening for an ally to enter the Once the characters have entered the building,
building. The next check in this skill challenge they must then locate the hostages. Read or
has Advantage. paraphrase the following:
Stealth DC 17. The character moves between The area inside the bank is surprisingly empty.
police cruisers one by one, blends into the crowd The police sirens muffled by the office walls and
using police and other individuals as cover or lights dancing around from the police cruisers.
creates distractions and sneaks into a side access Likely the bank had just opened when the villain
door. attacked. Most of the offices appear empty and
quiet, with the exception of the humming sound
Technology DC 16. The character attempts to echoing down the halls. The bank is a complex
use hacking, or quick research techniques to gain labyrinth of cubicles and office rooms.
access to the buildings structure plan. They are
able to quickly locate an entrance through a local Setup. The characters must now navigate the
sewage drain. banking complex to find the hostages and the
villain. Likely they are together so that that
SUCCESS OR FAILURE villain can keep an eye on what is happening. A
successful DC 15 Perception check reveals the
Total Success: If the characters pass the humming down the halls to be the sound of
challenge without a single failure, they are able acclivity rods. A core device that allows objects to
to enter the building without alerting the police. hover. This scene also uses a skill challenge. Each
Additionally, the first time they encounter an failure in this skill challenges means an
enemy they have surprise. encounter with 1d4 sentry drones. If the
characters spend too much time locating the
Success: The characters are able to hostages, they run the risk of losing more of
successfully enter the building. While the cops them and allowing the villain a chance to escape.
didn’t spot them, a bystander who works for The characters must gain 3 successes in this
Cobalt Chronicle Blog was able to snap a holovid challenge before gaining 2 failures.
of one of the heroes just as they entered. This
opens up the characters superhero identity to the Primary Skills. Investigation, Perception,
events in the bank. For better or for worse. Technology
Failure: If the characters fail the challenge, Athletics DC 13. The character dashes down
they successfully enter the building. A few of the hallways, leaps over desks and cubicles scouring
police spotted them and has chatter about the the area for the hostages.
situation over their coms. This alerts the Bright
Bomber and her drones. The characters are Investigation DC 13. The character attempts to
ambushed by two sentry drones for each player look for information on desks or signs for
character. information describing location of the vault or
main storage areas where the villain may be.
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Perception DC 17. The character attempts to air 5 feet and release the omnidirectional laser
listen for strange sounds such as screaming from blasts that extends out in a 20-foot-radius
hostages or any sort of noise that may indicate sphere. Each creature in the area must make a DC
someone breaking into a vault. 14 Dexterity saving throw, taking 11 (2d10)
radiant damage on a failed save, or half as much
Stealth DC 16. The character attempts to stalk damage on a successful one.
and avoid the wandering drones. Using hiding
tactics to track them so that the party can avoid A successful DC 14 check with hacking tools or
them. The next failed check during this skill thieves’ tools can be used to disable the device
challenge does NOT lead to an encounter with and prevent the trap from activating.
sentry drones.
Overseer Notes: Trap “Click”
Technology DC 16. The character using
hacking, or quick research techniques to gain When the characters spring the trap, as Overseer you
access to the buildings blueprints and design can make it more of a tense moment by simple letting
layout. If the character had already done this in them know they hear a “click”. Once you do this, you go
the Infiltration skill challenge, they have to each player around the table, ending with the player
Advantage on this check. whose character triggered the trap. Give the players an
opportunity to decide how their character reacts.
SUCCESS OR FAILURE
Using this, you can grant bonuses to the characters and
Total Success: The characters are quickly able even offer opportunities beyond just letting the trap
to navigate the bank complex and are able to detonate immediately. While their decision can take a
avoid the sentry drones that patrol the building. number of different forms. In general, they will fall into
one of the following categories. This uses the
Success: The characters are able to navigate character’s reaction. The character attempts to “jump”
the bank complex and locate the vault room for safety or cover. They attempt to go prone by “hitting
containing the hostages and villain. the deck”. The character attempts to “brace” for impact
or they can attempt to disarm the trap. Call for
Failure: While the characters able to eventually appropriate skill checks. In three cases: jump, hit the
navigate the bank complex, the delay caused by deck and brace. A successful check will grant
the battles with the drones gives the villain Advantage on the save. Should a character attempt to
ample time to prep and hide. The Bright Bomber disarm the trap and fail? The device is triggered, and
has Advantage on all checks pertaining to hiding the character has disadvantage on the saving throw.
herself from discovery by the characters in the
vault room. SCENE #3 — AN EXPLOSIVE
TRAPPED! SITUATION
The Bright Bomber has prepared for intruders. The characters are met with a situation much
The entrances into the vault room are trapped worse than they had expected. There are eight
with deadly gadgets hidden by holograms to commoner hostages (minus any that have been
render them nearly invisible. This trap is lost due character failures) lined up against a far
activated when an intruder steps on the device, west wall. A successful DC 12
releasing a barrage of laser beams in all Medicine/Investigation check reveals they died
directions. of blaster wounds. Likely from the drones or a
sidearm. They are each gagged, blind folded and
The DC is 15 to spot the barely visible outline of have devices strapped to their chest. A successful
the device’s illusionary hologram. The trap DC 14 Investigation/Technology check reveals
activates when more than 20 pounds of weight is they are bomb. 2d4 sentry drones are in the area
placed on it, causing the device to rise into the to defend the Bright Bomber and keep the
hostages in check. The drones are programmed
to always keep at least 10 feet away from each
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other to prevent any accidently chain explosions. someone frantically moving inside can be
This program is overridden in combat scenarios. heard. The slamming of small drawers
Additionally, they always keep at least 15 feet reverberates through the chamber. The villain
away from the Bright Bomber. A successful DC 17 inside appears to be occupied. It’s unclear if they
Insight check reveals this fact. The area in front are aware of your presence. Several sentry
of the vault entrance has a laser gadget alarm drones hover in the main room. Likely keeping
trap set up to warn the bomber if anyone tried to guard over the hostages. There are just minutes
enter who shouldn’t. before the DRT arrive and capture all deviants
involved.
One of the hostages is the Bright Bomber in
disguise. A character who succeeds an Insight The Bright Bomber’s goal here is simple. To hold
check contested by the bomber’s out until the police breakthrough and escape
Deception/Performance check can see through under the guise as a hostage. The Bright Bomber
their charade. She has already stolen two Credit has set a small neurolink she can use to send an
Disks from the vault that had the largest values anonymous tip to the CCPD. The tip is “the
in the bank. With her keen intellect she chooses Bright Bomber is battling some vigilante
her targets and escape plan with the highest deviants and that they should charge in the front
chance of success and the least casualties. The door to get the hostages while they villain is
dead innocence were a result of the hostages distracted.” The police enter the building and
getting courageous and her drones dealing with rush to the vault chamber. The 3d6 police arrive
their outbursts. in 1d4+1 rounds during the battle between the
characters and the Bright Bomber hologram and
Inside the vault the Bright Bomber has placed a the drones. Police try to assist the characters in
hologram device that can use the major image anyway (use the thug statblock).
power once per day. The Bright Bomber has used
this to create holographic illusion of her The bombs must be defused before the police
continuing her work inside the vault. will allow the hostages to leave. They fear by-
Additionally, hidden within the image is a sentry standers may be injured or killed should the
drone. This allows the illusion to blast any devices explode. When the characters arrive a
threats as if it was real. A character must succeed countdown timer on the bombs starts at two
a DC 18 Investigation check to determine that it minutes. A successful DC 15 Technology check
is an illusion. Physical interaction with the image reveals that if done correctly, the bombs can be
reveals it to be an illusion because things can disarmed. Based on the specs, the explosion
pass through it. If the alarm is triggered, the shouldn’t be more than a 20-foot radius. Should
holobomber immediately takes a defensive one go off, use the explosion power. It’s likely a
position and fires on any incoming intruders. If character will try and disarm the bombs. If this
anyone gets in the vault close enough to touch happens use the following minigame for the one
the hologram the vault door immediately shuts. disarming it. Both thieves’ tools and hacking
A character within 10 feet of the vault door when tools can be utilized here using the Technology
it closes must succeed a DC 12 Strength Saving skill. This can happen during combat but is not
throw to keep it open. Each round they must use required. If the characters take no interest in
their action to hold open the door and succeed defusing the bombs, the police attempt it. Roll a
the save again, gaining a level of exhaustion. The d20 on a 5 or higher at the top of each round, the
DC increase by 1 each round. Once closed the police succeed. On a failure, a bomb explodes,
vault doors require a DC 24 Athletics/Technology likely killing everyone in the blast radius.
check to open.
When the characters arrive in the vault
chamber room read or paraphrase the following.
As you enter the vault chamber room the
sound of whimpering comes from the west wall.
There, a number of hostages are bound, gagged,
and have strange devices attached to them.
Across the room a large electronic vault door is
ajar. The sound of
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DEFUSING THE BOMBS • Roll of 7 to 11. The player may ask what rolled
number belongs in the first position.
When running the bomb defusal, make sure to
describe in great detail the fear and panic on the • Roll of 12 to 16. The player may ask about what
hostages faces. Choose one of the hostages in rolled number belongs in the first two
advance or at random to be the bomber. This positions.
hostage should be notably behind cover, such as
a pillar or heavy desk to protect herself from any • Roll of 17 to 20. The player may ask about what
explosions. If her bomb is disarmed, success or rolled number belongs in the first three
failure have the character who disarmed it make position.
a DC 19 Investigation/Technology check after the
bomb defusal. On a success they learn that the • Roll of 21 or 25. The player may ask about what
bomb attached wasn’t actually designed to go rolled number belongs in the first four
off. This may clue the characters in as they positions.
disarm bombs to the truth of this hostage’s
charade. To increase tension and difficulty, you • Roll of 26+. The player knows the correct order
can tie the destruction of sentry drones to the of all five dice.
timers on the bombs. Once all drones are
destroyed, it sets off the bombs. This can force Step 4. The player then may use a bonus action to
the characters to find a way to deal with the last attempt to disarm the bomb. If the guess
few without destroying them. correctly, the bomb is defused. If they guess
Step 1. First thing during this process is to roll wrong, it explodes.
five d6 dice on the table in front of the player
doing the defusing. Inform them that each die
represents a circuit or wire in the device. Inform
the player that one of the following sequences is
needed to defuse the bomb successfully.
• Only Odd. The player must remove all the
even-numbered dice from the five d6s.
• Only Even. The player must remove all odd-
numbered dice from the five d6s.
• Low to High. The player must arrange the five
d6 dice from smallest to largest numbers.
• High to Low. The player must arrange the five
d6 dice from largest to smallest numbers.
Step 2. The Overseer secretly writes down the
correct option from the four above. Either by
choosing or rolling a d4 and determining it
randomly.
Step 3. On the characters turn, they can use their
action to roll an Investigation/Technology check.
The result determines what they know about the
proper sequence to defuse the bomb.
• Roll of 6 or less. The character has no idea how
these bombs were built or function.
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