[Genres]
SuperheroesThe superteam known as the Justice Rangers gathers in their hidden base to discuss their old foe Doctor Righteous, whose latest escapades threaten to blow up the moon. The radioactive superhero Curie blazes across the cityscape to confront Nine Legs, a colossal insectoid mutant who's taken an entire skyscraper hostage. The vigilante Roundhouse slinks through the shadows, on the trail of a group of toughs employed by the Oppenheimer crime syndicate. Galaxiar, glowing with cosmic energy, ventures into uncharted space to prevent an interdimensional invasion from the alien beings whose name translates simply to “Eaters.”
The superhero genre puts extraordinary powers in the hands of relatively few heroes and villains in a world that otherwise looks much like our own. Depending on the setting, superheroes sometimes operate openly, other times in the shadows. Either way, heroes try to save the day, whether the public appreciates it or not.
As a superheroic character, you'll probably take on dangerous missions, confront superpowered threats, and perhaps grapple with whether the justice you seek to preserve is legitimate in the face of the rule of law. Regardless, you'll have superhuman strength, flight, energy manipulation, or some other extraordinary power that gives you a leg up on regular people.
If you've read Marvel or DC comics featuring Iron Man, Thor, Superman, the Flash, and a whole host of others, or watched MCU or DCU movies, you're familiar with the superhero genre.
As usual, superhero PCs gain access to special abilities. However, character creation involves several additional facets that characters in other genres don't usually have access to, including power shifts and origin superhero abilities. In addition, you may face really impossible tasks (challenges that go from 1 to 15 instead of 1 to 10).
Superhero types are different than types in other genres, as they are organized mainly by power level. A vigilante is basically a well-trained, well-equipped human, but a powerstar has either a single incredible power or a variety of them, making them far more than normal mortals. Thus, superhero types are given 5 ranks, each more powerful than the one before. These ranks are different from tiers, and only superheroes have them.
Refer to the Superhero Skills table for a list of skills you can choose from when creating and advancing your character. However, depending on the game, your GM might give you choices from the Fantasy Skills table and/or the Science Fiction Skills table. Your choice of background skill, and possibly the extra skill you might get if you also choose a meaningful inability, also come from the same list of genre skills.
Some of these skills are tier restricted, meaning there's a minimum tier requirement before you can become trained or specialized in them.
These skills are appropriate for games in superhero settings. When you have the option to choose skills, choose from the following.
| Animal care | Astronomy | Athletics | Attacking † |
| Biology | Chemistry | Crafting | Deception |
| Defending † | Disguise | Driving | Engineering |
| Escaping | Firefighting | Forensics | Gathering information |
| Geology | Gymnastics | Hacking | Healing |
| Heavy equipment operation | History | Identifying | Initiative |
| Intimidation | Lockpicking | Magic lore | Mathematics |
| Mechanics | Mining | Navigation | Outdoor survival |
| Perception | Performance | Persuasion | Philosophy |
| Physics | Pickpocketing | Piloting | Plumbing |
| Psychology | Publishing | Recognizing motive | Religious lore |
| Riding | Scavenging | Stealth | Tracking |
Superhero settings usually feature Humans, whether or not your GM is using the optional species rules. Alternatively, your superpowers might come from being an alien, in which case it's not really your species that is important, but your type and focus. But given how the genre tends to draw in elements from fantasy and science fiction, alternate species may be something your GM also wants to explore.
The list of suggested superhero foci effectively includes every focus in the game, given the rambunctious, wide-open nature of the genre.
| Abides in Stone | Blazes With Fire | Builds Allies | Carries a Gun |
| Casts Spells | Changes Shape | Commands Mental Powers | Consorts With the Dead |
| Controls Beasts | Crafts Illusions | Doesn't Do Much | Employs Magnetism |
| Entertains | Explores | Fights Dirty | Fights Unarmed |
| Fights With Panache | Fuses Flesh and Steel | Fuses Mind and Machine | Grows to Towering Heights |
| Howls at the Moon | Hunts | Infiltrates | Leads |
| Masters Telekinesis | Masters Weaponry | Moves Like the Wind | Never Says Die |
| Performs Feats of Strength | Quells Evil | Reveres a Supernatural Force | Rides the Lightning |
| Sneaks Through the Shadows | Solves Mysteries | Speaks for the Land | Stands Like a Bastion |
| Strikes With Mystic Might | Talks to Machines | Tends to the Wounded | Walks Through Walls |
| Wears a Sheen of Ice | Works for a Living |
Many superheroes don't worry about mundane equipment. If characters have devices that they regularly use as weapons or that are the source of their power—such as an advanced suit of armor or a utility belt filled with gimmicks—these should be represented by abilities as if they were inherent powers. Thus, a gadget-using hero might be a Crimefighter who has the Amazing Tools origin superhero ability. Or they could emulate the effect by adapting the Casts Spells focus, with each “spell” represented by a gadget.
In other words, from a story point of view, your character might be all about equipment, but from a game mechanics point of view, it's not equipment at all—it's part of your character. If an armored hero is ever caught without their suit of armor, they have no special powers other than their skills, but that's ntirely true to the genre, so it works.
However, you may care what equipment you have as part of your secret identity; if so, see Secret Identity Equipment Bundle.
You might have standard equipment as part of a secret identity. If so, choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment
Appropriate clothing, a raincoat, a used vehicle, a smartphone, a smartwatch or wireless earbuds, a laptop or tablet computer, a basic purse or wallet, a sticky notes pad and pen, a tin of breath fresheners, a bottle of painkillers, and a penknife. Your character also starts with currency equivalent to a moderately priced item.
Superhero types do not get a mundane weapon as additional equipment; your super abilities usually provide you with a way to attack foes. However, you can still choose a weapon as one of your other items, or gain one later during the game.
These are possible, in the form of high-tech gadgets, strange serums, power jewels, and alien technology.
Unlike in other genres, a superhero character can rally a major wound by using an action and spending 10 Might. an action and spending 10 Might.
The superhero genre is usually heroic in the sense that fantastic things can and do happen. Using treatment to remove a wound takes a Last action for a minor wound, one minute for a moderate wound, and ten minutes for a major wound.
The currency underlying price categories in a superhero setting is whatever currency is in use in the real-world backdrop. In some games, that will be dollars; in other games, euros, pounds, or pesos.
Each type includes suggestions for your character's background. Choose one or create your own.
Every superhero type has a rank from 1 to 5 measuring its general power level. Starting rank 1 types are close to the power level of regular starting Cypher characters; higher-rank types are significantly more powerful. Your GM will let you know which rank to use as a basis for your superhero character.
The rank 5 Living God type is extremely powerful, allowing PCs who emulate superheroes along the lines of Thor, Superman, and similar ultrapowerful beings.
Your character gains a number of power shifts depending on their rank.
You gain an origin superhero ability at tier 1, in addition to any other ability choices you have as a tier 1 character.
This ability choice is intended to supplement your superhero character concept in case you are missing an ability you can't get from your descriptor, type, and focus. It's not meant to augment abilities you already have, but to ensure your superhero's theme or starting power suite is complete. Rather than choosing an origin ability that doubles down on the powers you've already gained from your type and focus, choose an ability that complements your character concept or makes that concept possible.
Teri wants to make a speedster character. If she chooses the Moves Like the Wind focus (which gives her various speed powers), she shouldn't also take the Incredible Velocity origin ability (which increases movement speed). She could take the Intangible origin ability (allowing her to pass through physical barriers), with the idea that her character is vibrating through walls like the Flash.
Another way to build that sort of character is to take the Walks Through Walls focus and the Incredible Velocity origin ability.
Bear wants to create a superhero who'd be an effective team leader. He could choose the Leads focus and the Powerful Blast origin ability to make a hero like Cyclops, or take the Unyielding Shield ability if he wants a character like Captain America. (Your character doesn't need to emulate an existing superhero, of course.)
Your character's type and focus might already cover all the powers you want. In this case, consider an origin ability like Power Cypher Use, Superhero Versatility, or Team-Up Ally.
At tier 3, your character gains a mid-tier ability from the list of Fantasy Genre Abilities or Science Fiction Genre Abilities, and at tier 6 you gain a high-tier ability from the same lists. In addition, at tier 6, you can replace one of your mid-tier genre abilities with a different mid-tier ability.
Superheroes can do things that other people cannot. As a superhero, you might be able to throw a car, blast through a brick wall, leap onto a speeding train, or cobble together an interdimensional gateway device. A power shift is one way to enable these incredible effects. A power shift might mean you're incredibly strong, durable, agile, or smart, or it might improve some other aspect of your character beyond the norm for a tier 1 character.
In most cases, a power shift is like a permanent free level of Effort that is always active for certain tasks. It doesn't count toward your maximum Effort use. For example, for a power shift that affects an attack, each shift eases the attack roll. For a power shift that affects an ability's damage, each shift adds +3 damage.
The following are some example power shift categories. Shifts marked with an asterisk (*) have special rules and don't act like a free level of Effort.
Accuracy: All attack rolls.
Dexterity: Dodging, Speed defense rolls, movement, acrobatics, gymnastics, initiative.
Flight*: Can fly as fast as a regular human's ground speed; not particularly maneuverable; can carry a creature of your size or smaller.
Healing*: One extra one-action recovery each day.
Increased Range*: Increases the range of one ability; touch or immediate becomes short, short becomes long, long becomes very long.
Intelligence: Intellect defense; all knowledge skills, science skills, and crafting skills.
Power: Effects and damage of one of your character abilities, but not attack rolls with it.
Prodigy*: Trade one of your tier 1 abilities for a tier 2 focus ability, or trade two tier 1 abilities for a tier 3 focus ability. (This skips earlier abilities in your focus flow chart.) If you choose the Prodigy shift, work with your GM on the details, as some higher-tier abilities need a lower-tier ability to work at all.
Resilience: Blocking, Might defense rolls, tasks requiring hardiness and endurance.
Savant: Two specific skills (other than an attack skill, defense skill, or a character ability that requires an attack roll), such as history, perception, or persuasion. You can assign this shift to an ability that reats your roll as a minimum number, such as Incredible Instinct.
Single Attack: Attack rolls and damage for one specific kind of attack, such as pistols, punches, swords, or an attack special ability like laser eyes or a psychic blast.
Strength: Athletics, noncombat strength rolls, melee damage, thrown weapon damage.
Every superhero type includes at least two power shifts. When you create your character, assign your power shifts however you want, but place no more than three in any one category. The GM might adjust how many power shifts you start with; check with them for details.
For example, if you're playing a superstrong Powerhouse character, you might put three of your shifts in Strength. Whenever you lift something heavy, smash through a wall, or throw an object, you ease the task by three steps before applying Effort, skill, or assets. Therefore, any strength-based task of difficulty 3 or lower becomes routine for you. If you put your other two shifts into Resilience, you ease blocking tasks by two steps.
As another example, if you're playing a masked Enhanced Hero with great acrobatic skills and a utility belt full of gadgets, you might put one shift in Accuracy and two in Dexterity. Whether you're actually superpowered or just tough and well trained is up to you.
When it comes to enhancing attack combat abilities, assigning your power shifts is usually a “pick any two” situation: attack roll, effect, or damage. Which choice makes sense for you depends on your idea for your character.
When it comes to enhancing attack combat abilities, assigning your power shifts is usually a “pick any two” situation: attack roll, effect, or damage. Which choice makes sense for you depends on your idea for your character.
You also can assign your power shifts among these three options so they overlap and give you the exact result you want. For example, if your character is a brawler with a very big punch, put a shift in Single Attack for your punches and another shift in Strength; you'll ease your punch attack roll and get bonus damage from Single Attack and also from Strength (for a total of +6 damage). If you have a psychic blast that can add an extra effect when you use Effort (like a stun or knockback), put one shift in Single Attack and one in Power; you'll ease the attack roll with your blast, get the special effect on every attack, and get extra damage from both shifts.
| Type | Rank | Power Shifts |
|---|---|---|
| Crimefighter | 1 | 2 |
| Vigilante | 1 | 2 |
| Rank 2 | ||
| Enhanced Hero | 2 | 3 |
| Powerstar | 2 | 3 |
| Rank 3 | ||
| Superhuman | 3 | 4 |
| Rank 4 | ||
| Powerhouse | 4 | 4 |
| Rank 5 | ||
| Living God | 5 | 5 |
If you want more type options than those presented in the superhero genre, you can adapt or reskin a type from another genre, such as a dungeon fantasy Monk or a space opera Psion. When translating the alternate types to the superhero genre, your character also gains the following:
For example, adapting a Monk into a rank 2 superhero gives you the additional Pool points benefit of an Enhanced Hero or Powerstar (instead of the Monk's +2 to Might and +2 to Speed), one origin superhero ability, the Superheroics ability (including the extra 2 Pool points that comes with that for a rank 2 superhero) and three power shifts, plus all of the Monk's special abilities and other benefits.
Before choosing a type, create your core character, which (as a quick reminder) grants the following.
Ray is making a tier 1 Crimefighter (rank 1), who starts with Effort 1. He wants his character to be especially good at Speed tasks, so for the Superheroics ability he chooses his Speed Pool. This means he has Might Effort 1, Speed Effort 2 (normal Effort of 1+rank 1), and Intellect Effort 1. If he pushes himself, he can take a moderate wound to get two free levels of Effort on a Speed task. And any time he makes a recovery, he gets an additional +1 point (from being rank 1) that goes to his Speed Pool.
In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. In a regular Cypher game, difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.
Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there's no chance that you could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn't something normal characters could do, but for a strong superhero, it might be difficulty 12. normal characters could do, but for a strong superhero, it might be difficulty 12.
In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).
Normally, characters are limited to six levels of Effort on any task (from spending Pool points and using free levels of Effort). Superheroes have an ability called Superheroics that allows them to exceed that limit and reach for really high difficulties.
More guidance on this topic can be found in the Cypher GM's Guide.
You can effortlessly adhere to most physical objects and surfaces nimbly enough that you can effectively walk or run up walls and ceilings as if they were level ground, using as much or as little as your body surface as makes sense. For example, you could simply hang from a surface with one hand or lie across a wall for maximum surface contact. In addition, you rarely drop objects, and others can't easily take objects away from you; your tasks related to retaining your grip on an object are eased.
Choose one kind of energy such as cold, electricity, fire, psychic, radiation, and so on. You reduce the severity of wounds you take from this energy by three steps (major, moderate, and minor to none). You can't become invulnerable to kinetic energy using this ability. You can use this ability to become invulnerable to damaging magic blasts (but not magical effects that aren't based on damage, such as mind control or telekinesis).
You have a utility belt, supersuit, or other device that provides you with a useful effect when you need it. Pick a low-power manifest cypher accessed through this device. You can activate the device as an action, costing 2 Intellect. The chosen ability does not count toward your cypher limit. Unlike when using a cypher, you do not lose this ability after activating it.
Whenever you make a ten-hour recovery, you can change which cypher you've incorporated into this device.
If you lose your device, you can (depending on your skill) craft a replacement or arrange for one to be made for you, requiring 1d6 days of concerted effort.
You are very resistant to damage due to your body being composed of rock or metal, your incredible toughness, or a similar reason.
You ignore minor wounds.
You can take an additional moderate wound and major wound.
You can instantly teleport anywhere you can see or that you know exists.
As a First action, you can teleport to a location within immediate range and then can take another First action, such as attacking with a light weapon or opening a door (the teleportation happens before the First action, not the other way around).
You can take an action, then teleport within short range as an extra action on your turn.
As a Last action, you can teleport to a location within long range.
First action, Action, or Last action.
An invisible force field surrounds you, lasting until you make a ten-minute or longer recovery. This allows you to try blocking attacks with an eased Intellect defense roll instead of a
Might defense roll; if you succeed, you reduce the severity of the wound by one step. If the blocked attack would still inflict a wound, you can spend 5 Intellect to completely negate it, shattering your force field until your next turn. field until your next turn.
Effort: Create a level 6 force field up to a short distance away that is identical to a force field cypher, lasting until you make a ten-minute or longer recovery. You can have more than one such force field active at a time, but each one beyond the first requires you to use an additional level of Effort to activate it (two levels for a second force field, and so on). Your personal force field doesn't count toward this total.
You can always end one of your abilities with an ongoing effect as an extra action on your turn, at no cost.
You cause a temporary instance of yourself to appear at any point you can see within short range. It persists until you use a ten-minute or longer recovery. The instance is a level 2 follower that appears with copies of your clothing and equipment (minus any cyphers and artifacts) and has all your memories. The instance obeys your commands and does as you direct. The instance dissipates earlier if you dismiss it as an extra action on your turn, if you use this ability again, or if they are killed. When the instance disappears, any clothing or equipment they appeared with also vanishes, and any new equipment they acquired remains behind. Each time an instance is killed, you take a moderate wound.
Normally, you can only have one instance at a time; creating a second makes the first one disappear.
Effort: Spawn one additional duplicate of yourself, which is simultaneously active with the normal duplicate from this ability; each duplicate can be individually dismissed as an extra action on your turn. Increase the level of one of your duplicates by 1. Action to initiate.
When you move, instead of walking or running you can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. For example, you could jump to the top of a ten-story building or down to the ground from the top of that building.
If you do nothing but jump for three actions in a row, you can go farther with each leap until you're
jumping a very long distance each round, effectively moving at around 55 miles per hour (88 kph) for up to about ten minutes. You have a weapon, either mystical or technological in nature. You can freely use this weapon. Work with your GM to determine its origin, its history, and whether it's a ranged or melee weapon.
You wield this weapon as a medium weapon that inflicts an additional +2 damage.
Your weapon also has one power of its own. Choose an ability from the low-power or medium-power manifest cypher table. You can use that power as your action, costing 3 Intellect if it's a low- power ability or 5 Intellect if it's a medium-power ability.
If you lose your weapon, you can (depending on your skill) craft a replacement or arrange for one to be made for you, requiring 1d6 days of concerted effort.
You have a vehicle, either mystical or technological in nature, that you can freely use. Work with your GM to determine whether it's a flying vehicle, a burrowing vehicle, a land vehicle, a watercraft, or something else.
use. Work with your GM to determine whether it's a flying vehicle, a burrowing vehicle, a land vehicle, a watercraft, or something else.
Your vehicle can comfortably carry you and up to six other creatures of your size.
Your vehicle also has one power of its own. Choose an ability from the low-power or medium-power manifest cypher table. You can use that power as your action, costing 3 Intellect if it's a low-power ability or 5 Intellect if it's a medium-power ability.
If you lose your vehicle, you can (depending on your skill) craft a replacement or arrange for one to be made for you, requiring 1d6 days of concerted effort.
If you are attacked by surprise, whether by a creature, a device, or simply an environmental hazard (such as poison gas from a vent), you move an immediate distance before the attack occurs. If moving prevents the attack, you are safe. If the attack can still potentially affect you
(the attacking creature can move to keep pace, the attack fills an area too big to escape, and so on), your defense against it is eased.
When you roll for initiative and your roll is less than a 9, treat the roll as a 9. (This means you don't get a GM Intrusion if you roll a 1.)
Effort: Increase the minimum number rolled for this ability by 3.
At tier 3, the minimum number rolled for this ability increases to 12.
You can move a long distance as a First action (instead of moving only an immediate distance as a First action).
Alternatively, you can take an action, then move a short distance as part of your turn (instead of only an immediate distance).
If you do nothing but move for three actions in a row, you accelerate greatly and can move up to
700 miles per hour (1,100 kph) for up to about ten minutes.
You (including your clothing and equipment) can pass through physical barriers of up to level 5 at a rate of 3 feet (1 m) per round as your action. You can perceive while phased within a barrier or object, which allows you to peek through walls. You can't pass through energy barriers.
In addition, you could take an action, and instead of moving up to an immediate distance afterward, you can phase through a physical barrier. (You can't use this ability as a First
Action.)
Effort: Increase the maximum level of the barrier you can pass through by 1. Use the ability as an enabler to ease your dodge defense roll against an attack by one step.
Action; Enabler if used defensively.
When you wish, you (including your clothing and equipment) becomes invisible. The effect ends if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on—but you can become invisible again on your next turn.
If you use an action, you can confer the invisibility effect on a creature or object you touch instead of, or in addition to, yourself. This invisibility lasts until the affected target does something to reveal their presence, the object is struck or forcibly moved, or they or you use a ten-minute or longer recovery.
Making an unwilling creature invisible requires an Intellect attack roll.
An invisible character’s attack is eased by two steps. Attacks on an invisible character are hindered by four steps or are nearly impossible if the attacker has no idea where they might be.
Effort: Affect a creature or object within long range instead of touch range.
Enabler for yourself; action for another creature or object.
You can bear one additional cypher or power boost cypher at a time.
You can emit a long-range blast of energy inflicting 4 damage with a successful attack roll, or 6 points if you use a Last action to attack. Work with your GM to determine the type of energy comprising your blast (cold, electricity, fire, and so on).
Your healing factor is constantly at work, healing your wounds automatically without requiring your will or actions.
You automatically heal one minor wound each round.
If you have no minor wounds, you can heal one moderate wound each round if you spend 2 Might o do so.
If you have no minor or moderate wounds, you can heal one major wound each minute if you spend
5 Might to do so.
If you would be killed by wounds, your regeneration keeps you alive if you have at least 5 Might to spend on healing a major wound.
You decide whether or not to spend Might to heal a wound, even if you are unconscious or unable to take actions. (In other words, you don't have to spend Might to heal if you don't want to.)
Your size proportionally decreases to a height of 1 inch (3 cm) until you use a ten-minute or longer recovery. Your clothing and equipment changes size with you. While small, you add 7 points to your Speed Pool and add +2 to your Speed Edge. While you are this small, your dodge and stealth tasks are eased by two steps and your movement speed is one-tenth normal; your melee attacks still inflict normal damage because the force is concentrated in a very small area.
Each time you use Shrink, the Might cost increases by 1. The cost returns to 1 after you take a recovery.
First action; Enabler to use again to remain shrunken.
You are among the best of the best when it comes to your area of expertise. Choose one skill that you are trained or specialized in (other than an attack skill or defense skill), such as healing, athletics, stealth, physics, pickpocketing, hacking, gymnastics, and so on. When you roll for this skill and your roll is less than a 15, treat the roll as a 15. (This means you don't get a GM Intrusion if you roll a 1.)
Effort: Increase the minimum number rolled for this ability by 3.
At tier 3, the minimum number rolled for this ability increases to 18. Your body is elastic and rubbery, granting you the following benefits.
You can take an extra moderate wound.
As your action, you can stretch and reshape your body and limbs thin enough to easily pull free from mundane bindings, or squeeze through a tight spot as small as half an inch (1 cm) in diameter.
You can stretch your arms up to a long distance, allowing you to touch, grab, or interact with anything you can see as if you were standing next to it and could use your hands normally.
You can attempt to grab a creature as an eased attack by enveloping yourself around them or wrapping them in extra lengths of your stretchy limbs. If you hit, you prevent them from moving on their turn, and their physical attacks are hindered. If they try to escape, you must succeed at a Might task to maintain your grip. As your action, you can automatically inflict 4 damage to a grabbed target by squeezing them.
Gain 12 Pool points, dividing them among your Pools as you wish.
You have an NPC ally who is a level 4 superhero. They have one ability from the
Origin Superhero Abilities list (other than Team-Up Ally) and the modifications of a level 4 follower.
You and your GM must work out their name, appearance, and personality, and how their superhero ability works as an NPC ability. (Alternatively, your ally could be an unusual super-powered pet, such as a tiny dragon from an alternate dimension, a strange alien techno-organic being, or something else unexpected.) unexpected.)
Anytime you wish to have your ally accompany you on an outing, your GM decides if they're available, depending on circumstances, and you must succeed at a difficulty 2 persuasion task.
A Team-Up Ally is an independent hero, not a follower. You can speak telepathically with a creature within long range. Communication is two-way, but the other party must be willing and able to communicate. You don't have to see the target, but you must know that they are within range.
Effort: Read an unwilling creature's surface thoughts if you succeed at an Intellect task against them; this also allows you to telepathically speak to them even if they don't want to listen, and lasts until you use a ten-minute or longer recovery.
Your body physically changes from its base state, allowing you to alter your posture, voice, hair, skin, features, and size (up or down by an apparent 50 percent). You can even change the clothing and equipment you appear to wear or carry; however, these are actually part of you and, as such, have limited functionality.
You can choose random features or adopt the appearance of a specific individual you've spent at least one minute carefully studying within short range. Effectively, you don't need a disguise kit to attempt a disguise, nor do you require the minute or more it normally takes to apply a mundane disguise. If this disguise comes under direct scrutiny or challenge, you gain two additional assets to your disguise task to maintain the deception.
You can fly up to a long distance each round. You have fine control over your flight and can hover in place if you wish or attempt to perform complicated flight maneuvers. You can carry a creature your size or smaller (or possibly much more, depending on your strength). You carry a nearly unbreakable shield. If it takes a major wound for you, instead of it being destroyed, you lose your next turn from the force traveling through the shield (or the GM may instead trigger a GM Intrusion).
Whenever you take a recovery, remove all minor and moderate wounds from the shield.
You can freely use the shield in one hand as a light melee weapon. You can throw your shield as a short-range light weapon. Whether the thrown shield hits or misses, you can attempt a difficulty 2
Speed task for it to bounce back to your grasp.
If you fail to catch your rebounding shield, it probably lands (or is stuck in something) a short distance from you.
If you lose your shield, you can (depending on your skill) craft a replacement or arrange for one to be made for you, requiring 1d6 days of concerted effort.
Effort: A successful hit with the shield also hinders the target for one round.
Awesome Force Field
Action
Duplicate (2+ Might)
Action
Extraordinary Leap
Enabler
Fantastic Armament
Enabler
Fantastic Vehicle
Enabler
Incredible Instinct
Enabler
Incredible Velocity
Enabler
Intangible
Action, Enabler
Invisible Knack
Action, Enabler
Power Cypher Use
Enabler
Powerful Blast
action, Last Action
Regenerative Healing
Enabler
Shrink
First Action, Enabler
Skill Exemplar
Enabler
Stretchy
Enabler
Superhero Versatility
Enabler
Team-Up Ally
Enabler
If your ally is supposedly killed, they were actually only knocked unconscious or severely hurt. They can be restored using your resource points plus several weeks of care you arrange or provide.
Telepathic Prodigy
Enabler
Unbelievable Transformation
Last Action
Uncanny Flight
Enabler
Unyielding Shield
Enabler