TEXT: WILD CARDS - SCARE SHEETS
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  WILD CARDS CONVERSION
  Of course, Wild Cards was published for the second edition of Mutants 
  & Masterminds, so our first release for SCARE Sheets is a free quick 
  conversion guide to using the sourcebook with the third edition of the 
  game, written by designer Steve Kenson. With this you can bridge edi-
  tions and generations in the Wild Cards setting! 
  Creating Mutants & Masterminds characters for a Wild Cards series 
  follows the same rules and guidelines given in the Hero’s Handbook, taking 
  into consideration the special circumstances and elements of the world of 
  Wild Cards. If you know how to create M&M characters for a conventional 
  comic book setting, then you can do so for this setting as well.
  This document looks at power levels for a Wild Cards series, different 
  character concepts, and ways of handling the expression of the wild 
  card virus. It breaks down the different types of possible characters: 
  ace, joker, nat, and even alien, and looks at particular design ele-
  ments you should take into account when building them. It is based 
  on material that originally appears in the Wild Cards setting source-
  book for the second edition of Mutants & Masterminds, updated 
  for the third edition. Players and Gamemasters may also wish to have 
  access to the free second edition to third edition conversion docu-
  ment, available for download at http://grfiles.game-host.org/3e_files/
  MM2E3EConv.pdf.
  SerieS Power LeveL
  Wild carders are all over the map in terms of their M&M power level, 
  from twisted jokers with no real powers at all to deuces with minor 
  abilities and almost cosmic level aces with Earth-shaking abilities. The 
  overall power level of a Wild Cards series determines a lot about what 
  type of series it will be, and what kinds of characters are suited to it.
  JokerS and deuceS wiLd 
  Power LeveL 4
  This is pretty much the minimum power level for Wild Cards, and it’s 
  low enough that calling it a “power level” at all is almost a contradic-
  tion in terms. Characters at this level are little more than normal people 
  with a potentially useful trick or ability; a true ace is possible, but most 
  powers are more likely to be deuces. At the very least, they are modest 
  compared to some of the more spectacular ace abilities.
  Characters at this power level aren’t likely to have much combat abil-
  ity or, if they do, it’s pretty much one of the only things they do. That’s 
  fine, since this type of series is better aimed at characters smart enough 
  to avoid outright physical conflict when they can. They’re more likely 
  people drawn into circumstances beyond their control and forced to 
  deal with them using whatever resources they have. Deuces Down (Book 
  XVI) is good inspiration for this type of series.
  ace-in-the-hoLe 
  Power LeveL 6
  This power level is sufficient to create full-fledged aces with fairly power-
  ful abilities who are otherwise ordinary people. If the GM wants a “wild 
  cards are just people with powers” type of game, this is a good place to 
  start. A power level 6 ace can have damage capabilities to equal decent 
  military hardware (more with some trade-offs), and be tough enough to 
  withstand similar amounts of punishment. It’s also a good power level 
  for joker-aces with a few tricks up their sleeves, like enhanced strength 
  or the like.
  Note that trade-offs become fairly common by this power level, as wild 
  carders tend to have more in terms of damage and toughness than they 
  do combat skill, unless they have particular training or talent in those 
  areas.
  Wild carders at this power level tend to focus on a particular power or 
  ability, although it might have several different facets or effects in game 
  terms. You can expect to spend 20 to 40 or so of your starting 90 power 
  points on powers, which is a fair amount, particularly for effects not lim-
  ited by power level, such as movement or sensory effects; a PL 6 ace can 
  still have the power to teleport (or see) across the world or transform 
  into a beam of light and fly through space, for example.
  deaLer’S choice 
  Power LeveL 8
  This is the default power level for a Wild Cards game: a bit below the 
  four-color starting level specified in Mutants & Masterminds, but still 
  Welcome to 
  Welcome to  
  ScARe SHeetS!
  ScARe SHeetS!
  wiLd cardS characterS
  SCARE Sheets, written 
  by John Jos. Miller, 
  with game material 
  and notes by Steve 
  Kenson, is an expan-
  sion to our Wild Cards 
  sourcebook, looking at 
  the epic shared world 
  setting changed for-
  ever when an alien virus mutates some of humanity into super-powered 
  aces and twisted and deformed jokers. SCARE Sheets look at the char-
  acters of the new generation of Wild Cards books, starting with Insight 
  Straight and continu-
  ing through Busted 
  Flush, 
  and 
  Suicide 
  Kings. SCARE is the 
  Special 
  Committee 
  for 
  Ace 
  Resources 
  and Endeavors, a U.S. 
  government 
  agency 
  dealing 
  with 
  wild 
  carders, and the products are formatted as SCARE reports on important 
  ace and joker characters and factions. Each entry gets you a full write-up of 
  a single character or short write-ups of a small group or faction.
  
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  WILD CARDS - SCARE SHEETS
  	
  WILD CARDS CONVERSION 
  sufficient to put most characters well above the average man-on-the-
  street in terms of their capabilities.
  Aces at this power level can easily be expected to spend as much as half 
  their starting 120 power points on powers, making them quite capable. 
  It’s sufficient for a combination of offensive, defensive, and movement 
  or utility powers more like that of a conventional superhero, including 
  one or more arrays with various Alternate Effects. Nat characters at this 
  power level are superhumanly capable themselves, even within the “nor-
  mal” limits: they can have a combination of high abilities, impressive 
  skills, and sufficient combat training to take on some aces and win! The 
  nat archer Yeoman is a particular example.
  aceS high 
  Power LeveL 10+
  In this type of series, wild card characters (nearly always aces) are the 
  equivalent of comic book superheroes. They’re peers of famous aces like 
  Golden Boy, Cyclone, or the Great and Powerful Turtle in terms of their 
  powers, able to routinely ignore mundane threats short of military ord-
  nance or the like.
  This isn’t generally recommended as a starting power level, unless the 
  GM is looking to run a series about powerful aces from the get-go. It 
  tends to be more of a power level characters grow into over time as 
  their powers and skills mature. The series can transition from a Dealer’s 
  Choice series, starting at PL 8 or so, to this level over the course of 18-20 
  adventures, depending on how many power points the GM hands out as 
  adventure awards.
  Power LeveL and traitS
  Mutants & Masterminds characters in a more four-color style series 
  generally do well to set their primary combat abilities at or near the 
  series’ power level limits. The same is often true with their major powers, 
  particularly offensive and defensive powers. Wild Cards characters, on 
  the other hand, tend to be less focused on combat, simply because fights 
  are things most people try and avoid, and because many wild carders are 
  not “optimized” for combat. Unlike comic book heroes, aces generally 
  don’t fly around fighting crime or thwarting the schemes of megaloma-
  niacal supervillains, so they don’t have the same need for a balance of 
  offensive and defensive traits.
  Players and GMs may wish to consider this as they create their own 
  Wild Cards characters. While comic book superheroes justify incredible 
  abilities, skills, and combat traits on the thinnest tissue of reasons, wild 
  carders should have some reason why they have extensive combat train-
  ing and skills. A character like the Turtle, for example, doesn’t have (or 
  really need) much of an attack or defense bonus: he doesn’t leave his shell 
  
  WILD CARDS - SCARE SHEETS
  3
  	
  WILD CARDS CONVERSION
  the series, as few effects target all wild carders. The only real exceptions 
  are other viruses like the Trump and Black Trump, aimed at nullifying 
  and killing wild carders, respectively. Gamemasters should consider 
  whether or not effects targeted at “all wild card powers” or “all wild 
  carders” are too broad for the series, and may disallow them or charge a 
  premium on them. Generally speaking, “all wild card powers” is practi-
  cally equivalent to “all powers” in this setting, given the relative rarity of 
  non-wild card powers.
  Other descriptors apply on a case-by-case basis, and are usually fairly 
  obvious from the nature of the powers involved. Jumpin’ Jack Flash, 
  for example, has powers with the “fire” and “plasma” descriptors, while 
  Water Lily has “water” powers and Fortunato has “magic” (or even “tan-
  tric magic”) powers, or at least behaves as if he did. Remember, in Wild 
  Cards how something appears is often at least as important as what it 
  actually is, if not more so.
  Power crutcheS
  Many psionic ace powers have particular psychological limitations to 
  them: for example, Jay Ackroyd’s need to make his “finger gun” gesture 
  in order to use his power, the Turtle’s need to be in his shell to use his 
  full powers, or the prayer Midnight Angel must utter to summon her 
  flaming sword. These quirks may be “all in the head,” but then, so too 
  is the ace’s power, so they have a real impact on how that power works, 
  and it is incredibly difficult, if not impossible, for aces to overcome them. 
  Without the crutch, the power simply doesn’t work.
  Generally speaking, this is a Power Loss complication (see Hero’s 
  Handbook, page 28): when deprived of the crutch, the affected power 
  doesn’t work. So if Poppinjay’s hands are bound (or, to use an extreme 
  example, if his fingers are severed, as Blaise once did), he cannot use his 
  power and his player earns a hero point.
  Some extreme power crutches, particularly reliance on a “talisman” 
  or unique item, may constitute a different sort of complication, even 
  a power flaw. The Limited flaw is a useful modifier in this case. As a 
  general guideline, if a particular crutch falls into the effects of an exist-
  ing game flaw, such as Distracting, Uncontrolled, or Unreliable, apply it 
  instead of the Power Loss complication. Likewise, if the crutch relies on 
  a particular item, such as Topper’s hat or Detroit Steel’s armor, it may be 
  Removable; the actual power lies with the ace, but it’s useless without the 
  item, meaning the net game effect is still the same. Note that if the ace’s 
  crutch is an easily accessible, common item rather than a unique one, it 
  may not qualify as Removable per se; for example, Lazy Dragon needs 
  material to sculpt the figurines he animates, and is powerless without it, 
  but his power is more Limited than it is Removable, as he can use any 
  soft material or piece of paper to create something.
  Power comPLicationS
  Wild Cards takes a somewhat more realistic view on superhuman powers 
  than most comic books—enough so aces sometimes encounter unusual 
  complications as an outgrowth of their abilities. For example, some 
  mass-changing aces absorb energy from their surrounding environment, 
  causing a temporary brown-out when they use their power. And they 
  tend to fall through floors and such when they attain tremendous mass. 
  and his power is perception ranged. Indeed, Tommy Tudbury’s relative 
  lack of combat skill is one of the primary reasons he has a shell!
  Wild Cards Gamemasters may wish to consider some of the character 
  creation options given in the M&M Gamemaster’s Guide (page 185) 
  notably Free Equipment (for mundane, real-world things) and Unlimited 
  Power Level for aces with one, tremendous power but significant limita-
  tions elsewhere.
  ace characterS
  Aces are the closest to conventional Mutants & Masterminds char-
  acters: people granted amazing powers by the wild card, making them 
  superhuman. This means they’re also the easiest characters to create 
  using the standard M&M guidelines, with just a few additional things to 
  keep in mind.
  The first thing to bear in mind about aces is they are not superheroes, for 
  the most part. Few aces dress up in skintight costumes or use their pow-
  ers to fight crime, at least in the way it’s done in the comic books. Aces 
  are not two-dimensional, four-color do-gooders, but real people with 
  their own lives, motives, and foibles. Players should try for a certain level 
  of realism in their game traits as well, avoiding cookie-cutter “supers” 
  optimized for winning fights, and aiming more for well-rounded indi-
  viduals with some unique quirks that fit their concept.
  ace PowerS
  Ace powers have two primary descriptors: either psionic (or psychic, 
  which amounts to the same thing) or biological. Golden Boy’s force field, 
  for example, is biologically generated, as is Howler’s sonic scream (by 
  his mutated throat). The Harlem Hammer’s ace strength comes from his 
  altered skeletal and muscular structure, and so forth. Other ace powers, 
  like Sascha Starfin’s telepathy, Poppinjay’s teleportation, or the Turtle’s 
  telekinesis, are clearly psionic.
  Some apparently physical powers are also actually psionic in nature, in 
  whole or in part: Peregrine’s flight, for example, is actually a form of tele-
  kinesis, rather than reliant on her wings, although she still has the power 
  drawback of being unable to fly if she can’t use her wings, simply because 
  that’s how she believes her power works (see Power Crutches, following). 
  Similarly, many shape-changing or physically-transforming aces do so 
  through psionic means, rather than purely biological processes (which are 
  rarely fast enough, and too reliant on things like conservation of mass). 
  Ultimately, it depends on the individual character and it’s left up to you 
  and the GM to assign the appropriate descriptors to an ace’s powers.
  Wild carder powers also have a general wild card descriptor, as they all 
  stem from the same source. Relatively few characters in the books are 
  non-wild carders with powers, and most of these are aliens (with the 
  “alien” power descriptor, usually as an add-on to some biological or 
  psionic descriptor, such as Takisian psi-powers). The one real excep-
  tion is Modular Man, who has technological powers without a wild card 
  descriptor, as he is the creation of a wild carder, but his own abilities do 
  not depend on it.
  Although the wild card descriptor exists, it doesn’t play much of a role in 
  
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  WILD CARDS - SCARE SHEETS
  	
  WILD CARDS CONVERSION 
  As with other complications, the GM should exercise good judgment 
  and makes the final decision as to when and if to award hero points.
  ProbLem PowerS
  Some standard M&M powers may not be appropriate for a Wild Cards 
  game, or can pose problems. Generally speaking, the wild card virus can 
  lead to virtually any power explainable as a biological or psionic ability 
  which, as we have seen, can even include “technological” powers (where 
  gadgetry serves as a focus or power crutch) or “magical” and “mirac-
  ulous” powers (where occult rituals and prayer do the same). So there 
  aren’t too many power effects left out of the setting.
  The problem powers generally rely on a comic book style or cosmology. 
  For example, powers based around “comic book” radiation, “cosmic” 
  energy, or similar four-color elements, and things like Dimensional 
  Movement, which should take into account the nature of alternate 
  dimensions (as such) in Wild Cards. See the Wild Cards setting source-
  book for details.
  Other problem powers are usually those that pose difficulties in telling 
  stories involving that character. They are discussed at some length in the 
  Gamemaster’s Guide, and the GM may wish to consult that book before 
  deciding what powers aces are allowed to have in the series.
  Sometimes these are enough to constitute a flaw, as in the aforemen-
  tioned Power Crutches section, or even a separate power altogether, but 
  on other occasions they’re simply odd quirks about a power that happen 
  to come into play in unusual situations.
  The Gamemaster may wish to treat such “power complications” the same 
  as other complications in the game. So, for example, if a power causes an 
  accident, this is simply an accident complication. If a wild carder runs up 
  against a power-related complication, the player earns a hero point for 
  the problem.
  Note this can apply to the psychological effects of wild card abilities as 
  well as the physical ones. If an ace suffers from mood swings, addictions, 
  or uncontrolled rages due to the nature of his or her powers, they count 
  as complications, too.
  As with all complications in the game, a power complication has to be 
  an actual hindrance to the character to be worth awarding a hero point. 
  If the complication merely applies to the ace’s day-to-day existence, or 
  is nothing more than a mere curiosity or annoyance, then it’s not worth 
  a hero point award. Some such things can become complications, how-
  ever. For example, an ace might change color when using his powers. 
  Ordinarily that’s just a descriptor, but if the ace happens to be operating 
  under-cover or in disguise, and his little power quirk gives him away, 
  then that is certainly a complication!
  
  WILD CARDS - SCARE SHEETS
  5
  	
  WILD CARDS CONVERSION
  random aceS
  Groups with access to the Quickstart Character Generator from the 
  Gamemaster’s Kit can use it to simulate the random nature of ace powers 
  by allowing players to randomly generate characters. Adjust the results to 
  fit the series power level (reducing ranks as needed) and ignore or adjust 
  results that seem too “four-color” or “comic book” for Wild Cards, keeping 
  in mind the series tendency to play around with existing comic book con-
  cepts like magicians, power armor, devices, and even artificial life.
  Joker characterS
  Jokers are one of the unique elements of Wild Cards, fairly absent from 
  most comic books. They represent the downside of being something 
  other than human. Jokers suffer from some kind of physical deformity, 
  ranging from the minor or comical (even attractive) to hideous and 
  pitiable. Although the wild card offers little choice to those it changes, 
  players in a Wild Cards game get to choose the mark of the virus their 
  joker characters must bear.
  Joker-aceS
  The most common and viable sort of joker character for a Wild Cards 
  series is the so-called “joker-ace,” which is to say a joker with some useful 
  powers in addition to the physical deformities caused by the wild card. A 
  lot of joker transformations are of the “good news/bad news” variety, and 
  some of the wild card’s curses have their blessings, too.
  The most common joker-ace power is some sort of Enhanced Strength or 
  Permanent Growth as many jokers have powerful builds to go with their 
  monstrous appearance. Increased Toughness, from Enhanced Stamina 
  or sheer Protection (armored hide, scales, etc.) is also pretty common. 
  That said, joker-ace powers are just as diverse as those of full-fledged 
  (i.e., normal-looking) aces, and potentially just as powerful. Although it’s 
  not actually the case, many people believed (and still do) the Turtle was 
  actually a hideous joker inside his shell, so it’s entirely believable for a 
  joker to have considerable ace abilities.
  All the advice and information on the powers of ace characters previ-
  ously also applies to joker-aces. You can even create a joker-deuce (see 
  Deuce Characters, following); jokers with relatively minor, or seemingly 
  useless, powers.
  Joker comPLicationS
  The downsides of being a joker—a strange appearance and the big-
  oted, fearful attitudes of others—are complications in Mutants & 
  Masterminds terms. Joker characters do not get additional power 
  points for these things, but their players do get awarded additional hero 
  points for dealing with the challenges they pose during play.
  It might seem a bit counterintuitive that joker characters have more 
  complications due to their appearance and prejudices against them, and 
  therefore more potential for earning hero points in play. After all, jokers 
  in the Wild Cards series certainly don’t get any “lucky breaks” (unless you 
  count not drawing a Black Queen as luck) and generally have a harder 
  time of it than most, so why potentially award them more hero points?
  First of all, keep in mind we’re only talking about joker player characters; 
  NPCs (ace, joker, or nat) don’t earn hero points anyway. So it’s only the 
  jokers who are the protagonists of the story who have chances to rack up 
  some extra hero points. That is in keeping with the fictional style of Wild 
  Cards, and it provides a reason other than pure roleplaying to have a joker 
  character (or an ace with some real personality quirks and personal com-
  plications, for that matter). It gives jokers, who may not have the same sort 
  of powers to draw upon as aces, a little extra in-game assistance.
  The other question is, how often does the “joker complication” come into 
  play? That depends somewhat on the characters and the situation but, as a 
  general rule of thumb, any complication should be a true setback or prob-
  lem for the character to be worth a hero point. Just having a bigoted nat 
  making hurtful comments about jokers isn’t a complication, unless that 
  nat either has something the character wants or is in a position to make 
  the character’s life more difficult, in which case his prejudice is indeed a 
  complication for the joker(s). Similarly, just looking freakish isn’t a com-
  plication until is causes the joker a problem, such as being distinctive and 
  easily recognized, or unable to blend into a crowd or go certain places.
  By far the next most common joker complication is some sort of 
  Disability resulting from the joker’s deformities. A joker might have no 
  hands, for example, just clumsy flippers, crawl on tentacles or a single 
  snail-like foot rather than walk, or lack a common sensory ability, such 
  as having no eyes or no ears. That merely scratches the surface of the full 
  range of burdens placed on jokers by the wild card. Use your imagina-
  tion when it comes to inflicting new ones.
  As with other complications, the “value” of a joker’s deformities vary 
  depending on how serious they are. For example, Sasha Starfin is blind, 
  having no eyes, just smooth skin where his eyes should be. However, he 
  “sees” to a limited degree with his telepathy, partially compensating for 
  his blindness and making occasions where it truly limits him rarer. Take 
  similar mitigating circumstances into account when determining the 
  value of a joker disability and when to award hero points for it.
  Weakness is also common joker complications, usually reflecting some 
  kind of biological defect. For example, a joker with weak and brittle 
  bones is vulnerable to bludgeoning damage, while a joker with water-sol-
  uble skin might suffer a Weakness from immersion. Again, these 
  complications are valued based on how severe they are and how often 
  they come into play.
  random Joker traitS
  Like determining ace powers, you may want to randomize your char-
  acter’s joker traits. To do so, use the following tables, which list a 
  healthy dose of random joker traits with accompanying Mutants & 
  Masterminds trait suggestions. Roll once on the Joker Trait Category 
  table and then on the indicated sub-tables to determine each trait.
  Some traits are followed by suggested effects, modifiers, and complica-
  tions—some, all, or none of which you can give to your joker character. 
  Joker traits without listed game information may still qualify as compli-
  cations under the right circumstances.
  
  6
  WILD CARDS - SCARE SHEETS
  	
  WILD CARDS CONVERSION 
  d20
  d20
  Trait
  Appendage Traits
  1-6
  Arm
  1-4
  Oversized Arms (Enhanced Strength, Noticeable)
  5-8
  Additional Arm(s) (Extra Limbs)
  9-12
  Clubbed Hands (Disability, no digits)
  13-16
  Tentacles (Extra Limbs)
  17-20
  Triple-Jointed (Feature: +5 circumstance  
  bonus to escape grabs and restraints)
  7-12
  Tail
  1-5
  Prehensile (Extra Limbs)
  6-10
  Club (Extra Limb, Strength-based Damage)
  11-15
  Stinger (Extra Limb, possibly a poison-based 
  Affliction or Weaken)
  16-20
  Multiple Tails (Extra Limbs)
  13-16
  Tongue
  1-5
  Prehensile Tongue (Extra Limb)
  6-10
  Sensing Tongue (Senses (Ranged Taste, Tracking))
  11-15
  Oversized Taste Buds (Senses (Acute Taste), 
  Disability (slurred speech))
  16-20
  Tentacles (Extra Limbs)
  17-19
  Legs
  1-4
  Small Legs (Disability (Reduced Speed))
  5-8
  Long Legs (Speed)
  9-12
  Extra Legs (Extra Limbs)
  13-16
  Triple-Jointed (Feature: +5 circumstance bonus to 
  escape grabs and restraints)
  17-20
  Prehensile Feet (Extra Limbs)
  20
  Other
  Body Traits
  1-5
  Skin
  1-5
  Unusual Coloration
  6-8
  Transparent (skin is invisible, showing muscles, 
  skeletal structure, or other internal features)
  9-12
  Sores
  13-16
  Leathery (Protection)
  17-19
  Hardened (Impervious Protection)
  20
  Oversized (Protection, Noticeable) 
  6-8
  Skeleton
  1-4
  Oversized (Permanent Growth)
  5-8
  Natural Claws (Strength-based Damage)
  9-12
  Hardened (Impervious Protection) 
  13-15
  Brittle (Weakness to bludgeoning damage)
  16-20
  Inhuman
  d20
  d20
  Trait
  9-12
  Hair
  1-3
  Prehensile (Extra Limbs,  
  Elongation, Limited to Hair)
  4-6
  Rapid-Growing (potential  
  complication or even disability)
  7-9
  Unusual Coloration
  10-13
  Grass/Weeds/Flowers (Immunity to Starvation, 
  Limited to while in sunlight, Noticeable)
  14-16
  Spikes (Reaction Damage)
  17-20
  Alive (e.g., snakes or tentacles,  
  Strength-based Damage)
  13-16
  Size
  1-5
  Large (Permanent Growth) 
  6-10
  Broad (Permanent Growth,  
  Limited to Density)
  11-15
  Small (Permanent Shrinking)
  16-20
  Slight
  17-19
  Appearance
  1-3
  Beautiful (Attractive)
  4-6
  Hideous
  7-9
  Aged
  10-12
  Childlike
  13-15
  Hermaphroditic
  16-18
  Monstrous
  19-20
  Doppelganger (look exactly like someone else)
  20
  Other
  Animal Traits
  1-2
  Insect Trait
  1-4
  Antennae (Senses (Danger Sense,  
  Direction Sense, Distance Sense))
  5-8
  Insect Wings (Flight 1, Wings)
  9-12
  Pincers (Strength-based Damage)
  13-16
  Chitin Shell (Protection)
  17-20
  Stinger (Affliction or Weaken Stamina)
  3-5
  Reptile Trait
  1-3
  Scaly Skin (Protection)
  4-8
  Reptilian Body (Protection,  
  Strength-based Damage)
  9-12
  Cold-Blooded (Weakness to cold)
  13-15
  Natural Camouflage (Concealment, Blending)
  16-18
  Spitting Venom (Affliction or  
  Weaken Stamina with Reach)
  19-20
  Snake Body (Movement (Slithering))
  random Joker traitS
  body area
  d20
  Joker Trait Category
  1-3
  Appendage
  4-6
  Body
  7-9
  Animal Trait
  10-12
  Facial
  13-15
  Tail
  16-18
  Fantastic
  19
  Roll (1-10 twice, 11-15 three times, 16-20 four times) on this table
  20
  Other*
  *Other denotes an unusual feature not covered in the table and sub-tables. In some instances, the player may opt to choose or, to keep it a bit random, the Gamemaster may make the choice. Be creative!
  SPecific traitS by body area
  
  WILD CARDS - SCARE SHEETS
  7
  	
  WILD CARDS CONVERSION
  d20
  d20
  Trait
  6-9
  Mammalian Trait
  1-5
  Fur (Feature (Insulating Fur))
  6-9
  Claws/Fangs (Strength-based Damage)
  10-12
  Massive (Permanent Growth)
  13-15
  Quills (Reaction Damage)
  16-17
  Pouch (Feature (Internal Compartment))
  18
  Hooves (Strength-based Damage)
  19
  Mane (Feature (Insulating Fur))
  20
  Blowhole (Immunity to Drowning  
  and Pressure, Limited to Half Effect)
  10-13
  Avian Trait
  1-5
  Talons (Strength-based Damage)
  6-12
  Wings (Flight 2, Wings)
  13-15
  Beak (Strength-based Damage)
  16-18
  Feathers (Feature (Insulating Features))
  19-20
  Hollow-Boned (Leaping, Weakness  
  to bludgeoning damage)
  14-16
  Amphibian Trait
  1-4
  Frog Legs (Leaping)
  5-8
  Turtle Shell (Impervious Protection)
  9-12
  Water-Breather (Immunity to Drowning)
  13-16
  Snapping Jaw (Strength-based Damage)
  17-20
  Flippers (Swim, Disability (Reduced Land Speed))
  17-18
  Fish/Crustacean Trait
  1-3
  Flippers and Fins (Swim)
  4-6
  Fish Eyes (Senses (Radius Vision))
  7-8
  Gills (Immunity to Drowning)
  9-10
  Mer-being (Swim, Weakness to dehydration;  
  must immerse in water regularly)
  11-12
  Shark Teeth (Penetrating Strike)
  13-15
  Claws (Strength-based Damage)
  16-18
  Chitin Shell (Protection)
  19-20
  Fishy Appearance
  19
  Arachnid
  1-5
  Spider-Limbs (Movement (Wall-Crawling))
  6-7
  Web Spinning (Affliction (see Snare))
  8-11
  Extra Legs (Extra Limbs)
  12-14
  Venomous Mandibles (Weaken Stamina)
  15-17
  Scorpion Tail (Extra Limb,  
  Affliction or Weaken Stamina)
  18
  Pincers (Strength-based Damage)
  19-20
  Multiple Eyes (Senses (Radius Vision))
  20
  Other
  Facial Traits
  1-5
  Eyes
  1-3
  Bug Eyes (Senses (Extended Vision))
  4-6
  Black Eyes (Senses (Darkvision),  
  Weakness to bright light)
  7-9
  Ever-Changing Coloration
  10
  None (Senses (Spatial Awareness))
  11-13
  Glowing (Senses (Darkvision))
  14-17
  Unusual Coloration
  18-20
  Independent (Senses (Radius Vision))
  6-8
  Appearance
  1-7
  Unearthly Beauty (Enhanced  
  Advantage (Attractive))
  8-14
  Hideous or Monstrous
  15-20
  Sickly or Ill
  d20
  d20
  Trait
  9-11
  Horns
  1-3
  Ram (Strength-based Damage)
  4-7
  Devil
  8-10
  Gazelle (Strength-based Damage)
  11-13
  Elk/Deer (Strength-based Damage)
  14-15
  Moose (Strength-based Damage)
  16-18
  Bull (Strength-based Damage)
  19
  Rhino (Strength-based Damage)
  20
  Giraffe
  12-14
  Ears
  1-5
  Pointed
  6-8
  Floppy (Senses (Ultrasonic Hearing))
  9-11
  Oversized (Senses (Extended Hearing))
  12-14
  Tiny (Immunity to Hearing Effects,  
  Limited to Half Effect)
  16-19
  Long (Senses (Ranged Touch))
  20
  None (Mental Communication)
  15-17
  Nose
  1-3
  Overly Large (Extended Smell)
  4-6
  Tiny (Immunity to Scent Effects,  
  Limited to Half Effect)
  7-8
  None (Disability, no sense of taste or smell)
  9-11
  Tentacles (possibly Extra Limbs)
  12-14
  Appendage (possibly Extra Limb)
  15-17
  Trunk (possibly Extra Limb)
  18-20
  Snout/Muzzle (Extended Smell, Tracking)
  18-19
  Mouth/Teeth
  1-4
  Tusks (Strength-based Damage)
  5-8
  Locking Jaw (Enhanced Strength, Limited to Grabs)
  9-12
  Hardened Teeth (Strength-based Damage)
  13-16
  Sharp Teeth (Strength-based Damage)
  17-18
  Digestive Acids (Damage and/or Weaken Toughness)
  19-20
  Additional Mouth
  20
  Other
  Fantastic Traits
  1-4
  Undead
  1-4
  Ghostly (Insubstantial)
  5-8
  Vampiric (Weaken Stamina)
  9-12
  Draining Touch (Weaken Awareness)
  13-16
  Shadowy (Concealment, Blending)
  17-20
  Undead Appearance
  5-13
  Mythological
  1-3
  Unicorn Horn (Healing)
  4-6
  Fire-Breathing (Ranged or Cone Area Damage)
  7-9
  Centaur (Extra Limbs 2, Speed)
  10-12
  Bat Wings (Flight 1, Wings)
  13-15
  One Eye (Disability, no depth perception)
  16-18
  Extra Head (Enhanced Int, Awe, or Pre)
  19-20
  Goat/Stag Legs
  14-19
  Fairy Tale
  1-4
  Extremely Long Hair (Feature: Durable Hair  
  (+10 to Climb or Grapple))
  5-8
  Fey Size (Permanent Shrinking)
  9-12
  Troll-Like (Permanent Growth,  
  Regeneration, Weakness to Daylight)
  13-15
  Fey Wings (Flight 1, Wings)
  16-20
  Talking Animal
  20
  Other
  
  8
  WILD CARDS - SCARE SHEETS
  	
  WILD CARDS CONVERSION 
  deuce characterS
  One of the more unusual character choices for a Wild Cards game is the 
  deuce: a wild carder with minor, even useless-seeming, powers. Not all 
  “aces” have tremendous abilities, after all; the wild card lives up to its 
  name, and some transformed by it get the short end of the powers stick. 
  At least they can be grateful for not ending up as jokers.
  While on the surface it might seem deuces are good for nothing but 
  comic relief with their relatively weak powers, they can actually be inter-
  esting characters. A deuce, after all, spends fewer points on powers, and 
  so has them to spend elsewhere, on things like skills and advantages. 
  Many deuce powers are still useful enough to make someone wealthy or 
  famous, for example.
  deuce PowerS
  Deuces by definition don’t have much in the way of powers. A deuce 
  character is limited to spending no more than 2 power points on pow-
  ers! This is sufficient to acquire a rank or two in many existing effects 
  described in the Hero’s Handbook, but deuces often just spend 1 point 
  on the Deuce power (see its description in the sidebar) and leave it at 
  that, although a character could potentially have a “pair of deuces” (two 
  Deuce powers at 1 point each).
  deuce: new Power
  You have a minor, but useful, power, the equivalent of a Feature effect (Hero’s Handbook, page 108). As a general guideline, your Deuce is either 
  normal range, requires a standard action to use, and has a duration of instant or concentration, or else is personal range, requires a free action to 
  use, and is sustained or permanent in duration. If a resistance check is appropriate for your Deuce, it has a DC modifier of +1. You can modify 
  these qualities with the Gamemaster’s permission, although the GM may require you to use power modifiers to do so (treating the Deuce as a 
  rank 1 power).
   You define exactly what your Deuce can do, but it cannot be more than a single power point in an existing effect can reasonably accomplish, 
  although it can be less. So, for example, you might have the ability to turn your skin and clothing different primary colors, useful mainly as a 
  circumstance bonus to interaction skill checks, but you couldn’t have a Deuce giving you a bonus to all Deception checks by totally altering your 
  appearance, as that’s the equivalent of 1 rank of Morph at 5 points per rank (exceeding the limit of a 1-point ability).
   Some sample Deuces include:
  • 
  Cause raw food to cook (at its normal rate) just by looking at it. Alternately, this might be the ability to heat up cookware—but not other 
  objects—by sight or touch.
  • 
  Telekinetically move up to an ounce of weight. On the upside, the effect is Subtle.
  • 
  Levitate an inch off the ground. You can’t move laterally; you just levitate up an inch and stay there as long as you concentrate. If you fall, you 
  can use your power to break the fall, however, stopping an inch above the ground.
  • 
  Function like a living remote control for devices with infrared remotes, like televisions and stereos, changing channels and turning them on 
  or off at will.
  • 
  Produce a flame like a candle or lighter from your fingertip at will.
  • 
  Permanently change the color of cloth with dye in it by touch. Similarly, permanently change the pigmentation—and therefore color—of plant 
  matter (like flowers) by touch.
  • 
  Know the exact weight of anything just by looking at it or touching it. Similarly, know the exact distance between any two points by just 
  looking at them or keep perfect stopwatch-accurate time in your head.
  • 
  Cause written materials to “read themselves” out loud in a disembodied voice, so long as you can see (but not necessarily read) where the 
  words are written.
  • 
  “Hear” radio transmissions like a living radio receiver; you may have the complication of a bombardment of constant “radio noise” in any 
  urban environment full of cell phones and transmission towers.
  • 
  Telekinetically control small, random events like coin flips or dice rolls, causing them to land however you want. (Just watch out for the hired 
  security aces at casinos!)
  The possible range of Deuce abilities is limited solely by the Gamemaster and the previous guidelines. As with all other powers, choose appropriate 
  descriptors for your Deuce; in a Wild Cards series, a Deuce will be biological or psionic, just like other ace abilities.
  
  WILD CARDS - SCARE SHEETS
  9
  	
  WILD CARDS CONVERSION
  nat characterS
  Of course, there’s nothing requiring you to play a wild carder in a Wild 
  Cards series. The books also features some capable nat protagonists, such 
  as Yeoman, to inspire potential uninfected human characters. Since they 
  should be created with the same power level and starting power points as 
  wild carders, nat characters can be quite effective. They can spend points 
  on skills, advantages, and defenses that aces spend on powers.
  Mutants & Masterminds suggests a benchmark of rank 7 as the peak 
  of human achievement, and it’s recommended that a Wild Cards series 
  stick to this in terms of nat characters, keeping in mind that such a lofty 
  level of ability makes the character among the most capable humans 
  ever. More likely, nat characters will tend to have ability ranks no greater 
  than 4 or 5 (which are still extraordinary), relying as much, if not more, 
  on their ranks in skills than the underlying abilities.
  A nat character can have an impressive number of advantages, ranging 
  from combat to skill and interaction enhancers. Nats also can, and likely 
  will, take full advantage of being able to carry whatever equipment they 
  can acquire or afford to help even the odds when dealing with wild card-
  ers. See Devices and Equipment, following, for details.
  aLien characterS
  Sentient alien life does exist in the Wild Cards universe; indeed, without 
  it there would be no wild card virus at all. However, aliens on Earth are 
  relatively rare (other than during the Swarm invasion, that is), so it’s left 
  up to the Gamemaster whether or not to allow extraterrestrials as player 
  characters in a Wild Cards game. If inclined to allow alien characters, 
  some possibilities include:
  takiSian
  Dr. Tachyon, his cousin Zabb, and his bodyguard Durgh are the only 
  Takisians known to have landed on Earth (alive, anyway). However, 
  Tachyon lived on Earth for decades, and spent a good portion of that 
  time as a down-and-out drunk. He fathered at least one illegitimate child 
  that we know of (his daughter, Gisele Bacourt) and, if his grandson Blaise 
  is any indication, the Ilkazam genes breed true: any other children of his 
  may have inherited his Takisian psi-lord powers. There’s also the possi-
  bility someone secured genetic samples from Dr. Tachyon (particularly 
  during his exile from the United States) and used them to artificially 
  produce a Takisian-human crossbreed or even clone!
  Similarly, Tachyon’s psychotic grandson was fairly indiscriminate and 
  sexually active in the late 1980s; a child fathered by him could have 
  inherited Blaise’s Takisian powers (and perhaps his psychotic tendencies 
  or even jumper abilities, if conceived after Blaise became a jumper).
  Then there’s the crew of the Takisian ship that brought the wild card virus 
  to Earth. Although they’re all dismissed as dead in the crash after fight-
  ing Dr. Tachyon in Earth orbit, there’s the possibility of a crippled, perhaps 
  amnesiac, survivor or of “alien autopsies” performed on the remains, 
  secretly recovered by someone. Sufficient genetic material could lead to 
  Takisian-human crossbreeds or clones, as mentioned previously.
  
  10
  WILD CARDS - SCARE SHEETS
  	
  WILD CARDS CONVERSION
  Finally, if you want a true Takisian character in the game, Tisianne brant 
  Ts’ara sek Halima sek Omian sek Ragnar is ruler of House Ilkazam, and 
  might wish to renew ties with Earth after settling some matters on his 
  war-ravaged homeworld. Takis might well send an emissary to see how 
  Earth is faring and, knowing humans as he does (and that the Network 
  has Earth and Takis under observation), Dr. Tachyon might well send a 
  covert emissary or team to size up the situation first.
  network
  The Network offers considerable potential for diverse alien characters, 
  but also has a significant catch (as all deals with the Network do): any 
  extraterrestrial from the Network on Earth is either there on-assignment 
  (like Jube the Walrus) or on the run after breaking a contract, which 
  means the Network will follow and never give up. Either option presents 
  serious complications for a Wild Cards game.
  If the GM wants to allow a Network alien as a character, however, it’s most 
  likely to try passing itself off as a joker (as Jube does). It may have access 
  to some advanced alien technology, depending on the circumstances of its 
  arrival and stay on Earth, although the Network will try to limit such tech-
  nology to avoid the natives getting their hands on it for free.
  SwarmLing
  An unusual concept for an alien Wild Cards character would be one 
  of the various third-generation Swarmlings left over from the Swarm 
  Invasion in the 1980s. These creations of the Swarm Mother were 
  designed to mimic humans, and some of them could still be hidden 
  among the masses of humanity. Who knows how the merger of the 
  Swarm Mother and Mai Minh affected the telepathic Swarm?
  It’s not inconceivable for a third-gen Swarmling to develop independence, 
  human feelings, even a conscience. Such a character might pretend to be 
  an ace, and work against the plans of other secret Swarmlings, or could be 
  following deeply-buried unconscious drives to infiltrate, not even know-
  ing it will eventually betray friends and loved ones to help the remaining 
  Swarmlings conquer the world. Swarm biological engineering and special-
  ization (especially coupled with the dissection of wild carder subjects) can 
  justify nearly any powers or traits the GM is willing to allow.
  other
  It’s a big universe, and the books have only scratched the surface of what 
  might be out there. If he want, the GM can allow players to dream up 
  entirely new alien species to visit Earth, ones not associated with either 
  the Network or the Takisians, but potentially drawn by both civilizations’ 
  interest in this otherwise unassuming backwater world. Decades after the 
  release of the wild card, word may have spread about the results of the 
  Takisians’ ill-fated experiment, leading others to come and take a look for 
  themselves, or perhaps even try to “sample the goods.” As with other vis-
  itors from beyond, new aliens may try posing as aces or jokers on Earth. 
  After all, who’s going to notice one more weird-looking freak in Jokertown?
  deviceS and equiPment
  The standard M&M rules draw a division between equipment—items 
  of fairly mundane technology—and devices—which produce effects 
  beyond the capabilities of real-world technology. Characters pay power 
  points for both, with equipment coming at a greater discount due to its 
  various limitations. This structure is based on the four-color superhero 
  comics, where even mundane equipment is fairly important, part of the 
  character’s “signature” style and capabilities.
  In the more realistic Wild Cards setting, the following variant is rec-
  ommended: characters pay no power points for mundane equipment, 
  and can have any equipment the GM feels fits their available resources. 
  Ranks in the Benefit (Wealth) advantage may be required to reasonably 
  own some items, and equipment is still subject to all its other regular 
  limitations, but it doesn’t cost any equipment points to, for example, 
  carry a gun or have a cell phone or even a mundane vehicle like a car 
  or motorcycle. Wild Cards characters tend to have a fairly casual atti-
  tude when it comes to equipment: going through a fair amount of it, as 
  the situation demands. This approach also gives a bit of an edge to nat 
  characters, as they can carry appropriate gear without having to invest 
  points in the Equipment advantage, but then, so can aces or jokers, for 
  that matter.
  The Equipment advantage is still required for certain things, namely 
  unique vehicles and headquarters with capabilities beyond those of 
  ordinary technology. Dr. Tachyon’s living starship, Baby, for example, is 
  a “vehicle,” but certainly beyond anything found on Earth, so the good 
  doctor has the Equipment advantage in order to reflect access to Baby 
  and her capabilities (although it’s worth noting Tachyon didn’t have the 
  advantage, or access to Baby, for most of his time on Earth; the missing 
  ship was simply a plot device and element of his background). Similarly, 
  advanced alien equipment from civilizations like the Network or Takis 
  cost equipment points, as it is not commonly available on Earth. The 
  GM may waive this requirement in a star-spanning series where alien 
  technology is commonplace, but this is generally not the case in a Wild 
  Cards series.
  Devices remain relatively unique items with powers and abilities beyond 
  those of mundane technology. Most devices in Wild Cards are products 
  of ace abilities, and many of them depend on their creator’s powers in 
  order to function at all. A few advanced devices are actual technologi-
  cal innovations created by genius aces, but even these have their limits, 
  as often only their creators understand them, and they may not be able 
  to explain their advances to others lacking their special superhuman 
  insight. Given this, the default assumption in Wild Cards is devices are 
  usable solely by their owner.
  In either case, these devices work according to the rules in M&M, with 
  their wild card origins serving as part of their descriptors. The GM 
  should work with you to define the nature of any devices your charac-
  ter may have, and use common sense when dealing with those devices 
  in play in terms of who can use them, repair or reproduce them, and 
  so forth.
  
  WILD CARDS - SCARE SHEETS
  11
  	
  THE COMMITTEE
  Scare Sheet: the committee
  the committee
  Real Name: The United Nations Committee for Extraordinary 
  Interventions
  Base: New York City
  hiStory
  The Committee grew out of the loosely allied group of aces that followed 
  John Fortune to Egypt to fight the genocide of the Egyptian joker pop-
  ulation by Egyptian authorities and the Caliph. Members come and go, 
  but the supervision under U.N. auspices remains, now with Lohengrin 
  replacing the departed John Fortune as Committee head.
  memberS
  Many members of The Committee will be covered in the SCARE Sheets 
  series of PDFs, in cluding the following characters: 
  The Amazing Bubbles, Cameo, Curveball, Drummer Boy, 
  Earth Witch, John Fortune, Gardener, Jonathan Hive/Bugsy, 
  Rustbelt, Lilith. 
  There are several other members of the The Committee. They are listed 
  below, along with a brief history. 
  brave hawk
  Tom Diedrich is about 5’8” with copper-colored skin and black hair. A 
  full-blooded Apache, he often wears cowboy duds: pointy boots, faded 
  denim jeans, blue denim shirt, as well as a coral-bead necklace with 
  a stone hawk fetish. He manifests illusory brown-black hawk wings 
  when he flies. He can call upon moderate super-strength or his pow-
  ers of flight, but not both simultaneously. He does nothing to disguise 
  his dislike for white oppression of Native Americans as well as colonial 
  oppression elsewhere. A contestant from the first season of American 
  Hero, Diedrich joined the Committee early on. He survives the battle of 
  the Paris Peace Conference. (Created by Steve Perrin)
  burrowing owL
  Nikolaas Buxtehude, from Brussels, Belgium, is short and almost as wide 
  as he is tall. He wears an odd, pointy brass cap, goggles, and old-fash-
  ioned leather flying clothes. He has stubby but functional wings. His 
  hands are big and red and massively calloused. He can burrow headfirst 
  through almost anything, pretty much instantaneously. He is killed by 
  Tom Weathers at the Paris Peace Conference reception. (Created by 
  Victor Milán)
  Sir,
  A group of aces operating on – and off – American soil without American supervision is problematical at best, 
  especially when that group has shown to be unsympathetic to American laws and procedures despite the majority of 
  its members being U.S. citizens. Although the Committee’s operating strictures have gotten tighter since Lohengrin 
  took over from John Fortune, there have been times when their goals and methods didn’t totally match with SCARE’s 
  plans, as you well know.
  I suggest close monitoring of their operations in the future. It would be ideal if we could plant one or more agents on their 
  team, both to provide inside information and as agents provocateur if the need arises.
  Sincerely,
  Jamal Norwood
  SCARE operative
  
  12
  WILD CARDS - SCARE SHEETS
  	
  THE COMMITTEE
  garo
  Can shape-shift into a black wolf. A recent member of the Committee at 
  the time of the Paris Peace Conference, his service is short, as he’s killed 
  by Tom Weathers there. (Created by Victor Milán)
  gLaSSteeL
  A new member of the Committee, Glassteel is made of transparent semi-
  liquid crystal that feels like metal, and he can shatter anything made of hard 
  metals. He worked with Rustbelt in Haiti. (Created by Daniel Abraham)
  hoLy roLLer
  From the southern United States, the Reverend Thaddeus Wintergreen is 
  confined to a wheelchair because of his weight and rotund form, but he 
  can turn himself into an almost unstoppable ball of human flesh rolling 
  at high speed. He is kindly at heart. One of the original American Hero 
  contestants, he fought in Egypt at John Fortune’s side, and is an original 
  Committee member. He retires from the ace game after the hurricanes in 
  New Orleans and returns to preaching. (Created by George R.R. Martin)
  the Lama
  Han, from Nepal, can levitate, turn insubstantial, and release his astral 
  form to work at a distance from his body. Although he is a bit of a coward, 
  he does make a useful scout and spy. He joined the Committee early on, 
  along with his rival, the Llama. He survived the Paris Peace Conference, 
  probably by turning insubstantial. (Created by Royce Wideman)
  the LLama
  Juan, from Boliva, has a foot-long neck and fuzzy gray hair and can spit 
  a gooey venom an incredible distance. He has enhanced strength, but 
  apparently limited to his kick. An early member of the Committee, he 
  and the Lama don’t like each other. He made it through the Paris Peace 
  Conference alive. (Created by Victor Milán)
  Lohengrin
  After John Fortune resigned, Klaus became the head of the Committee. 
  See individual entry.
  wiLma mankiLLer
  Mankiller is a Canadian strongwoman ace from the Blood branch of the 
  Blackfoot Nation. She is accidentally injured by the French ace Tricolore 
  during the Paris Peace Conference. (Created by Daniel Abraham)
  noPPera-bo
  After making physical contact, she can mimic a person’s appearance. 
  (Created by Daniel Abraham)
  SnowbLind
  French-Canadian Simone Duplaix is a slim goth chick who can make 
  people temporarily and painfully blind. She has wildly dyed hair of var-
  ious bright colors, and usually wears miniskirts and a nose stud, She 
  espouses radical politics and has a bit of an attitude. She is one of the 
  Committee’s later recruits. (Created by Walter Simons)
  the StrangeLetS
  Nothing is currently known about this Committee member—or mem-
  bers. (Created by Daniel Abraham)
  toadman
  Buford Calhoun is from the southern United States. He was one of the 
  original American Hero contestants who went to fight in Egypt with 
  Fortune. He can turn into a toad the size of a Volkswagen Beetle and has 
  a correspondingly long and sticky tongue he uses to good effect. One of 
  the early members of the Committee, he survives the battle of the Paris 
  Peace Conference. He is good-natured, gentle, and easy-going. (Created 
  by Royce Wideman)
  tinker
  This early Committee recruit is a burly Australian ace with a beach-bum 
  tan and weight-lifter muscles. He has gadget-making abilities. (Created 
  by Carrie Vaughn)
  the tranSLator
  Barbara Baden, also known as Babel, is from Israel. She has the ability 
  to make people hear spoken foreign languages in their own tongues. 
  Conversely, she can also scramble spoken or written words into gibber-
  ish. A plump (but pretty), dark-haired woman, she is more of a diplomat 
  or bureaucrat than a field agent, and can be found mostly at confer-
  ences and summits. She becomes the Committee’s vice-chairman under 
  Lohengrin (who rumor says she also has a more personal relationship 
  with), and tends to the cautious when it comes to deploying Committee 
  resources. (Created by S.L. Farrell)
  comPLicationS
  Motivation—Doing 
  Good: 
  Individual 
  members 
  of 
  the 
  Committee have their own personal motivations, but the purpose 
  of the group as a whole is to provide the U.N. Secretary-General 
  with some muscle to back up his good intentions.
  Bureaucracy: Being a U.N. committee has its logistical and legal 
  benefits, but it also means the group can be prevented from 
  acting when geopolitical considerations, international law, and 
  even simple paperwork are allowed to trump moral impera-
  tives.
  
  WILD CARDS - SCARE SHEETS
  13
  	
  THE COMMITTEE
  creditS & LicenSe
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wiz-
  ards”). All Rights Reserved.
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  contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Ma-
  terial of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this Li-
  cense except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content dis-
  tributed using this License.
  3. Offer and Acceptance: By Using the Open Game Con-
  tent You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agree-
  ing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright hold-
  er’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agree-
  ment with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall re-
  tain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distrib-
  ute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any Con-
  tributor unless You have written permission from the Contrib-
  utor to do so.
  12. Inability to Comply: If it is impossible for You to com-
  ply with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatical-
  ly if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document, Copyright 2000, Wizards of 
  the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Modern System Reference Document, Copyright 2002-
  2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David 
  Noonan, Stan!, Christopher Perkins, Rodney Thompson, 
  and JD Wiker, based on material by Jonathan Tweet, Monte 
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Mutants & Masterminds, Copyright 2002, Green Ronin 
  Publishing; Author Steve Kenson. 
  Advanced Player’s Manual, Copyright 2005, Green Ronin 
  Publishing, LLC; Author Skip Williams. 
  Silver Age Sentinels d20, Copyright 2002, Guardians of 
  Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, 
  Jeff Mackintosh, Jesse Scoble. 
  Mutants & Masterminds, Second Edition, Copyright 2005, 
  Green Ronin Publishing, LLC; Author Steve Kenson. 
  DC Adventures Hero’s Handbook, Copyright 2010, Green 
  Ronin Publishing, LLC; Author Steve Kenson. 
  Mutants & Masterminds Hero’s Handbook, Copyright 
  2011, Green Ronin Publishing, LLC; Author Steve Kenson.
  Wild Cards Campaign Setting, Copyright 2008, Green 
  Ronin Publishing; Authors John Jos. Miller and Steve Kenson.
  Wild Cards SCARE Sheet #0: The Committee, Copyright 
  2013, Green Ronin Publishing; Authors John Jos. Miller and 
  Steve Kenson.
  Wild Cards - SCARE Sheets #0: The Committee
  Writing and Design: Steve Kenson
  Editing and Development: Jon Leitheusser
  Art Direction: Pauline Benney
  Graphic Design: Hal Mangold
  Interior Art: Brian Hagan, MK Ultra Studios
  Publisher: Chris Pramas
  Green Ronin Staff: Pauline Benney, Bill Bodden, Joe Carriker, Steve 
  Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Jack Norris, 
  Chris Pramas, Donna Prior, Evan Sass, Marc Schmalz
  Wildcards SCARE Sheet #0: The Committee is ©2013 Green Ronin 
  Publishing, LLC. All rights reserved. References to other copyrighted 
  material in no way constitute a challenge to the respective copyright 
  holders of that material. Mutants & Masterminds, Super-powered by 
  M&M, Green Ronin, and their associated logos are trademarks of Green 
  Ronin Publishing, LLC.
  The following is designated as Product Identity, in accordance with 
  Section 1(e) of the Open Game License, Version 1.0a: hero points, power 
  points. All characters and their associated images, descriptions, back-
  grounds, and related information are declared Product Identity.
  The following text is Open Gaming Content: all game system rules and 
  material not previously declared Product Identity.
  Green Ronin Publishing
  3815 S. Othello St., Suite 100 #304
  Seattle, WA 98118
  Email: custserv@greenronin.com
  Web Sites: www.greenronin.com
  www.mutantsandmasterminds.com
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Edition/Wildcards SCAREsheets/[GRR 9600e] The Committee.pdf