TEXT:   
   
  SUPERHEROICS!
  SUPERHEROICS!  
  Comic Book Adventure Setting 
  
  2 
   
  SUPERHEROICS!
  SUPERHEROICS!  
  Comic Book Adventure Setting 
  Written by Lazaro Izaguirre 
  Illustrated with the Genesys Foundry Art Collection and art 
  that is © Louis Porter Jr. Design, used with permission. 
  You must be the change you want to see in the world. 
   
  — Mahatma Gandhi 
  This product was created under license. Genesys and its logo, and Genesys Foundry 
  and its logo, are trademarks of Fantasy Flight Games in the U.S.A. and other coun-
  tries. All Fantasy Flight Games characters and character names, and the distinctive 
  likenesses thereof, are trademarks of Fantasy Flight Games. 
  www.FantasyFlightGames.com. 
   
  This work contains material that is copyright Fantasy Flight Games and/or other au-
  thors. Such material is used with permission under the Community Content Agree-
  ment for Genesys Foundry. 
   
  All other original material in this work is copyright 2020 by Lazaro Izaguirre and pub-
  lished under the Community Content Agreement for Genesys Foundry. 
  
  3 
   
  Table of Contents 
   
  SUPERHEROICS! –Earth 1859 & Beyond  
  [pg.4] 
   
  Getting Started   
   
   
   
   
   
   
  [pg. 5] 
   
  Superhero Concept   
   
   
   
   
   
  [pg. 6] 
   
  Origins (aka Archetypes)  
   
   
   
   
  [pg. 7] 
   
  Alter Egos (aka Careers)  
   
   
   
   
  [pg. 10] 
   
  Characteristics & Skills   
   
   
   
   
  [pg. 11] 
  —New Skills   
   
   
   
   
   
   
   
  [pg. 12] 
   
  Talents  
   
   
   
   
   
   
   
   
   
  [pg. 14] 
  —New Talents  
   
   
   
   
   
   
   
  [pg. 15] 
   
  Superpower Rules   
   
   
   
   
   
  [pg. 19] 
  —Determining & Purchasing Superpowers  [pg. 19] 
  —Using Superpowers   
   
   
   
   
   
  [pg. 24] 
  —Superpower Stunts (Optional)  
   
   
  [pg. 26] 
  —Super Story Points   
   
   
   
   
   
  [pg. 27] 
   
  Final Thoughts   
   
   
   
   
   
   
  [pg. 27] 
   
   
   
  
  4 
   
  Superheroics! –Earth 1859 & Beyond 
   
  SUPERHEROICS! comic book adventures take place on Earth-1859, an alternate Earth timeline that diverg-
  es from our timeline in the year 1859. The Carrington Event occurred that year — powerful solar storms 
  that caused incredible aurora phenomenon and disrupted telegraph communications planet-wide. On Earth-
  1859 it had an additional effect. It momentarily expanded the consciousness of one out of every million 
  humans on the planet exposing them to an alternate dimension and granting them superpowers. From that 
  event onwards our Earth and Earth-1859 continued along similar historical trajectories with super-powered 
  beings dominating much of the headlines on Earth-1859. 
   
  SUPERHEROICS! campaigns can be set in any historical Earth period from the 1800s to the modern 
  day. Before the first game session the game master (GM) and players should conduct a “session zero” to 
  create their superheroes and in the process establish the specifics of their version of Earth-1859. Take in-
  spiration from comic books, movies, video games, and other popular media and ask questions to create 
  your Earth-1859. What year does our campaign take place in? How have the non-super populations of the 
  world reacted to super-powered beings? What limits are there to the superpowers that exist? The answers 
  to questions like these help form the framework for creating the players’ super-characters and game 
  world. 
   
  The sections that follow provide rules for creating and playing superhero characters. They are not 
  written in stone. Modify them as needed to help make your SUPERHEROICS! campaign as exciting and fun 
  as possible for your gaming group.  
  
  5 
   
  Getting Started 
   
  SUPERHEROICS! uses the standard rules in the Genesys Core Rulebook (GCR) and these alternate rules (or 
  elements thereof):  
   
  Hacking Rules (GCR pg. 232) 
  Magic Rules (GCR pg. 210) 
  No Mere Mortals (GCR pg. 251) 
  No Mere Mortals: Puny Humans (GCR pg. 251) 
  Super-Characteristics (GCR pg. 251) 
  Vehicles Rules (GCR pg. 220) 
   
  The following expanded alternate rules from the Genesys Expanded Player’s Guide (EPG) are also used:  
   
  Expanded Magic Rules (EPG pg. 95) 
   
  The standard Genesys character creation process is used as detailed in the GCR except as noted otherwise 
  in the sections that follow. Any remaining Starting Experience Points or Superpower Experience Points af-
  ter each of step of spending them are recorded as available experience points to be used as normal after 
  the first adventure.  
  
  6 
   
  Superhero Concept 
   
  Create a concept for your superhero. Feel free to draw inspiration from your favorite superheroes in the 
  comics, movies, video games, and other popular media. 
   
  Example Superhero Concept:  
   
  Using inspiration from the movies and one super-rich, armor-suit-wearing superhero, I’ll create 
  Bastion. She is an uber-genius inventor of military hardware that survived a terrorist attack 
  abroad and has turned her creative gifts toward righting wrongs. I’ll say she has ADHD and often 
  challenges herself to stay focused. This also means she has a large entourage of hangers-on that 
  can be used by the GM for story hooks and other plot elements. I’ll use Bastion as the running ex-
  ample throughout this book. 
  
  7 
   
  Origins (aka Archetypes) 
   
  Select an origin for your superhero from the options below that fits best with your concept.  
   
  NOTE: The extra 50 experience points (XP) for character creation (that can be used to increase charac-
  teristics) from the No Mere Mortal (GCR pg. 251) rule has already been incorporated into the Starting Ex-
  perience Points total in the origins below. 
   
  Alien 
  You are from somewhere (e.g. Atlantis, another plant, another dimension, and so forth) other than a 
  standard, modern Earth culture and your powers are mainly derived from this strange heritage. 
   
  Characteristics: Agility 2; Brawn 2; Cunning 2; Intellect 2; Presence 1; Willpower 3 
  Starting Wound Threshold: 10 + Brawn 
  Starting Strain Threshold: 12 + Willpower 
  Starting Experience Points: 200 
  Starting Skills & Ranks: Discipline 2 
  Special Abilities: 
  Alien Culture: With GM approval, you can use Story Points for Luck and Deus Ex Machina (GCR pg. 28) 
  situations based on your alien concept and background. This should provide you with a broader range 
  of possibilities. 
  Super-Characteristics (GCR pg. 251): Designate two of your characteristics as super-characteristics. They 
  can help further explain your alien form or any other aspect of your superhero concept. Add +100 XP 
  to your Superpower Experience Points (see below) for each super-characteristic you choose to not 
  designate. 
  Superpower Experience Points: You have an additional 200 XP to spend exclusively on superpowers dur-
  ing character creation. 
   
   
  Construct 
  You were constructed by others and can be composed of organic, inorganic, or a mix of both types of ma-
  terials. Your powers are mainly derived from your nature as a construct. 
   
  Characteristics: Agility 2; Brawn 3; Cunning 2; Intellect 2; Presence 2; Willpower 1 
  Starting Wound Threshold: 12 + Brawn 
  Starting Strain Threshold: 10 + Willpower 
  Starting Experience Points: 200 
  Starting Skills & Ranks: Athletics 2 
  Special Abilities: 
  Super-Characteristics (GCR pg. 251): Designate two of your characteristics as super characteristics. They 
  can help further explain your construct form or any other aspect of your superhero concept. Add +100 
  XP to your Superpower Experience Points (see below) for each super-characteristic you choose to not 
  designate. 
  Superpower Experience Points: You have an additional 200 XP to spend exclusively on superpowers dur-
  ing character creation. 
  Tough as Nails (GCR pg. 37) 
  
  8 
   
  Gadgeteer or Inventor 
  Your powers are mainly based on technology you invent or otherwise possess and know how to use effec-
  tively. 
   
  Characteristics: Agility 2; Brawn 1; Cunning 2; Intellect 3; Presence 2; Willpower 2 
  Starting Wound Threshold: 10 + Brawn 
  Starting Strain Threshold: 12 + Willpower 
  Starting Experience Points: 200 
  Starting Skills & Ranks: Knowledge 2 
  Special Abilities:  
  Brilliant! (GCR pg. 38) 
  Super-Characteristics (GCR pg. 251): Designate two of your characteristics as super-characteristics. They 
  can help further explain your gadgeteer/inventor superpowers or any other aspect of your superhero 
  concept. Add +100 XP to your Superpower Experience Points (see below) for each super-characteristic 
  you choose to not designate. 
  Superpower Experience Points: You have an additional 200 XP to spend exclusively on superpowers during 
  character creation. 
  Modified or Mutated 
  You were born with your powers or you gained them through being altered in some way and your powers 
  are mainly derived from this origin. 
   
  Characteristics: Agility 2; Brawn 2; Cunning 2; Intellect 2; Presence 2; Willpower 2 
  Starting Wound Threshold: 10 + Brawn 
  Starting Strain Threshold: 10 + Willpower 
  Starting Experience Points: 175 
  Starting Skills & Ranks: Select two skills at rank 2 before spending any experience points during character 
  creation. 
  Special Abilities:  
  Ready for Anything (GCR pg. 36) 
  Super-Characteristics (GCR pg. 251): Designate two of your characteristics as super-characteristics. They 
  can help further explain your modified or mutant form or any other aspect of your superhero concept. 
  Add +100 XP to your Superpower Experience Points (see below) for each super-characteristic you 
  choose to not designate. 
  Superpower Experience Points: You have an additional 200 XP to spend exclusively on superpowers during 
  character creation. 
  
  9 
   
  Super-Skilled 
  Your powers are mainly derived from your super-level of training. 
   
  Characteristics: Agility 2; Brawn 2; Cunning 2; Intellect 2; Presence 2; Willpower 2 
  Starting Wound Threshold: 10 + Brawn 
  Starting Strain Threshold: 12 + Willpower 
  Starting Experience Points: 150 
  Starting Skills & Ranks: Select one skill at rank 3 before spending any experience points during character 
  creation. 
  Special Abilities:  
  Dedicated Training: Add +1 characteristic point to one characteristic of your choice during character crea-
  tion. 
  Super Skills: Your skill rank maximum is 5+ instead of 5 with up to two skills of your choice. A skill desig-
  nated as rank 5+ works like a Super-Characteristic (GCR pg. 251), except you can add up to three profi-
  ciency dice instead of two through rolling triumphs. You purchase a 5+ skill rank as if you were purchas-
  ing a hypothetical “rank 6” skill. The linked characteristic for these skills do not have to be Super-
  Characteristics. Superpower skills cannot have a rank 5+. 
  Super-Characteristics (GCB pg. 251): Designate two of your characteristics as super-characteristics. They 
  can help further explain your super-skills or any other aspect of your superhero concept. Add +100 XP 
  to your Superpower Experience Points (see below) for each super-characteristic you choose to not des-
  ignate. 
  Superpower Experience Points: You have an additional 200 XP to spend exclusively on superpowers during 
  character creation. 
   
   
   
   
   
  Example Origin:  
   
  I select Gadgeteer or Inventor for Bastion’s origin. She is a prodigy with technology. I record the 
  following: 
   
  BASTION 
  Origin: Gadgeteer/Inventor 
  Characteristics: Agility 2; Brawn 1*; Cunning 2; Intellect 3*; Presence 2; Willpower 2 
  Wound Threshold: 10 + Brawn (11 so far) 
  Strain Threshold: 12 + Willpower (14 so far) 
  Starting Experience Points: 200 
  Starting Skills & Ranks: Knowledge 2 
  Special Abilities:  
  Brilliant! (GCR pg. 38) 
  Super-Characteristics (GCR pg. 251)*: I select Brawn (armored suit and martial arts training) and 
  
  10 
   
  Alter Egos (aka Careers) 
   
  Select an alter ego for your character that represents who they are when they don their superhero costume 
  or persona. The skills listed for each alter ego below are their career skills. Choose four of these career 
  skills to add +1 rank — this bonus stacks with those from your origin to a maximum starting skill rank of 3. 
   
  Adept 
  Charm, Coordination, Perception, Profession (select one), Ranged, Stealth, Superpower (Agility), and Vigi-
  lance. 
   
  Bruiser 
  Athletics, Brawl, Cool, Coercion, Profession (select one), Resilience, Superpower (Brawn), and Vigilance. 
   
  Devotee 
  Cool, Coordination, Discipline, Leadership, Melee, Profession (select one), Superpower (Willpower), Vigi-
  lance. 
   
  Fascinator 
  Charm, Cool, Knowledge, Negotiation, Leadership, Perception, Profession (select one), and Superpower 
  (Presence). 
   
  Prodigy 
  Cool, Hacking, Knowledge, Mechanics, Medicine, Profession (select one), Superpower (Intellect), and Sys-
  ops. 
   
  Shadow 
  Cool, Deception, Profession (select one), Spycraft, Stealth, Streetwise, Superpower (Cunning), and Vigi-
  lance. 
   
  Example Alter Ego:  
   
  I select Prodigy for Bastion’s alter ego since she is actually a prodigy with technology and it’ll ex-
  plain gaining or improving superpowers as the game progresses. I record the updates: 
   
  BASTION 
  Origin: Gadgeteer/Inventor 
  Alter Ego: Prodigy 
  Characteristics: Agility 2; Brawn 1*; Cunning 2; Intellect 3*; Presence 2; Willpower 2 
  Wound Threshold: 10 + Brawn (11 so far) 
  Strain Threshold: 12 + Willpower (14 so far) 
  Starting Experience Points: 200 
  Career Skills: Cool, Hacking, Knowledge, Mechanics, Medicine, Profession (Business CEO), Super-
  power (Intellect), Sysops 
  Ranked Skills: Knowledge 3, Mechanics 1, Profession (Business CEO) 1, Superpower (Intellect) 1 
  Special Abilities:  
  Brilliant! (GCR pg. 38) 
  Super-Characteristics (GCR pg. 251)*: Brawn (armored suit and martial arts training) and Intellect 
  (inventive prodigy). 
  Superpower Experience Points: 200 XP to spend exclusively on superpowers during character crea-
  tion. 
  
  11 
   
  Skill Name 
  Characteristic 
  Page Number 
  (GCR) 
  Notes 
  Alchemy 
  Intellect 
  56 
  GM approval required based on PC concept. 
  Arcana 
  Intellect 
  70 
  GM approval required based on PC concept. 
  Astrocartograpy 
  Intellect 
  57 
  Availability determined by setting specifics. 
  Athletics 
  Brawn 
  58 
    
  Brawl 
  Brawn 
  67 
    
  Charm 
  Presence 
  54 
  Opposing Skill: Cool 
  Coercion 
  Willpower 
  55 
  Opposing Skill: Discipline 
  Cool 
  Presence 
  59 
    
  Coordination 
  Agility 
  59 
    
  Deception 
  Cunning 
  56 
  Opposing Skill: Vigilance 
  Discipline 
  Willpower 
  60 
    
  Divine 
  Willpower 
  70 
  GM approval required based on PC concept. 
  Driving 
  Agility 
  60 
    
  Gunnery 
  Agility 
  69 
    
  Hacking 
    
  58-59 
  Computers; see Alternate Hacking Rules (GCR 232) 
  Knowledge 
  Intellect 
  66 
  Character concept used to determine skill check difficulty set 
  by the GM. 
  Leadership 
  Presence 
  56 
  Opposing Skill: Discipline 
  Mechanics 
  Intellect 
  60 
    
  Medicine 
  Intellect 
  61 
    
  Melee 
  Brawn 
  67 
    
  Negotiation 
  Presence 
  56 
  Opposing Skill: Negotiation 
  Operating 
  Intellect 
  62 
    
  Perception 
  Cunning 
  62 
    
  Piloting 
  Agility 
  62 
    
  Primal 
  Cunning 
  70 
  GM approval required based on PC concept. 
  Profession 
  Varies 
  — 
  New Skill: See description below. 
  Ranged 
  Agility 
  68 
    
  Resilience 
  Brawn 
  63 
    
  Riding 
  Agility 
  63 
    
  Spycraft 
  Cunning 
  64 
  Aka Skullduggery, but also includes all ‘spy’ skills like finding 
  wiretaps and hotwiring cars. 
  Stealth 
  Agility 
  64 
    
  Streetwise 
  Cunning 
  65 
    
  Superpower 
  (Agility) 
    
  — 
  New Skill: See description below. 
  Superpower 
  (Brawn) 
    
  — 
  New Skill: See description below. 
  Superpower 
  (Cunning) 
    
  — 
  New Skill: See description below. 
  Superpower 
  (Intellect) 
    
  — 
  New Skill: See description below. 
  Superpower 
  (Presence) 
    
  — 
  New Skill: See description below. 
  Superpower 
  (Willpower) 
    
  — 
  New Skill: See description below. 
  Survival 
  Cunning 
  65 
    
  Sysops 
    
  58-59 
  Computers; see Alternate Hacking Rules (GCR 232) 
  Vigilance 
  Willpower 
  65 
    
  Characteristics & Skills 
  Characteristics can be improved as per the standard Genesys rules (GCR pg. 44) by spending some of your 
  starting experience points. If you purchase a hypothetical score of “6” in a characteristic it remains at a 
  score of 5, but it becomes a Super-Characteristic (GCR pg. 251). 
  Listed in the table below are the skills used in SUPERHEROICS! Purchase skills for your character as 
  desired following the standard Genesys rules (GCR pg. 44) with your starting experience points, except 
  that starting characters can increase their skills up to rank 3. 
  
  12 
   
  New Skills 
   
  Profession (Varies) 
  You can perform the functions of a specific profession (e.g. illustrator, journalist, photographer, and so 
  forth) based on your character concept with approval from the GM. You must select this skill individually 
  for each profession. The characteristic used for skill checks is determined by the GM at the time the skill 
  is used. This skill cannot be used to substantially replace the use of any other skills — its intent is to help 
  provide background detail and/or a secret identity for your character. If your character has another skill 
  that can explain their chosen profession (e.g. Medicine for a doctor), taking this skill would not be of any 
  value. 
   
  Superpower (Agility) 
  You can perform superhuman feats that involve controlling the movement of your body, hand-eye coordi-
  nation, and fine manual dexterity. These feats are defined through the purchase of Agility-based super-
  powers so you must purchase at least one such superpower to use this skill. This skill can only be pur-
  chased if the character has an superpower origin (aka archetype). 
   
  Superpower (Brawn) 
  You can perform superhuman feats of brute force and extreme toughness. These feats are defined 
  through the purchase of Brawn-based superpowers so you must purchase at least one such superpower to 
  use this skill. This skill can only be purchased if the character has a superpower origin (aka archetype). 
   
  Superpower (Cunning) 
  You can perform superhuman feats of creativity, craftiness, and deviousness. These feats are defined 
  through the purchase of Cunning-based superpowers so you must purchase at least one such superpower 
  to use this skill. This skill can only be purchased if the character has a superpower origin (aka archetype). 
   
  Superpower (Intellect) 
  You can perform superhuman mental feats that involve calculation, memory, and reasoning. These feats 
  are defined through the purchase of Intellect-based superpowers so you must purchase at least one such 
  superpower to use this skill. This skill can only be purchased if the character has a superpower origin (aka 
  archetype). 
   
  Superpower (Presence) 
  You can perform superhuman charismatic feats that involve controlling their social reactions andpersuad-
  ing others. These feats are defined through the purchase of Presence-based superpowers so you must pur-
  chase at least one such superpower to use this skill. This skill can only be purchased if the character has a 
  superpower origin (aka archetype). 
   
  Superpower (Willpower) 
  You can perform superhuman feats of willpower that involve mental discipline and endurance. These 
  feats are defined through the purchase of Willpower-based superpowers so you must purchase at least one 
  such superpower to use this skill. This skill can only be purchased if the character has a superpower origin 
  (aka archetype). 
  
  13 
   
  Example XP Investments for Characteristics and Skills:  
   
  I make the following purchases to create my vision of Bastion. I leave 10 XP for talents. 
   
  BASTION 
  Origin: Gadgeteer/Inventor 
  Alter Ego: Prodigy 
  Characteristics: Agility 3; Brawn 3*; Cunning 2; Intellect 4*; Presence 2; Willpower 2 
  Wound Threshold: 13 
  Strain Threshold: 14 
  Starting Experience Points: 10 
  Career Skills: Cool, Hacking, Knowledge, Mechanics, Medicine, Profession (Business CEO), Superpow-
  er (Intellect), Sysops 
  Ranked Skills: Cool 1, Hacking 1, Knowledge 3, Mechanics 3, Profession (Business CEO) 1, Superpow-
  er (Agility) 1, Superpower (Brawn) 1, Superpower (Cunning) 1, Superpower (Intellect)1, Sysops 1 
  Special Abilities:  
  Brilliant! (GCR pg. 38) 
  Super-Characteristics (GCR pg. 251)*: Brawn (armored suit and martial arts training) and Intellect 
  (inventive prodigy). 
  Superpower Experience Points: 200 XP to spend exclusively on superpowers during character crea-
  tion. 
  
  14 
   
  Talents 
   
  All talents listed in GCR 72-81 and the ten new talents below are available to player characters in  
  SUPERHEROICS! The following talents require GM approval:  
   
  Berserk (GCR pg. 75) 
  Mad Inventor (GCR pg. 80) 
  Overcharge (GCR pg. 80) 
  Overcharge [Improved] (GCR pg. 81) 
   
  Purchase talents for your character with your starting experience points as desired following the standard 
  Genesys rules (GCR pg. 45). 
  
  15 
   
  New Talents 
   
  Alternate Identity 
  Tier: 2 
  Activation: Passive 
  Ranked: No 
  You have created an alternate identity that cannot be linked to your true identity by any stand-
  ard means. This talent can be purchased multiple times to establish multiple alternate identi-
  ties. Identities purchased beyond the first require a mission set by the GM to activate. 
   
  Ambidexterity 
  Tier: 4 
  Activation: Passive 
  Ranked: Yes 
  You can use both your hands equally well. The Two-Weapon Combat modifier (GCR pg. 108) is 
  reduced from using the lowest of both the characteristic and skill values to determine the dice 
  pool to using the higher of both as in the standard method of assembling a dice pool. At Tier 5, 
  the downgrade to the check is also eliminated. 
   
  Anonymity 
  Tier: 1 or 5 (see below) 
  Activation: Passive 
  Ranked: No 
  There are no records of your existence. If you purchase this talent during character creation, 
  you do so as a Tier 1 talent. Purchased later on it is treated as a Tier 5 talent and you must ac-
  complish a mission provided by the GM to activate the talent. 
   
  Computer Network Access (select type) 
  Tier: 1 
  Activation: Passive (Active at GM’s discretion) 
  Ranked: Yes 
  You have special access to a restricted or otherwise secured computer network. Each tier pro-
  vides a higher level of network where you have access — the specifics are left to the GM and 
  setting details. This talent can be purchased multiple times for different networks, but if they 
  share an origin they must be purchased sequentially by tier. 
  The list below provides examples for each tier. The GM determines if any specific skill 
  checks (with corresponding difficulty level) are required to breach or use the computer net-
  work. 
   
  Tier 1: Large and local computer network (e.g. small bank, mayor’s office, and so forth). 
  Tier 2: A government or other large institution that covers a large region in a nation (e.g. a 
  US state, a Canadian province, and so forth). 
  Tier 3: A national institution (e.g. FBI, national bank, and so forth). 
  Tier 4: A global institution (e.g. United Nations, the Vatican, and so forth). 
  Tier 5: An intergalactic institution as defined by the setting (if applicable). 
   
  
  16 
   
  Contacts 
  Tier: 1 
  Activation: Active (Action) 
  Ranked: Yes 
  You know someone in an organization that can help you in your time of need. The ranks in this 
  talent determine the highest level of difficulty the GM can assign when you make a skill check to 
  open a channel of communication with your contact, how difficult it is to convince them to help, 
  and the difficulty of their attempt to provide the aid and resources.  
  As an example, if you have 4 ranks in this talent and your contact is the head of the CIA 
  the maximum number of difficulty dice the GM can assign to related checks is four. If you ask for 
  forged travel documents, the GM could assign up to four difficulty dice to each step in the pro-
  cess: making contact, convincing them to provide the documents, and/or their ability to provide 
  them. Each step can have its own level of difficulty.  
   
  Feign Death 
  Tier: 1 
  Activation: Active (Action, out-of-turn) 
  Ranked: No 
  You can control your body and mind to the point of faking that you’re dead. An observer must 
  make a Medicine or Perception check with three downgrades and opposed to your Brawn to tell 
  that you are not dead. You can wake up at any time as an incidental. 
   
  
  17 
   
  Special Area Access 
  Tier: 1 
  Activation: Passive (Active at GM’s discretion) 
  Ranked: Yes 
  You have special access to a restricted or otherwise secured area. Each tier provides a higher level of area 
  where you have access as a safe house, equipment cache, and/or information gathering center — the spe-
  cifics are left to the GM and setting details.  
  The list below provides examples for each tier. The GM determines if any specific skill checks (with cor-
  responding difficulty level) are required to reach or use these facilities as needed. 
   
  Tier 1: A private residence in a specified city. 
  Tier 2: Multiple private residences in a specified region of a nation (e.g. the Southeast USA, the North-
  ern provinces of Mexico, and so forth). 
  Tier 3: Multiple businesses and private residences in a particular nation. 
  Tier 4: Multiple business, governmental, and private property on a particular continent. 
  Tier 5: Multiple business, governmental, and private property anywhere on the planet. 
   
  Special Benefits 
  Tier: 1 
  Activation: Passive (Active at GM’s discretion) 
  Ranked: Yes 
  You have special benefits related to your character concept and background. Each tier provides a higher 
  level of special benefits — the specifics are left to the GM and setting details. This talent can be purchased 
  multiple times for different special benefits, but if they share an origin they must be purchased sequential-
  ly by tier. 
  The list below provides examples for each tier. The GM determines if any specific skill checks (with cor-
  responding difficulty level) are required to take advantages of your special benefits as needed. 
   
  Tier 1: Justice of the peace, international driver’s license, passport, press pass, professional license, 
  weapon permit 
  Tier 2: Concealed weapon permit, police powers (local), private investigator license 
  Tier 3: Police powers (national) 
  Tier 4: Diplomatic immunity, police powers (international) 
  Tier 5: Head of state, License to kill 
   
  Total Recall 
  Tier: 3 
  Activation: Active (Action) 
  Ranked: No 
  You remember anything you’ve experienced that you intentionally memorize.   
   
  Wealth 
  Tier: 3 
  Activation: Passive (Active at GM’s discretion) 
  Ranked: Yes 
  All characters are assumed to be middle-class unless they take this talent. The GM determines if any spe-
  cific skill checks (with corresponding difficulty level) are required to take advantage of your wealth as 
  needed. 
  Each rank is defined in the list below. 
   
  Tier 3: Annual income up to $500,000.00 USD. 
  Tier 4: Annual income up to $5,000,000.000 USD. 
  Tier 5: Income is unlimited for all practical purposes. 
  
  18 
   
   
  Example XP Investments for Talents:  
   
  I make the following purchases to create my vision of Bastion. 
   
  BASTION 
  Origin: Gadgeteer/Inventor 
  Alter Ego: Prodigy 
  Characteristics: Agility 3; Brawn 3*; Cunning 2; Intellect 4*; Presence 2; Willpower 2 
  Wound Threshold: 13 
  Strain Threshold: 14 
  Starting Experience Points: 10 
  Career Skills: Cool, Hacking, Knowledge, Mechanics, Medicine, Profession (Business CEO), Super-
  power (Intellect), Sysops 
  Ranked Skills: Cool 1, Hacking 1, Knowledge 3, Mechanics 3, Profession (Business CEO) 1, Super-
  power (Agility) 1, Superpower (Brawn) 1, Superpower (Cunning) 1, Superpower (Intellect)1,  
  Sysops 1 
  Talents: Anonymity, Unremarkable (GCR pg. 75) 
  Special Abilities:  
  Brilliant! (GCR pg. 38) 
  Super-Characteristics (GCR pg. 251)*: Brawn (armored suit and martial arts training) and Intel-
  lect (inventive prodigy). 
  Superpower Experience Points: 200 XP to spend exclusively on superpowers during character 
  creation. 
  
  19 
   
  Superpower Rules 
   
  Superpowers are abilities player characters possess that are in the realm of the amazing, impossible, or 
  unexplainable. Flying, energy blasts, and skin as tough as steel are examples. These rules are used in con-
  junction with the Superpower skills described earlier. 
   
  Superheroes 
  Superheroes, their supervillain counterparts, and some other exceptional characters at the GM’s discretion 
  are the only ones that can purchase the Superpower skills and their individual superpowers. You must have 
  at least one rank in a Superpower skill to you use it in narrative or structured play. 
   
  Determining and Purchasing Superpowers 
  The following steps taken in order are used to purchase superpowers for your starting character. Each step 
  is elaborated on in the sections that follow. 
   
  1. Superhero Concept with Superpowers List: Determine your superhero concept through brainstorming 
  and perhaps some collaboration with the GM and other players and record the results including a list of 
  potential superpowers. 
  2. Superhero Level and Super Story Points: Based on the results of step 1, use the Superhero Power Lev-
  el Table to determine your character’s Superhero Power Level rated from 1 to 5. Your Super Story 
  Points are derived from your Superhero Level. 
  3. Superpower Skills and Levels: Assign a level with a range of 1 to 5 for each of the superpowers on your 
  list from step 3 using the Superhero Power Level Table. As you determine the level of each one, also 
  select a linked Superpower skill for each. 
  4. Superpower Level Purchases: Purchase levels in your individual superpowers using your Superpower 
  Experience Points. If you run out of points, don’t worry you can use earned XP to continue to improve 
  your superpowers later on. 
   
  Magical Superheroes or Highly Variable Powers 
   
  If your superhero is based on the concept of casting spells or using magical or mystical powers, then use 
  the Genesys rules for magic (GCR pg. 210 and EPG pg. 95). Suggestions are also provided in those rules to 
  create new spells and modify the way magic works to better suit your specific Superheroics! setting. 
   
  You can also use these rules and guidelines for superheroes that have highly variable powers such 
  as a gadgeteer’s utility belt, fire control, self-duplication, or weather control. These powers are more fo-
  cused in what they can accomplish. Work with the GM and create new spell types and magic actions or 
  maneuvers to simulate these powers in the game world. 
   
  In superhero settings, these abilities are considered superpowers for any rules that apply as such. 
  
  20 
   
  Superhero Concept with Superpowers List 
  Every creative work in the world is a re-mix of all that came before it. Use elements from your favorite su-
  perheroes as seen in popular entertainment mediums like comic books, movies, and video games for inspi-
  ration to create your superhero. Record superpowers, weaknesses, relationships, and everything else you 
  can think of to make your superhero come to life in the imagination and game table. 
   
  Example Superhero Concept with Superpowers List:  
   
  We’ve covered the concept for Bastion already so here is the list of superpowers we came up with: 
   
  Armor 
  Enhanced Brawl Attack 
  Enhanced Senses 
  Flight 
  Life Support System 
  Repulsion Ray 
   
   
  Superhero 
  Level 
  Super 
  Story 
  Points 
   
  Description and Examples  
  (based characters from a marvelous cinematic universe) 
  1 
  5 
   
  Advantaged skills and technology 
  —Female super-spy, widow-maker agent with high-tech gadgets 
  —Male solider with falcon-like wings 
  2 
  4 
    
  Enhanced nature, plus advanced skills and technology 
  —Patriotic super-solider with a unique shield 
  —Royal warrior with a unique, panther-like super-suit 
    
  3 
  3 
    
  Superhuman abilities, skills, and highly advanced technology 
  —Man with spider-like powers 
  —Woman with wasp-like powers 
    
  4 
  2 
    
  Superhuman abilities, skills, and extremely advanced technology 
  —Armored superhero with an iron will 
  —Thor from Norse myth with advanced technology 
    
  5 
  1 
    
  Supreme abilities, skills, and massively advanced technology 
  —Hel from Norse myth at the height of her power 
  —Powerful tyrant with universe-shattering, gem-encrusted gauntlet of power 
    
  Superhero Level and Super Story Points 
  Superheroics! uses Superhero Level for Superpower skill upgrades and Super Story Points. 
   
  When two characters are in conflict the difference in their Superhero level equals the number of 
  upgrades or downgrades applied to their Superpower skill checks. That number ranges from 0 to 4 be-
  tween characters with superpowers. Non-superpowered characters are considered to have a power level 
  of 0 so that‘s five upgrades for superpowers used against them! 
  Your character also gets a number of Super Story Points equal to 6 minus their Superhero Level for 
  a range of 1 to 5 points. Super Story Points work like super-charged story points (GCR pg. 27). They are 
  used to level the playing field between superheroes of different Superhero Levels — see the Super Story 
  Points section below for more details on how to use them in the game. 
  Determine your character’s Superhero Level by referencing the table and examples above. The GM 
  and your fellow players can also help you decide. After you are done, record these values. 
  
  21 
   
  Example Superhero Level and Super Story Points:  
   
  After reviewing the Superhero Power Level Table, it’s obvious that Bastion is a level 4 superhero 
  as an armored superhero with an iron will. That also means she has 2 Super Story Points. 
   
  Superpower Skills and Levels 
  Assign each of the superpowers on your list a Superpower Level from 1 to 5 using the Superhero Level Table 
  descriptions and the rules that follow as guidelines. Also assign a linked Superpower skill for each super-
  power with guidance from the GM. 
   
  Each superpower has a quality rating (Q) and magnitude rating (M). The quality rating is equal to 6 
  minus the superpower level so it ranges from 1 to 5. This represents how many advantages are converted 
  into one triumph when the superpower is used. So if the superpower level is 3 then every 3 advantages are 
  converted into one triumph result at the player’s option. The magnitude rating is equal to three times the 
  superpower level. This value can be used as the base damage, base soak, and additional maneuvers for at-
  tack, defense, and movement superpowers respectively. It can also be used to represent other game ele-
  ments or resources as determined by the player and GM like strain, melee or ranged defense rating, and so 
  forth. The total magnitude points should be partitioned between these various options on a point-for-point 
  basis. The action type (i.e. action, maneuver, incidental, or out-of-turn-incidental) required to use a su-
  perpower is also determined by the GM and player at this time based on the superhero concept. At their 
  discretion, the GM can add a magnitude point cost for more advantageous action types. 
  Additional net successes increase these values on a one-for-one basis in same way as they do for 
  successful standard attacks and the total damage they inflict. Additional maneuvers should be partitioned 
  between those for actual movement through range bands and those for other maneuver-related uses. They 
  can also be converted into additional actions at a cost in maneuvers equal to the quality rating for each 
  action. The GM can impose setback dice, automatic threat, or even downgrades based on what characters 
  Superpower Level 
  Quality 
  Rating 
   
  Magnitude Rating 
  1 
  5 
  3 
  2 
  4 
  6 
  3 
  3 
  9 
  4 
  2 
  12 
  5 
  1 
  15 
  Example Superpower Skills and Levels:  
   
  Listed below are the superpowers we came up with for Bastion with their linked characteristics 
  and superpower levels. The superpower level and skill are in parentheses followed by the Quality 
  Rating (Q) and Magnitude Rating (M). The specific magnitude point expenditures are listed in the 
  next example.  
   
  Armor (4; Brawn): Q2, M12 
  Enhanced Brawl Attack (4; Brawn): Q2, M12 
  Enhanced Senses (3; Cunning): Q3 
  Flight (2; Agility): Q4, M6 
  Life Support System (4; Brawn): Q2, M12 
  Repulsion Ray (4; Agility): Q2, M12 
  
  22 
   
  Superpower Level Purchases 
  In the same way, and using the same cost structure as purchasing standard skills found in GCR pg. 44, you 
  purchase your starting superpowers using your Superpower Experience Points. Each individual superpow-
  er’s level equals the maximum number of levels you can purchase. In order to purchase a superpower, you 
  must have at least one rank in its linked Superpower skill. 
  You may not be able to start with all of your character’s superpowers or superpower levels at their 
  maximum at the start of the game, but you can use earned XP later on to make these purchases. The cost 
  after character creation equals 50 times the level you are gaining so to go from a level 2 superpower to a 
  level 3 superpower costs 150 XP. All superpower levels must be purchased sequentially. This cost plus 50 
  XP is how the cost of a new power is determined so a new level 2 superpower costs 200 XP (i.e. 50 XP for 
  level 1, 100 XP for level 2, plus 50 XP).  
   
  Example Superpower Level Purchases:  
   
  Listed below are the superpower level purchases for Bastion using her 200 XP worth of Superpower 
  XP. Superpower (Intellect) is her only Superpower career skill. After spending 195 XP, there are 5 
  XP left in her XP bank for use later. 
   
  Armor (4; Brawn): Q2, M12 
  —Purchased rank 3 (45 XP) for Q3, M9 
  Enhanced Brawl Attack (4; Brawn): Q2, M12 
  —Purchased rank 3 (45 XP) for Q3, M9 
  Enhanced Senses (3; Cunning): Q3 
  —Purchased rank 2 (25 XP) for Q4, M6 
  Flight (2; Agility): Q4, M6 
  —Purchased rank 2 (25 XP) for Q4, M6 
  Life Support System (4; Brawn): Q2, M12 
  —Purchased rank 1 (10 XP) for Q5, M3 
  Repulsion Ray (4; Agility): Q2, M12 
  —Purchased rank 3 (45 XP) for Q3, M9 
   
  Example Final Character Record for Bastion: 
   
   
  BASTION 
  Characteristics: Agility 3; Brawn 3**; Cunning 2; Intellect 4**; Presence 2; Willpower 2 
  Wound Threshold: 13 
  Strain Threshold: 14 
  Soak: 9 (3 unarmored) 
  Melee/Ranged Defenses: 0/0  
  Ranked Skills (*Career Skills): Cool 1*, Hacking 1*, Knowledge 3*, Mechanics 3*, Profession 
  (Business CEO) 1*, Superpower (Agility) 1, Superpower (Brawn) 1, Superpower (Cunning) 1, Super-
  power (Intellect) 1*, Sysops 1* 
  Special Abilities:  
  —Brilliant! (GCR PG. 38) 
  —Super-Characteristics (GCR pg. 251)**: Brawn (armored suit and martial arts training), Intellect 
  (inventive prodigy). 
  Talents: Anonymity, Unremarkable (GCR pg. 75) 
  Superpowers: 
  —Armor (3/4; Brawn; Q3, M9) (Soak +6; Fire, Acid, Corrosive Atmosphere Rating –3) 
  —Enhanced Brawl Attack (3/4; Brawn; Q3, M9) (Base Damage 6; +3 Boost) 
  —Enhanced Senses (2/3; Cunning; Q4, M6) (Range: Extreme; +2 Boost for Perception) 
  —Flight (2/2; Agility): Q4, M6 (Range: Planetary Medium) 
  —Life Support System (1/4; Brawn; Q5, M3) (Suffocation Strain Loss Reduced 2; Vacuum Wound 
  Loss Reduced by 1) 
  —Repulsion Ray (3/4; Agility; Q3, M9) (Base Damage 6; +3 Boost) 
  
  23 
   
  
  24 
   
  Using Superpowers 
  In general, the GM should only require Superpower skill checks in combat or other important scenes when 
  the outcome of the action matters in the overall narrative. Most of the time, players simply describe how 
  their characters use their superpowers and the GM interprets the outcome. Players can choose to use less 
  than the full effect of a superpower element, if applicable.  
  When a skill check is required as determined by the GM, the player makes skill checks with the add-
  ed guidelines below. For unopposed checks, the GM sets a difficulty with all relevant factors in mind. As an 
  example, for a Flight superpower the GM does not need to know how many miles-per-hour the character 
  can go. The GM reviews the Superhero Level Table and the player’s description of their Flight superpower 
  and sets a difficulty — adding any other factors like the weather or the character’s state of health. 
   
  No Mere Mortals & Puny Humans Rules 
  Both the No Mere Mortals and No Mere Mortals: Puny Humans rules (both GCR pg. 251) are used in Super-
  heroics! games. This includes dealing Brawn x 2 base damage for unarmed attacks. This base damage 
  stacks with the quality rating of an attack. In addition, as an added benefit superhero ranged attacks use 
  the character’s Agility x 1 as base damage that also stacks with the quality rating of the attack. 
   
  Super Characteristics 
  If the linked Superpower skill of a superpower is linked to a super characteristic, then you gain the Super 
  Characteristics benefit as found on GCR pg. 251 when using the superpower. 
   
  Superpower Skills 
  Using a superpower requires a Superpower skill check with its linked characteristic. The dice pool is creat-
  ed in the same manner as any other check in Genesys — use the higher of the two scores to determine the 
  number of ability dice and upgrade a number of those dice equal to the lower value of the two scores into 
  proficiency dice (GCR pg. 13). 
   
  
  25 
   
  Superpower Levels 
  Superpower levels allow for the conversion of a number of advantages into a triumph result as per the Su-
  perpower Level Table. The process is not mandatory and it can change a failed check into a successful one. 
  Example of Using Superpowers: 
   
  Bastion (Superhero Level 4) is shooting her Repulsion Ray (3; Agility; Q3, M9) superpower at a 
  Brawn-based super-villain called Overlord at medium range.  
   
  Bastion has a normal Agility 3 and Superpower (Agility) 1. With that her positive dice start at 1 
  Proficiency die and 2 Ability dice. 
   
  Overlord (Superhero Level 3) has Brawn 5 as one of his super characteristics and has Superpower 
  (Brawn) 3. Bastion’s positive dice are adjusted to 2 Proficiency dice and 1 Ability die since her Su-
  perhero Level is one point higher than Overlord’s.  
   
  The negative dice for Bastion’s pool are 2 Difficulty dice based on medium range. 
   
  Bastion’s player rolls the pool of dice and gets 1 Success, 2 Advantages, 0 Failures, 3 Threats, and 
  1 Blank. The net result is 1 Success and 1 Threat. Bastion inflicts a potential 10 wounds (M9 + 1 
  Success) on Overlord and suffers 1 strain per the GM for the Threat result.  
   
  Overlord has the Armor (1; Brawn; Q5, M3) superpower so Bastion inflicts 2 wounds (10 damage – 
  Overlord’s Soak 5 + M3). 
  
  26 
   
  Superpower Stunts (Optional) 
  Players can perform superpower stunts with GM approval. This can be done actively or passively. Active 
  stunts require the player to describe the stunt (whether for immediate effect or to activate when trig-
  gered), the GM to select a difficulty and action check type, and a Superpower skill check. Passive stunts 
  require the player to describe the stunt and the GM to determine how many threat and/or despair results 
  are required for success. In both cases, the GM also determines whether character must use an action, 
  maneuver, or incidental, and if it can be out-of-turn. Lastly, the GM interprets all positive and negative 
  results. 
   
  As an example of an active stunt, you have a Repulsion Ray (Agility) superpower and instead of 
  the normal effect (damaging a target) you ask the GM if you can shoot the gun out of the target’s 
  hand. The GM approves and sets the difficulty as an opposed Superpower (Agility) skill check 
  against the target’s Coordination skill. The base damage would be replaced with the effect, but 
  any additional damage from successes would apply as normal. 
   
  As an example of a passive stunt, you have an Armor (Brawn) superpower and are expecting to be 
  attacked later in the round. You forfeit your action and ask the GM if you can make an out-of-
  turn maneuver with your superpower to reflect the attack to a nearby enemy. The GM approves 
  and sets two threats as the trigger for success. 
  
  27 
   
  Super Story Points 
  As mentioned previously, Super Story Points work like super-charged story points (GCR pg. 27) used to lev-
  el the playing field between superheroes of different Superhero Levels. They are also used to help create 
  memorable comic book stories in the course of the game. Listed below are the differences between Story 
  Points and Super Story Points and guidelines on how to use them. 
   
  Super Story Points are: 
   
   
  Not a replacement for regular Story Points in the game that are still used as normal. 
   
  A personal pool of points that each character possesses that are discarded as they are spent and re-
  plenished at the start of each game session. 
   
  Transferable to other characters with as an incidental or out-of-turn incidental action. 
   
  Twice as potent as Story Points and thereby provide double the dice upgrades and downgrades of the 
  standard A Helping Hand and Raising the Stakes Story Point options. 
   
  A way for the players to add significant twists and turns to the storyor literally save their characters 
  from perishing or putting an end to a supervillain’s plans as a super-charged version of the Luck and 
  Deus Ex Machina Story Point option. 
  Final Thoughts 
   
  The rules in this book should be seen as guidelines and recommendations. As you play Superheroics! feel 
  free to adapt and change these rules as you see fit to better create the experiences and fun you want at 
  the game table. 
   
  Thank you for supporting Superheroics! and may all your games be exciting, fun, and the best of 
  times to remember with your family and friends. 
  
SOURCE: textdata/thevault/Genesys/Genesys - Superheroics.pdf