TEXT: TRAINING ROOM RULES
  the super-powered role playing game
  
  Daring Comics Role-Playing Game 
  Training Room Rules
  Design and Writing: Lee F. Szczepanik, III, Lee F. Szczepanik, Jr.
  Editing: Anna Lunsford
  Graphic Design: Dave Anderson
  Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC 
  and is used with permission. The Fate Core font is © Evil Hat Productions, LLC and is used with permission. 
  The Four Actions icons were designed by Jeremy Keller.
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Gaming License, 
  Version 1.0a: all character, organization, place names and descriptions, all artwork and images.
  The following text is Open Gaming Content: all material not designated Product Identity.
  Daring Comics Training Room Rules is 2016 Daring Entertainment, LLC. All rights reserved. Daring Comics 
  Spotlight, Daring Comics, Daring Comics Role-Playing Game, Daring Entertainment, and associated logos 
  are trademarks of Daring Entertainment, LLC
  Daring Entertainment can be found on the Internet at: www.daringentertain.com
  Join the discussion at http://www.forums.daringentertain.com
  
  3
  Welcome to Daring Comics!
  What You Need to Play
  Getting into a game of Daring Comics is very simple. 
  You need:
  • A character sheet, one per player, and some 
  extra paper for note-taking. We’ll talk about 
  what’s on the character sheet below. (GMs, any 
  important characters you play might have a 
  character sheet also.)
  • Fate dice, at least four, preferably four per 
  person. Fate dice are a special kind of six-sided 
  dice that are marked on two sides with a plus 
  symbol (+), two with a minus symbol (-), and 
  two sides are blank (0).
  • If you don’t want to use fate dice, you don’t have 
  to—any set of regular six-sided dice will work. If 
  you’re using regular dice, you read 5 or 6 as +, 
  1 or 2 as -, and 3 or 4 as 0.
  With the Daring Comics Role-Playing Game, you 
  bring your own comic book stories to life. The full, 
  retail rulebook provides you with a wealth of tools for 
  playing your own comic book series, ranging from:
  • Series creation rules, allowing the group to 
  choose the series level, series tone, and 
  experience level of their heroes, with each choice 
  granting skill points and Hero Points (used to 
  purchase powers and stunts) for character 
  creation.
  • Character complications such as a weakness to 
  a particular substance.
  • Super team rules.
  • Super-science and invention creation rules.
  • Rules for creating your own stunts and powers. 
  The game even provides dozens of example 
  stunts, and over 100 powers, special effects, and 
  limits to get you started right away.
  • Rules for performing Power Stunt actions.
  • An Appendix showing you how to tweak the 
  system and get the exact feel you want at the 
  table.
  For the Training Room Rules, we’re going to take a 
  look at the very basics of the Daring Comics Role-
  Playing Game, and provide a one-shot adventure 
  and sample player-characters to let you take it for 
  a spin.
  A Roleplaying Game
  If you’ve never played a roleplaying game before, 
  here’s the basic idea for Daring Comics: you and a 
  bunch of friends get together to tell an interactive 
  story about a group of super-heroes you make up. 
  You get to say what challenges and obstacles those 
  heroes face, how they respond, what they say and 
  do, and what happens to them.
  It’s not all just conversation, though— sometimes 
  you’ll use dice and the rules to bring uncertainty into 
  the story and make things more exciting.
  
  4
  • Tokens to represent fate points. Poker chips, 
  glass beads, or anything similar will work. You’ll 
  want to have at least thirty or more of these on 
  hand, just to make sure you have enough for any 
  given game. You can use pencil marks on your 
  character sheet in lieu of tokens, but physical 
  tokens add a little more fun.
  • Index cards. These are optional, but we find they’re 
  very handy for recording aspects during play.
  Players and Gamemaster
  In any game of Daring Comics, you’re either a player 
  or a gamemaster.
  If you’re a player, your primary job is to take 
  responsibility for portraying one of the protagonists 
  of the game, which we call a player-character (and 
  sometimes a character, hero, or PC). You make 
  decisions for your character and describe to everyone 
  else what your character says and does. You’ll also 
  take care of the mechanical side of your character— 
  rolling dice when it’s appropriate, choosing what 
  abilities to use in a certain situation, and keeping 
  track of fate points.
  If you’re a gamemaster, your primary job is to take 
  responsibility for the world the PCs inhabit. You make 
  decisions and roll dice for every character in the game 
  world who isn’t portrayed by a player— we call those 
  non-player-characters (or “NPCs”). You describe the 
  environments and places the PCs go to during the 
  game, and you create the scenarios and situations 
  they interact with. You also act as a final arbiter of the 
  rules, determining the outcome of the PCs’ decisions 
  and how that impacts the unfolding story.
  Daring Comics RPG is a collaborative endeavor, with 
  everyone sharing ideas and looking for opportunities 
  to make the events as entertaining as possible.
  The Character Sheet
  Players, your character sheet contains everything you 
  need to know about your PC: aspects, skills, stunts, 
  powers, and any other resources that character has 
  to use in the game. Grab a blank character sheet, and 
  we’ll go over all the components.
  Aspects
  Aspects are phrases that describe some significant 
  detail about a character. They are the reasons why 
  your character matters, why we’re interested in seeing 
  your character in the game. Aspects can cover a wide 
  range of elements, such as personality or descriptive 
  traits, beliefs, relationships, issues and problems, or 
  anything else that helps us invest in the character as 
  a person, rather than just a collection of stats.
  Skills
  At the beginning of the game, the player-characters 
  have skills rated in steps from Average (+1) to 
  Fantastic (+6). Higher is better, meaning that the 
  character is more capable or succeeds more often 
  when using that skill.
  If for some reason you need to make a roll using a skill 
  your character doesn’t have, you roll it at Mediocre 
  (+0).
  Stunts
  Stunts are special tricks that your character knows 
  that allow you to get an extra benefit out of a skill 
  or alter some other game rule to work in your favor. 
  Stunts are like special moves in a video game, letting 
  you do something unique or distinctive compared to 
  other characters. Two characters can have the same 
  rating in a skill, but their stunts might give them vastly 
  different benefits.
  Stress
  Stress is one of the two options you have to avoid 
  losing a conflict, it represents temporary fatigue, 
  getting winded, superficial injuries, and so on. You 
  have a number of stress levels you can burn off to 
  help keep you in a fight. They reset at the end of 
  a conflict, once you’ve had a moment to rest and 
  catch your breath.
  Consequences
  Consequences are the other option you have to stay in a 
  conflict, but they have a more lasting impact. Every time 
  you take a consequence, it puts a new aspect on your 
  sheet describing your injuries. Unlike stress, you have to 
  take time to recover from a consequence, and it’s stuck 
  on your character sheet in the meantime, which leaves 
  your character vulnerable to complications or others 
  wishing to take advantage of your new weakness.
  
  5
  Refresh
  Refresh is the number of fate points you get at the start 
  of every game session to spend for your character. 
  Your total resets to this number unless you had more 
  fate points at the end of the last session.
  The Ladder
  Daring Comics uses a ladder of adjectives and 
  numbers to rate the dice results, a character’s skills, 
  and opposition to an action.
  Terrible
  (-2)
  Poor
  (-1)
  Mediocre
  (+0)
  Average
  (+1)
  Fair
  (+2)
  Good
  (+3)
  Great
  (+4)
  Superb
  (+5)
  Fantastic
  (+6)
  Epic
  (+7)
  Legendary
  (+8)
  Monstrous
  (+9)
  Colossal
  (+10)
  Unearthly
  (+11)
  Inconceivable
  (+12)
  It doesn’t really matter which side of the ladder you 
  use. Some people remember the words better, some 
  people remember the numbers better, and some 
  people like using both. So you could say, “I got a 
  Great,” or “I got a +4,” and it means the same thing.
  Fate Points
  You use tokens to represent how many fate points you 
  have at any given time during play. Fate points are one 
  of your most important resources in Daring Comics— 
  they’re a measure of how much influence you have to 
  make the story go in your character’s favor.
  You can spend fate points to invoke an aspect, to declare 
  a story detail, or to activate certain powerful stunts.
  You earn fate points by accepting a compel on one of 
  your aspects.
  Invoking an Aspect
  Whenever you’re making a skill roll, and you’re in a 
  situation where an aspect might be able to help you, 
  you can spend a fate point to invoke it in order to 
  change the dice result. This allows you to either reroll 
  the dice or add +2 to your roll, whichever is more 
  helpful. (Typically, +2 is a good choice if you rolled –2 
  or higher, but sometimes you want to risk a reroll to 
  get that +4.) You do this after you’ve rolled the dice, if 
  you aren’t happy with your total.
  You also have to explain or justify how the aspect is 
  helpful in order to get the bonus—sometimes it’ll be 
  self-evident, and sometimes it might require some 
  creative narrating.
  You can spend more than one fate point on a single 
  roll, gaining another reroll or an additional +2, as long 
  as each point you spend invokes a different aspect.
  Declaring a Story Detail
  Sometimes, you want to add a detail that works 
  to your character’s advantage in a scene. For 
  example, you might use this to narrate a convenient 
  coincidence, like retroactively having the right 
  supplies for a certain job (“Of course I brought that 
  along!”), showing up at a dramatically appropriate 
  moment, or suggesting that you and the NPC you 
  just met have mutual clients in common.
  To do this, you’ll spend a fate point. You should 
  try to justify your story details by relating them to 
  your aspects. GMs, you have the right to veto any 
  suggestions that seem out of scope or ask the player 
  to revise them, especially if the rest of the group isn’t 
  buying into it.
  Compels
  Sometimes (in fact, probably often), you’ll find yourself 
  in a situation where an aspect complicates your 
  character’s life and creates unexpected drama. 
  When that happens, the GM will suggest a potential 
  complication that might arise. This is called a compel.
  Sometimes, a compel means your character 
  automatically fails at some goal, or your character’s 
  choices are restricted, or simply that unintended 
  consequences cloud whatever your character does. 
  
  6
  You might negotiate back and forth on the details a 
  little, to arrive at what would be most appropriate and 
  dramatic in the moment.
  Once you’ve agreed to accept the complication, you 
  get a fate point for your troubles. If you want, you 
  can pay a fate point to prevent the complication from 
  happening, but we don’t recommend you do that very 
  often. You’ll probably need that fate point later, and 
  getting compelled brings drama (and hence, fun) into 
  your game’s story.
  Players, you’re going to call for a compel when you 
  want there to be a complication in a decision you’ve 
  just made, if it’s related to one of your aspects. 
  GMs, you’re going to call for a compel when you 
  make the world respond to the characters in a 
  complicated or dramatic way.
  Anyone at the table is free to suggest when a compel 
  might be appropriate for any character (including 
  their own). GMs, you have the final word on whether 
  or not a compel is valid. And speak up if you see that 
  a compel happened naturally as a result of play, but 
  no fate points were awarded.
  Types Of Aspects
  Daring Comics has a few different kinds of aspects: 
  series aspects, character aspects, power set aspects, 
  situation aspects, consequences, and boosts. They 
  primarily differ from one another in terms of what 
  they’re attached to and how long they last.
  Character Aspects
  Character aspects are attached to an individual 
  character. They can describe a near-infinite number of 
  things about the character, such as something about 
  their personality, an important event from the past, 
  a motivation or dark secret, and even a relationship.
  Power Set Aspect
  Each of your powers are arranged under a thematic 
  power set. Your character might have one power 
  set, two power sets, or in some cases even three or 
  more power sets.
  The power set aspect should say something about the 
  origins or theme of the powers contained within it, such 
  as: Master of Fire Control, Arcane Spells and Mastery, 
  Intensive Training and Study, Alien Physiology.
  Situation Aspects
  A situation aspect is temporary, intended to last only 
  for a single scene or until it no longer makes sense (but 
  no longer than an Issue, at most). Situation aspects 
  can be attached to the environment the scene takes 
  place in, which affects everybody in the scene; but 
  you can also attach them to specific characters by 
  targeting them when you create an advantage.
  Situation aspects describe significant features of the 
  circumstances the characters are dealing with in a 
  scene.
  Consequences
  A consequence is more permanent than a situation 
  aspect, but not quite as permanent as a character 
  aspect. They’re a special kind of aspect you take in 
  order to avoid getting taken out in a conflict. They 
  describe lasting injuries or problems that you take 
  away from a conflict: Dislocated Shoulder, Bloody 
  Nose, and so forth.
  Boosts
  Boosts are a super-transient kind of aspect. You get a 
  boost when you’re trying to create an advantage but 
  don’t succeed well enough, or as an added benefit 
  to succeeding especially well at an action. You get 
  to invoke them for free, but as soon as you do, the 
  aspect goes away.
  What Aspects Do
  In Daring Comics, aspects do two major things: 
  they tell you what’s important about the game, and 
  they help you decide when to use the mechanics.
  Importance
  Each collection of aspects indicates what you need to 
  focus on during the game. Think of them as guiding 
  you toward a dramatic narrative impact.
  GMs, when you create stories in Daring Comics, you’re 
  going to use those aspects, and the connections 
  between aspects, to generate the problems your 
  heroes are going to solve. Players, your aspects are 
  the reason why your heroes stand out from every 
  other character who might have similar skills.
  
  7
  Situation aspects make the moment-to-moment 
  interactions of play interesting by adding color and 
  depth to what might otherwise be a boring scene. 
  A fight in a city street is generic by nature. It could 
  be any city street, anywhere. But when you add 
  the aspect Gathering Crowd of Spectators to 
  the scene, and it’s brought into play, it becomes a 
  different ballgame entirely as now the heroes have to 
  worry about the innocent people too stupid to flee a 
  super-brawl.
  Deciding When to 
  Use Mechanics
  Because aspects tell us what’s important, they also tell 
  us when it’s most appropriate to use the mechanics 
  to deal with a situation, rather than just letting the 
  group decide what happens by only describing what 
  the characters do.
  GMs, this comes up for you most often when you’re 
  trying to figure out whether to require a player to roll 
  dice. If a player says is simply flying over an island, 
  then there’s no real reason to require an overcome 
  action. But if the situation aspects tell you that the 
  island is Protected by Defensive Batteries and the 
  villain has a Massive Weather Dominator Device, 
  then you suddenly have an element of pressure and 
  risk that makes it worth going to the dice.
  Players, this comes up for you most often when 
  invoking your aspects and considering compels. 
  Your aspects highlight what makes your character an 
  individual, and you want to play that up. So when the 
  opportunity comes up to make your character more 
  awesome by invoking, or when you see an opportunity 
  to influence the story by suggesting a compel for your 
  character, do it! The game will be much richer for it.
  
  8
  Taking Action
  The result on the dice isn’t your final total, however. 
  If your character has a skill that’s appropriate to the 
  action, you get to add your character’s rating in that 
  skill to whatever you rolled.
  Interpreting Results
  When you roll the dice, you’re trying to get a high 
  enough roll to match or beat your opposition. That 
  opposition is going to come in one of two forms: active 
  opposition, from someone rolling dice against you, 
  or passive opposition, from an obstacle that just has 
  a set rating on the ladder for you to overcome. (GMs, 
  you can also just decide your NPCs give passive 
  opposition when you don’t want to roll dice for them.)
  Generally speaking, if you beat your opposition on 
  the ladder, you succeed at your action. A tie creates 
  some effect, but not to the extent your character 
  was intending. If you win by a lot, something extra 
  happens (like doing more harm to your opponent in 
  a fight).
  If you don’t beat the opposition, either you don’t 
  succeed at your action, you succeed at a cost, or 
  something else happens to complicate the outcome. 
  Some game actions have special results when you 
  fail at the roll.
  When you beat a roll or a set obstacle, the difference 
  between your opposition and your result is what we 
  call Shifts. When you roll equal to the opposition, you 
  have zero shifts. Roll one over your opposition, and 
  you have one shift. Two over means two shifts, and 
  so on. Later on, we’ll talk about different instances 
  where getting shifts on a roll benefits you.
  The Four Outcomes
  When you roll the dice, either you’re going to fail, tie, 
  succeed, or succeed with style.
  Every roll you make in a Daring Comics game results 
  in one of four outcomes, generally speaking. The 
  specifics may change a little depending on what kind 
  of action you’re taking, but all the game actions fit 
  this general pattern.
  It’s Time For Action!
  You roll the dice when there’s some kind of interesting 
  opposition keeping you from achieving your goals. If 
  there’s no interesting opposition, you just accomplish 
  whatever you say you’re trying to do.
  Whenever you take action, there’s a good chance that 
  something or someone is going to be in your way. It 
  wouldn’t be an interesting story if the bad guy just 
  rolled over and handed you victory on a plate— clearly, 
  he’s got some crazy security measures to keep you 
  out of his place. Or the mastermind’s island is already 
  blowing up around you. Or the anti-supers protesters 
  are filling the streets around your headquarters. Or 
  someone’s been bribing the informants to keep quiet.
  That’s when it’s time to take out the dice.
  • Choose the character’s skill that is appropriate to 
  the action.
  • Roll four Fate dice.
  • Add together the symbols showing on the dice. 
  A + is +1, a - is –1, and a 0 is 0.
  • Add your skill rating to the dice roll. The total is 
  your result on the ladder.
  • If you invoke an aspect, add +2 to your result or 
  reroll the dice.
  Rolling the Dice
  When you need to roll dice in Daring Comics RPG, 
  pick up four fate dice and roll them. When you read 
  the dice, read every + as +1, every 0 as 0, and 
  every - as –1. Add them all together. You’ll get a 
  result from –4 to +4, most often between –2 and +2.
  Here are some sample dice totals:
  -+0+ = +1
  +-00 = zero
  +++- = +2
  -000 = −1
  
  9
  Fail: If you roll lower than your opposition, you fail. 
  This means one of several things: you don’t get what 
  you want, you get what you want at a serious cost, or 
  you suffer some negative mechanical consequence. 
  Sometimes, it means more than one of those. It’s the 
  GM’s job to determine an appropriate cost.
  Tie: If you roll the same as your opposition, you tie. 
  This means you get what you want, but at a minor 
  cost, or you get a lesser version of what you wanted.
  Succeed: If you roll higher than your opposition by 
  1 or 2 shifts, you succeed. This means you get what 
  you want at no cost.
  Succeed with Style: If you roll higher than your 
  opposition by 3 or more shifts, you succeed with 
  style. This means that you get what you want, but 
  you also get an added benefit on top of that.
  The Four Actions
  When you make a skill roll, you’re taking one of 
  four actions: overcome, create an advantage, attack, 
  or defend.
  There are four types of actions you can take in a game 
  of Daring Comics. When you make a skill roll, you have 
  to decide which of these you’re going to try. The skill 
  descriptions tell you which actions are appropriate for 
  that skill and under which circumstances. Usually, the 
  action you need to take will be pretty obvious from the 
  skill description, your intent, and the situation in play, 
  but sometimes you might have to talk it over with the 
  group to find out which is the most appropriate.
  The 
  four 
  actions 
  are: 
  overcome, 
  create 
  advantage, attack, and defend.
  Overcome
  Use the overcome action to achieve assorted goals 
  appropriate to your skill. The opposition you have to 
  beat might be active or passive, depending on the 
  situation.
  • When you fail an overcome action, you have two 
  options. You can simply fail, which means you 
  don’t attain your goal or get what you were after, 
  or you can succeed at a serious cost.
  • When you tie an overcome action, you attain 
  your goal or get what you were after, but at a 
  minor cost.
  
  10
  • When you succeed at an overcome action, you 
  attain your goal without any cost.
  • When you succeed with style at an overcome 
  action, you get a boost in addition to attaining 
  your goal.
  Create an Advantage
  Use the create an advantage action to make a situation 
  aspect that gives you a benefit, or to claim a benefit 
  from any aspect you have access to.
  Opposition might be active or passive, depending on 
  the circumstances. If your target is another character, 
  their roll always counts as a defend action.
  If you’re using create an advantage to make a new 
  aspect…
  • When you fail, you either don’t create the aspect, 
  or you create it but someone else gets the free 
  invoke
  • When you tie, you get a boost instead of the 
  situation aspect you were going for.
  • When you succeed, you create a situation aspect 
  with a free invocation.
  • When you succeed with style, you get a situation 
  aspect with two free invocations instead of one.
  If you’re using create an advantage on an existing 
  aspect…
  • When you fail, you give a free invoke on that 
  aspect to someone else instead. That could be 
  your opponent in a conflict, or any character who 
  could tangibly benefit to your detriment.
  • When you tie or succeed, you place a free 
  invocation on the aspect.
  • When you succeed with style, you place two free 
  invocations on the aspect.
  Attack
  Use the attack action to harm someone in a conflict 
  or take them out of a scene.
  • When you fail at an attack, you don’t cause any 
  harm to your target. (It also means that your 
  target succeeded on the defend action, which 
  could get you saddled with other effects.)
  • When you tie an attack, you don’t cause any 
  harm, but you gain a boost.
  • When you succeed on an attack, you inflict 
  a hit on your target equal to the number of shifts 
  you got. That forces the target to try and “buy 
  off” the value of your hit by taking stress or 
  consequences; if that’s not possible, your target 
  gets taken out of the conflict.
  • When you succeed with style on an attack, it 
  works like a normal success, but you also have 
  the option to reduce the value of your hit by one 
  to gain a boost as well.
  Defend
  Use the defend action to avoid an attack or prevent 
  someone from creating an advantage against you. 
  Whenever someone attacks you in a conflict or tries 
  to create an advantage on you, you always get a 
  chance to defend.
  • When you fail at a defense, you suffer the 
  consequences of whatever you were trying 
  to prevent. You might take a hit or have an 
  advantage created on you.
  • When you tie a defense, you grant your 
  opponent a boost.
  • When you succeed at a defense, you 
  successfully avoid the attack or the attempt to 
  gain an advantage on you.
  • When you succeed with style at a defense, it 
  works like a normal success, but you also gain a 
  boost as you turn the tables momentarily.
  
  11
  Comic Book Conflicts
  As the scene unfolds, players might suggest features 
  of the environment that are perfect as aspects. If the 
  GM described the scene as being poorly lit, a player 
  should be able to invoke the shadows to help on a 
  Stealth roll even if she hadn’t previously established 
  it as an aspect. If the feature would require some 
  intervention on the part of the characters in the 
  scene to become aspect-worthy, then that’s the 
  purview of the create an advantage action. Usually the 
  apartment complex doesn’t catch On Fire! without 
  someone actually committing a bit of arson.
  Zones
  GMs, if your conflict takes place over a large area, 
  you may want to break it down into zones for easier 
  reference.
  A zone is an abstract representation of physical 
  space. The best definition of a zone is that it’s close 
  enough that you can interact directly with someone 
  (in other words, walk up to and punch them in the 
  face).
  Generally speaking, a conflict should rarely involve 
  more than a handful of zones. Two to four is probably 
  sufficient, save for really big conflicts. This isn’t a 
  miniatures board game— zones should give a tactile 
  sense of the environment, but at the point where you 
  need something more than a cocktail napkin to lay it 
  out, you’re getting too complicated.
  • If you can describe the area as bigger than 
  a house, you can probably divide it into two 
  or more zones— think of a warehouse or a 
  shopping center parking lot.
  • If it’s separated by stairs, a ladder, a fence, or a 
  wall, it could be divided zones, like two floors of 
  a house.
  • “Above X” and “below X” can be different zones, 
  especially if moving between them takes some 
  doing—think of the airspace around something 
  large, like a blimp.
  Conflicts
  In a conflict, characters are actively trying to harm 
  one another. It could be a fist fight, a battle of ranger 
  super-powers, or even using city debris against each 
  other. It could also be a tough interrogation, a psychic 
  assault, or a shouting match with a loved one. As 
  long as the characters involved have both the intent 
  and the ability to harm one another, then you’re in a 
  conflict scene.
  Conflicts are either physical or mental in nature, 
  based on the kind of harm you’re at risk of suffering. 
  In physical conflicts, you suffer bruises, scrapes, cuts, 
  and other injuries. In mental conflicts, you suffer loss 
  of confidence and self-esteem, loss of composure, 
  and other psychological trauma.
  You know the conflict is over when everyone on one 
  of the sides has conceded or been Taken Out.
  Situation Aspects
  GMs, when you’re setting the scene, keep an eye 
  out for fun-sounding features of the environment to 
  make into situation aspects, especially if you think 
  someone might be able to take advantage of them 
  in an interesting way in a conflict. Don’t overload it. 
  Find three to five evocative things about your conflict 
  location and make them into aspects.
  Good options for situation aspects include:
  • Anything regarding the general mood, weather, 
  or lighting: dark or badly lit, storming, creepy, 
  crumbling, blindingly bright, et cetera.
  • Anything that might affect or restrict movement: 
  filthy, mud everywhere, slippery, rough, and so 
  forth.
  • Things to hide behind: vehicles, obstructions, or 
  large furniture.
  • Things you can knock over, wreck, or use as 
  improvised weapons: bookshelves, crates, et 
  cetera.
  • Things that are flammable
  
  12
  Movement
  In a conflict, it’s important to track where everyone 
  is relative to one another, which is why we divide the 
  environment where the conflict’s taking place into 
  zones. Where you have zones, you have people trying 
  to move around in them in order to get at one another 
  or at a certain objective.
  Normally, it’s no big deal to move from one zone to 
  another. If there’s nothing preventing you from doing 
  so, you can move one zone in addition to your action 
  for the exchange.
  If you want to move more than one zone (up to 
  anywhere else on the map), if a situation aspect 
  suggests that it might be difficult to move freely, or if 
  another character is in your way, then you must make 
  an overcome action using Athletics to move. This 
  counts as your action for the exchange.
  GMs, just as with other Overcome rolls, you’ll set 
  the difficulty. You might use the number of zones 
  the character is moving or the situation aspects in 
  the way as justification for how high you set passive 
  opposition. If another character is impeding the 
  path, roll active opposition and feel free to invoke 
  obstructing situation aspects in aid of their defense.
  If you fail that roll, whatever was impeding you keeps 
  you from moving. If you tie, you get to move, but your 
  opponent takes a temporary advantage of some kind. 
  If you succeed, you move without consequence. If 
  you succeed with style, you can claim a Boost in 
  addition to your movement.
  Turn Order
  Your turn order in a conflict is based on your skills. In 
  a physical conflict, compare your Notice skill to the 
  other participants. In a mental conflict, compare your 
  Empathy skill. Whoever has the highest gets to go 
  first, and then everyone else in descending order.
  If there’s a tie, compare a secondary or tertiary skill. 
  For physical conflicts, that’s Athletics, then Physique. 
  For mental conflicts, Rapport, then Will. If there’s still 
  a tie after all that, just roll the four fate dice with the 
  highest total acting first, or let the player’s decide, or 
  whatever works best for your table.
  GMs, for a simple option, pick your most advantageous 
  NPC to determine your place in the turn order, and let 
  all your NPCs go at that time.
  
  13
  The Exchange
  In an exchange, every character gets a turn to take an 
  action. GMs, you get to go once for every NPC you 
  control in the conflict.
  Most of the time, you’re going to be attacking another 
  character or creating an advantage on your turn, 
  because that’s the point of a conflict— take your 
  opponent out, or set things up to make it easier to 
  take your opponent out.
  However, if you have a secondary objective in the 
  conflict scene, you might need to roll an overcome 
  action instead. You’ll encounter this most often if you 
  want to move between zones but there’s a situation 
  aspect in place making that problematic.
  Regardless, you only get to make one skill roll on 
  your turn in an exchange— unless you’re defending 
  against someone else’s action, which you can do as 
  many times as you want. You can even make defend 
  actions on behalf of others, so long as you fulfill two 
  conditions: it has to be reasonable for you to interpose 
  yourself between the attack and its target, and you 
  have to suffer the effects of any failed rolls.
  Full Defense
  If you want, you can forgo your action for the 
  exchange to concentrate on defense. You don’t get 
  to do anything proactive, but you do get to roll all 
  defend actions for the exchange at a +2 bonus.
  Weapon and Armor Ratings
  Daring Comics uses Weapon and Armor ratings.
  A Weapon value adds to the shift value of a successful 
  hit. So, if you have Weapon: 2, it means that any hit 
  is worth 2 more shifts than it would normally be. This 
  counts for ties, so when you’re using a weapon, you 
  inflict stress on a tie instead of getting a boost. That 
  makes weapons very dangerous.
  An Armor value reduces the shifts of a successful hit. 
  So, Armor: 2 makes any hit worth 2 less than usual. If 
  you hit, but the target’s Armor reduces the shift value 
  to 0 or below, you get a boost to use on your target 
  but don’t do any harm.
  Resolving Attacks
  A successful attack lands a hit equivalent to its shift 
  value on a target. So if you get three shifts on an 
  attack, you land a 3-shift hit, plus any Weapon Rating 
  you might have. The damage is reduced on a 1:1 
  basis by any Armor rating the target possesses.
  If you get hit by an attack and take one or more Hits 
  after accounting for Armor rating, then one of two 
  things happens: either you absorb the hit and stay in 
  the fight, or you’re taken out.
  Fortunately, you have two options for absorbing 
  hits to stay in the fight— you can take stress and/
  or consequences. You can also concede a 
  conflict before you’re taken out, in order to preserve 
  some control over what happens to your character.
  Stress
  One of your options to mitigate the effect of a hit is to 
  take stress.
  The best way to understand stress is that it represents 
  all the various reasons why you just barely avoid taking 
  the full force of an attack. Maybe you twist away from 
  the blow just right, or it looks bad but is really just a 
  flesh wound, or you exhaust yourself diving out of the 
  way at the last second.
  Mentally, stress could mean that you just barely 
  manage to ignore an insult, or clamp down on an 
  instinctive emotional reaction, or something like that.
  Stress boxes also represent a loss of momentum—
  you only have so many last-second saves in you 
  before you’ve got to face the music.
  On your character sheet, you have a number of stress 
  boxes, each with a different shift value. By default, all 
  characters get a 1-point and a 2-point box. You may 
  get additional, higher-value stress boxes depending 
  on some of your skills (usually Physique and Will).
  When you take stress, check off a stress box with 
  a value equal to the shift value of the hit. If that box 
  is already checked, check off a higher value box. If 
  there is no higher available box, and you can’t take 
  any consequences, you’re taken out of the conflict.
  You can only check off one stress box per hit.
  Remember that you have two sets of stress boxes! 
  One of these is for physical stress, the other for 
  
  14
  mental; you’ll start with a 1-shift and a 2-shift box 
  in each of these. If you take stress from a physical 
  source, you check off a physical stress box. If it’s a 
  mental hit, check off a mental stress box.
  After a conflict, when you get a minute to breathe, 
  any stress boxes you checked off become available 
  for your use again.
  Consequences
  The second option you have for mitigating a hit is 
  taking a consequence. A consequence is more severe 
  than stress. It represents some form of lasting injury or 
  setback that you accrue from the conflict, something 
  that’s going to be a problem for your character after 
  the conflict is over.
  Consequences come in three levels of severity: mild, 
  moderate, and severe. Each one has a different 
  shift value: two, four, and six, respectively. On your 
  character sheet, you have a number of available 
  consequence slots, in this section:
  When you use a consequence slot, you reduce 
  the shift value of the attack by the shift value of 
  the consequence. You can use more than one 
  consequence at a time if they’re available. Any of the 
  hit’s remaining shifts must be handled by a stress box 
  to avoid being taken out.
  However, there’s a penalty. The consequence written 
  in the slot is an aspect that represents the lasting 
  effect incurred from the attack. The opponent 
  who forced you to take a consequence gets a free 
  invocation, and the aspect remains on your character 
  sheet until you’ve recovered the consequence slot. 
  While it’s on your sheet, the consequence is treated 
  like any other aspect, except because the slant on it 
  is so negative, it’s far more likely to be used to your 
  character’s detriment.
  Unlike stress, a consequence slot may take a long 
  time to recover after the conflict is over. Also unlike 
  stress, you only have one set of consequences; 
  there aren’t specific slots for physical versus mental 
  consequences. This means that, if you have to take 
  a mild consequence to reduce a mental hit and your 
  mild consequence slot is already filled with a physical 
  consequence, you’re out of luck! You’re going to have 
  to use a moderate or severe consequence to absorb 
  that hit (assuming you have one left).
  
  15
  Naming a Consequence
  Here are some guidelines for choosing what to name 
  a consequence:
  Mild consequences don’t require immediate medical 
  attention. They hurt, and they may present an 
  inconvenience, but they aren’t going to force you into a 
  lot of bed rest. On the mental side, mild consequences 
  express things like small social gaffes or changes in 
  your surface emotions. Examples: Black Eye, Bruised 
  Hand, Winded, Flustered, Cranky, Temporarily Blinded.
  Moderate consequences represent fairly serious 
  impairments that require dedicated effort toward 
  recovery (including medical attention). On the 
  mental side, they express things like damage to 
  your reputation or emotional problems that you 
  can’t just shrug off with an apology and a good 
  night’s sleep. Examples: Deep Cut, First Degree 
  Burn, Exhausted, Drunk, Terrified.
  Severe consequences go straight to the emergency 
  room (or whatever the equivalent is in your game)—
  they’re extremely nasty and prevent you from doing 
  a lot of things, and will lay you out for a while. On the 
  mental side, they express things like serious trauma 
  or relationship-changing harm. Examples: Second-
  Degree Burn, Compound Fracture, Guts Hanging 
  Out, Crippling Shame, Trauma-Induced Phobia.
  What Skill Do I Use 
  For Recovery?
  In Daring Comics, physical recovery happens through 
  the Treatment skill. For mental recovery, use the 
  Empathy skill.
  Powers such as Healing and Regeneration can also 
  be used, as described under the power’s description.
  Recovering from a 
  Consequence
  In order to regain the use of a consequence slot, you 
  have to recover from the consequence. That requires 
  two things: succeeding at an action that allows you 
  to justify recovery, and then waiting an appropriate 
  amount of game time for that recovery to take place.
  The action in question is an overcome action; the 
  obstacle is the consequence that you took. If it’s a 
  physical injury, then the action is some kind of medical 
  treatment or first aid. For mental consequences, the 
  action may involve therapy, counseling, or simply a 
  night out with friends.
  The difficulty for this obstacle is based on the shift 
  value of the consequence. Mild is Fair (+2), moderate 
  is Great (+4), and severe is Fantastic (+6). If you are 
  trying to perform the recovery action on yourself, 
  increase the difficulty by two steps on the ladder.
  Keep in mind that the circumstances have to be 
  appropriately free of distraction and tension for you 
  to make this roll in the first place. You’re not going 
  to clean and bandage a nasty cut while ogres are 
  tromping through the caves looking for you. GMs, 
  you’ve got the final judgment call.
  If you succeed at the recovery action, or someone 
  else succeeds on a recovery action for you, you get 
  to rename the consequence aspect to show that 
  it’s in recovery. So, for example, Broken Leg could 
  become Stuck in a Cast, Scandalized could 
  become Damage Control, and so on. This doesn’t 
  free up the consequence slot, but it serves as an 
  indicator that you’re recovering, and it changes the 
  ways the aspect’s going to be used while it remains.
  Whether you change the consequence’s name or 
  not—and sometimes it might not make sense to do 
  so—mark it with a star so that everyone remembers 
  that recovery has started.
  Then, you just have to wait the time.
  The amount of time it takes is based upon the Series 
  Tone.
  Extreme Consequences
  In addition to the normal set of mild, moderate, 
  and severe consequences, every PC also gets one 
  last-ditch option to stay in a fight—the extreme 
  consequence. Between major milestones, you can 
  only use this option once.
  An extreme consequence will absorb up to 8-shifts 
  of a hit, but at a very serious cost—you must replace 
  one of your aspects (except the high concept, that’s 
  off limits) with the extreme consequence. That’s right, 
  an extreme consequence is so serious that taking it 
  literally changes who you are.
  Unlike other consequences, you can’t make a recovery 
  action to diminish an extreme consequence— you’re 
  stuck with it until your next major milestone. After that, 
  you can rename the extreme consequence to reflect 
  
  16
  that you’re no longer vulnerable to the worst of it, as 
  long as you don’t just switch it out for whatever your 
  old aspect was. Taking an extreme consequence is a 
  permanent character change; treat it as such.
  Conceding the Conflict
  When all else fails, you can also just give in. Maybe 
  you’re worried that you can’t absorb another hit, or 
  maybe you decide that continuing to fight is just not 
  worth the punishment. Whatever the reason, you can 
  interrupt any action at any time before the roll is made 
  to declare that you concede the conflict. This is super-
  important— once dice hit the table, whatever happens 
  is written in stone, and you’re either taking more stress, 
  suffering more consequences, or getting Taken Out.
  Concession gives the other person what they wanted 
  from you, or in the case of more than two combatants, 
  removes you as a concern for the opposing side. 
  You’re out of the conflict, period.
  But it’s not all bad. First of all, you get a fate point 
  for choosing to concede. On top of that, if you’ve 
  sustained any consequences in this conflict, you get 
  an additional fate point for each consequence. These 
  fate points may be used once this conflict is over.
  Second of all, you get to avoid the worst parts of your 
  fate. Yes, you lost, and the narration has to reflect 
  that. But you can’t use this privilege to undermine the 
  opponent’s victory, either—what you say happens 
  has to pass muster with the group.
  That can make the difference between, say, being 
  mistakenly left for dead and ending up in the enemy’s 
  clutches, in shackles, without any of your stuff—
  the sort of thing that can happen if you’re taken out 
  instead. That’s not nothing.
  Getting Taken Out
  If you don’t have any stress or consequences 
  left to buy off all the shifts of a hit, that means 
  you’re taken out.
  Taken Out is bad. It means not only that you can’t fight 
  anymore, but that the person who took you out gets 
  to decide what your loss looks like and what happens 
  to you after the conflict. Obviously, they can’t narrate 
  anything that’s out of scope for the conflict (like having 
  you die from shame), but that still gives someone else 
  a lot of power over your character that you can’t really 
  do anything about.
  Free Actions
  Sometimes it just makes sense that your character is 
  doing something else in conjunction with or as a step 
  toward their action in an exchange. You quick-draw 
  a weapon before you use it, you shout a warning 
  before you kick in a door, or you quickly size up a 
  room before you attack. These little bits of action are 
  colorful description more than anything else, meant 
  to add atmosphere to the scene.
  GMs, don’t fall into the trap of trying to police every little 
  detail of a player’s description. Remember, if there’s 
  no significant or interesting opposition, you shouldn’t 
  require a roll—just let the players accomplish what they 
  say they do. Reloading a gun or fishing for something 
  in your backpack is part of performing the action. You 
  shouldn’t require any mechanics to deal with that.
  Ending a Conflict
  Under most circumstances, when all of the members 
  of one side have either conceded the conflict or have 
  been taken out, the conflict is over.
  GMs, once you know a conflict has definitively ended, 
  you can pass out all the fate points earned from 
  concession. Players, take the fate points for when 
  your aspects were invoked against you, make a note 
  of whatever consequences you suffered in the fight, 
  and erase any checks in your stress boxes.
  Teamwork
  Characters can help each other out on actions. 
  There are two versions of helping in Daring Comics—
  combining skills, for when you are all putting the 
  same kind of effort into an action (like using Physique 
  together to push over a crumbling wall), and stacking 
  advantages, for when the group is setting a single 
  person up to do well (like causing multiple distractions 
  so one person can use Stealth to get into a fortress).
  When you combine skills, figure out who has the 
  highest skill level among the participants. Each other 
  participant who has at least an Average (+1) in the 
  same skill adds a +1 to the highest person’s skill level, 
  and then only the lead character rolls. So if you have 
  three helpers and you’re the highest, you roll your skill 
  level with a +3 bonus.
  If you fail a roll to combine skills, all of the participants 
  share in the potential costs—whatever complication 
  
  17
  affects one character affects all of them, or everyone 
  has to take consequences. Alternatively, you can 
  impose a cost that affects all the characters the same.
  When you stack advantages, each person takes 
  a create an advantage action as usual, and gives 
  whatever free invocations they get to a single 
  character. Remember that multiple free invocations 
  from the same aspect can stack.
  Collateral Damage
  In comic books, super-heroes and their villainous 
  counterparts are always tearing up the scenery 
  whenever they go toe-to-toe. Whether it’s energy 
  beams, 
  super-science, 
  or 
  super-strength 
  and 
  invulnerability, the surrounding environment rarely 
  stays intact for long. While a lot of such collateral 
  damage can be represented by simply situation 
  aspects and even some detonating situation aspects, 
  there’s another mechanic that Daring Comics uses to 
  not only represent the wear-and-tear on the scene, 
  but also allow the heroes to stand a little longer, and 
  fight a little harder.
  It’s called the Collateral Damage Consequence.
  Collateral Consequences
  Each story arc begins with the player-characters 
  having a pool of three communal consequences, 
  one for each of the three normal consequence 
  slots of Mild, Moderate, and Severe (Collateral 
  Damage Consequences do not have an Extreme 
  Consequence slot). Keep in mind, it’s one of each 
  type of consequence slot in total, not one per player.
  Whenever a player-character would have taken a 
  consequence, they can instead decide to use one of 
  the communal slots at an equal or greater value, and 
  instead place the consequence on the environment 
  as Collateral Damage. Once a slot is used by a 
  player, it is no longer available for the rest of the story 
  arc— unless it is cleared by the end of the Issue or 
  personally assumed by the character (see: Clearing 
  Collateral Consequences below).
  Clearing Collateral 
  Consequences
  Using Collateral Consequences are not to be taken 
  lightly. Each of these Consequences must be cleared 
  by the end of the Issue by an Overcome action (using 
  whatever skill is appropriate) with an opposition +2 
  over the normal for a Consequence. In other words: 
  a Mild is a Great (+4), a Moderate is a Fantastic (+6), 
  and a Severe is a Legendary (+8) opposition. Until 
  cleared, Collateral Consequences can be Compelled 
  and Invoked against your heroes, though you can 
  offer a fate point to resist the Compel as normal.
  To make matters more precarious for your heroes 
  who use the environment to avoid taking the hit, only 
  one Overcome action can be made to clear a specific 
  Collateral Consequence. That isn’t one per player, but 
  one per group. So, your team is definitely going to have 
  to use Teamwork if the environment gets too beat up.
  If you clear them, great! Well done.
  If you fail to clear them by the end of the Issue, 
  however, one of two things happen. Either any player 
  can offer to take the Consequence onto themselves 
  at the same severity (renamed if required to represent 
  how they are taking the blame, and so forth), or the 
  Consequences remains in the collateral slot and that 
  slot cannot be used again for the rest of the story arc 
  (what happens to it after that is explained in the retail 
  edition of the rulebook).
  If you take the Collateral Consequence as a personal 
  consequence, it can then be cleared as normal. 
  However, until it does, remember that you’ve now 
  lost an otherwise open consequence slot due to the 
  trust damage, public outrage, guilt, and so forth that 
  your battle caused.
  
  18
  Skills
  Monstrous (+9): You are one of the best within 
  several star systems
  Colossal (+10): You are one of the best within the 
  galaxy
  Unearthly (+11): Your prowess is known across the 
  universe
  Inconceivable (+12): Your skill is recognized on a 
  multiversal scale
  Purchasing Skills
  The Series Creation chapter provided you with a 
  number of beginning skill points based upon the 
  experience level you chose for your character 
  (modified by any supporting cast members you 
  created).
  Your skills form a column, and cannot go above 
  Fantastic (+6) rating. Each skill rating beginning at 
  Fair (+2) must have at least the same number of skills 
  as the rating below it (not counting Mediocre (+0).
  For example, at 40 skill points your column could 
  look like this:
  Fantastic (+6): o
  Superb (+5): oo
  Great (+4) : oo
  Good (+3): oo
  Fair (+2): ooo
  Average (+1): oooo
  Or
  Superb (+5): oo
  Great (+4) : oo
  Good (+3): ooo
  Fair (+2): oooo
  Average (+1): ooooo
  A skill describes a broad family of competency at 
  something (such as Athletics, Fight, or Deceive), which 
  your character might have gained through innate 
  talent, training, or years of trial and error. Skills are the 
  basis for everything your character actually does in 
  the game that involves challenge and chance
  Skills are rated on the adjective ladder. The higher the 
  rating, the better your character is at the skill. Taken 
  together, your list of skills gives you a picture of that 
  character’s potential for action at a glance— what 
  you’re best at, what you’re okay at, and what you’re 
  not so good at.
  Skills are defined in two ways: What game actions that 
  you can do with them, and the context in which you 
  can use them. There are only a handful of basic 
  game actions, but the number of potential contexts 
  is infinite.
  Skill Benchmarks
  Sometimes, a descriptive word and number on a 
  ratings ladder isn’t enough to get a feel for how good 
  your character is at a particular skill. The following 
  benchmarks further breakdown the ladder, giving 
  you a clearer picture of what a particular skill rating 
  means.
  Mediocre (+0): Untrained
  Average (+1): Minimal training
  Fair (+2): Formal training
  Good (+3): Advanced training
  Great (+4): An expert in the field
  Superb (+5): One of the foremost experts in a large 
  nation
  Fantastic (+6): One of the foremost experts in the 
  world
  Epic (+7): Your prowess is recognized as the world’s 
  authority on the skill
  Legendary (+8): Beyond what is normally expected 
  on earth
  
  19
  But could not be built as follows because there would 
  be more skills at Good (+3) than at Fair (+2)
  Good (+3): oooo
  Fair (+2): ooo
  Average (+1): ooooo
  Accuracy
  Accuracy is the skill for making ranged attacks, 
  whether with a weapon or power, or throwing things 
  and hitting your mark.
  Arcanum
  Arcanum is the skill if your character is in tune with 
  the mysteries of the mystic world. From knowing 
  of extradimensional entities, to knowing about the 
  dark things that exist just to the side of man’s sight, 
  to understanding ancient rituals involving blood and 
  sinew, it’s the general knowledge skill for things 
  beyond the mundane.
  Artificing
  Artificing is used to create and destroy mystical 
  artifacts, whether for good or ill, presuming you 
  have the time and tools you need. It does for arcane 
  artifacts what the Technology skill does for mundane 
  and super-science devices.
  Athletics
  The Athletics skill represents your character’s general 
  level of physical fitness, whether through training, 
  natural gifts, mutation, or accident. It’s how good you 
  are at moving your body.
  Contacts
  Contacts is the skill of knowing and making 
  connections with people, whether on the street, in 
  law enforcement and government agencies, or in the 
  board room.
  Controlling Skill (Magic/
  Mental/Power)
  A special set of skills used only in the control of certain 
  super-powers, which skill you choose depends on 
  the source of your powers. Arcane powers use the 
  Magic skill, while psychic powers use Mental. If your 
  powers are more traditional in nature (such as from a 
  mutation, accident of birth, or is contained within a 
  piece of technology), you’ll use Power.
  The skill doesn’t have to be taken individually for 
  each super-power it applies to (though it can be, if 
  you really want to differentiate your capabilities with 
  different powers). Simply add the appropriate skill 
  to your Skill Column, and it applies to all relevant 
  powers.
  Deceive
  Deceive is the skill about lying to and misdirecting 
  people, whether verbally or through disguises.
  
  20
  Empathy
  Empathy involves knowing and being able to spot 
  changes in a person’s mood or bearing. It’s basically 
  the emotional Notice skill.
  Special: Empathy is the main skill you use to help 
  others recover from consequences that are mental in 
  nature.
  Fight
  The Fight skill covers all forms of unarmed close-
  quarters combat (in other words, within the same 
  zone). 
  Investigate
  Investigate is the skill you use to find things out. It’s 
  a counterpart to Notice— whereas Notice revolves 
  around situational alertness and surface observation, 
  Investigate revolves around concentrated effort and 
  in-depth scrutiny.
  Knowledge
  A broad skill that represents your character’s 
  academic knowledge. A Mediocre (+0) rating in 
  Knowledge means the character has a general high 
  school education, or may be just beginning his 
  college career.
  Leadership
  Your character is a born leader on the battlefield, able 
  to command of others and devise strategies based 
  on the strengths of your allies, and the weaknesses 
  of your enemies. While Empathy might help you 
  understand people better, and Rapport allows you to 
  get them to like and trust you (both good additional 
  skills to take), Leadership is about leading them into 
  dangerous situations and understanding what is 
  needed to bring them back out alive.
  Notice
  The Notice skill involves just that— noticing things. 
  It’s a counterpart to Investigate, representing a 
  character’s overall perception, ability to pick out 
  details at a glance, and other powers of observation. 
  Usually, when you use Notice, it’s very quick 
  compared to Investigate, so the kinds of details you 
  get from it are more superficial, but you also don’t 
  have to expend as much effort to find them.
  Notice is also used to determine initiative in conflicts. 
  Physique
  The Physique skill is a counterpart to Athletics, 
  representing 
  the 
  character’s 
  natural 
  physical 
  aptitudes, such as raw strength and endurance.
  Special: The Physique skill gives you additional 
  physical stress or consequence slots. Average (+1) 
  or Fair (+2) gives you 1 extra stress box. Good (+3) or 
  Great (+4) gives you 2 extra stress boxes. Superb (+5) 
  and above give you an additional mild consequence 
  slot along with the additional stress boxes. This slot 
  can only be used for physical harm.
  Lifting: To lift a weight, make a Physique roll in an 
  Overcome action against the indicated opposition.
  Lifting Opposition
  Mediocre (+0)
  50lbs
  Average (+1)
  100lbs
  Fair (+2)
  200lbs
  Good (+3)
  300lbs
  Great (+4)
  400lbs
  Superb (+5)
  500lbs
  Fantastic (+6)
  600lbs
  Epic (+7)
  800lbs
  Legendary (+8)
  1000lbs
  Monstrous (+9)
  1,400lbs
  Colossal (+10)
  1,600lbs
  Unearthly (+11)
  1,800lbs
  Inconceivable (+12)
  2,000lbs
  
  21
  Provoke
  Provoke is the skill about getting someone’s dander 
  up and eliciting negative emotional response from 
  them, such as: fear, anger, shame, annoyance, and 
  so forth.
  To use Provoke, you need some kind of justification. 
  That could come entirely from situation, or because 
  you have an aspect that’s appropriate, or because 
  you’ve created an advantage with another skill (like 
  Rapport or Deceive), or because you’ve assessed 
  your target’s aspects (see Empathy).
  This skill requires that your target can feel emotions— 
  androids and mechanical minions typically can’t be 
  provoked.
  Rapport
  The Rapport skill is all about making positive 
  connections to people and eliciting positive emotion. 
  It’s the skill of being liked and trusted.
  Resources
  Resources describes your character’s general level of 
  material wealth and ability to apply it. This is not just 
  your cash on hand, but also the net worth of all your 
  assets and credit lines. It represents your purchasing 
  power, lifestyle, and ability to make money do the 
  talking for you.
  Stealth
  The Stealth skill allows you to avoid detection, both 
  when hiding in place and trying to move about unseen. 
  It pairs well with the Burglary skill.
  Technology
  Characters with this skill understand the mechanics 
  of how things operate, from primitive catapults, 
  to modern vehicles, and even powered-armor or 
  alien technology. Like with the Knowledge skill, the 
  Technology skill represents a broad knowledge, while 
  Stunts allow you to narrow your character’s true areas 
  of expertise.
  Thief
  The Thief skill covers your character’s aptitude for 
  stealing things and getting into places that are off-
  limits.
  Thief shares one benefit with Technology, which is 
  knowledge of electronic security systems. So, if your 
  character is skilled and breaking-and-entering, but 
  isn’t necessarily knowledgeable in a broader range 
  of technology, the Thief skill will serve your purposes 
  just fine.
  Treatment
  This skill covers the treatment and diagnosis of 
  physical injuries, and is used to treat patients such 
  as with first-aid, quick suturing, or even emergency 
  surgery.
  Vehicles
  The Vehicles skill is all about operating vehicles 
  and things that go fast— everything from cars and 
  motorcycles, to boats, to aircraft and space vessels.
  Weapons
  Shields, swords, maces, batons, fighting sticks— 
  these are just more tools of your trade when you’re 
  trained in the Weapons skill.
  Will
  The Will skill represents your character’s general level 
  of mental fortitude, the same way Physique represents 
  your physical fortitude.
  Special: The Will skill gives you additional mental stress 
  boxes or consequence slots. Average (+1) or Fair 
  (+2) gives you 1 extra stress box. Good (+3) or Great 
  (+4) gives you 2 extra stress boxes. Superb (+5) and 
  above give you an additional mild consequence slot 
  along with the additional stress boxes. This slot can 
  only be used for mental harm.
  
  22
  Stunts
  A stunt is a special trait your character has that 
  changes the way a skill works for you. Stunts indicate 
  some special, privileged way a character uses a skill 
  that is unique to whoever has that stunt, which is a 
  pretty common trope in a lot of settings— special or 
  elite training, exceptional talents, the mark of destiny, 
  genetic alteration, innate coolness, and a myriad of 
  other reasons all explain why some people get more 
  out of their skills than others do.
  Unlike skills, which are about the sort of things 
  anyone can do in your campaign, stunts are about 
  individual characters. Although all the characters on 
  a team might have the same skill, their stunts will 
  differentiate them from each other.
  The Daring Comics Role-Playing Game offers 
  dozens of already created stunts, as well as full 
  rules for creating your own. In these Training Room 
  Rules, however, we’re only going to list the sample 
  stunts included with the pre-generated characters. 
  Those stunts should give you a basic understanding 
  of how things operate.
  Sample Stunts
  Accuracy Stunts
  Quick Draw
  You can use Accuracy instead of Notice to determine 
  turn order in any physical conflict where shooting 
  quickly would be useful.
  Superior Marksman
  You’re extremely adept at taking aim on someone. 
  When you succeed with style when placing 
  an aspect to represent taking aim, you get an 
  additional free invocation.
  Trick Shot
  When using your ranged weapon to create a Situation 
  Aspect representing taking a fancy shot, such as 
  
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  shooting the chain holding a chandelier, or shooting a 
  gun out of a thugs hand for a Disarmed aspect, you 
  get +2 to the roll.
  Athletics Stunts
  Dazing Counter
  When you succeed with style on a defend action 
  against an opponent’s Fight roll, you automatically 
  counter with some sort of nerve punch or stunning 
  blow. You get to attach the Dazed situation aspect 
  to your opponent with a free invoke, instead of just 
  a boost.
  Fluid Technique
  You know how to use your speed and agility in close-
  quarters conflict, allowing you to use Athletics instead 
  of Fight to attack and defend in melee.
  Uncanny Agility
  Your agility is such that you can quickly dodge 
  bullets, arrows, and other ranged attacks, and you 
  gain +2 bonus to Athletics rolls when using a Defend 
  actions to dodge.
  Superhuman Agility
  (Requires Uncanny Agility)
  Your agility is such that you can move with inhuman 
  speed, and now grants +4 bonus to Defend actions 
  involving dodging.
  Empathy Stunts
  Emotional Trigger
  You know how best to hit someone’s emotional 
  triggers. You can use Empathy in place of Provoke 
  when attempting to intimidate or anger someone.
  Empathic Read
  When you have a few minutes of observation or 
  interaction with someone, make a roll against Fair (+2) 
  Opposition. On a success, you treat getting a tie as 
  a success when using Empathy to place a Situation 
  Aspect on them. On a success with style, you get an 
  additional free invocation of the Aspect.
  Lie Detector
  You gain +2 to all Empathy rolls made to discern 
  or discover lies, whether they’re directed at you or 
  someone else.
  Fight Stunts
  Into the Fray
  You’re at your best when facing a group of opponents. 
  Whenever you are outnumbered in a fight (meaning 
  your opponents have a bonus for teamwork against 
  you), you do an extra Shift of damage.
  Everywhere at Once
  (Requires Into the Fray)
  You know how to use a group of opponents against 
  each other. Whenever facing two or more opponents 
  at once, you gain a +2 to Fight.
  One-Man Army
  (Requires Everywhere at Once)
  You are a one-man army; the odds don’t matter 
  to you. Whenever you are attacked, opponents 
  simply do not get a bonus to their attacks due to 
  an advantage of numbers.
  Investigate Stunts
  Attention to Detail
  You can use Investigate instead of Empathy to defend 
  against Deceive attempts. What others discover 
  through gut reactions and intuition, you learn through 
  careful observation of micro-expressions.
  Leadership Stunts
  Lead By Example
  When you first take a Mild or Moderate Consequence 
  while in battle alongside your teammates and continue 
  
  24
  to fight, roll Leadership against Fair (+2) opposition. 
  On a success, your teammates gain +1 to their next 
  single Defend or Attack action, as they’re inspired 
  by your “never say die” determination. On a success 
  with style, they get a +1 to their next single Attack and 
  Defend action, and you still place a Boost as normal.
  Tactician
  Your ability to analyze the enemy and create tactics 
  to confront them is astounding. As long as you have 
  at least one minute to study your opponent, you gain 
  +2 whenever creating situation aspects against them.
  Notice Stunts
  Situational Reflexes
  You may spend a fate point to go first in an exchange, 
  regardless of your initiative. If multiple people with 
  this stunt exercise this ability, they go in turn of 
  their normal initiative, before those who don’t have 
  the stunt get a chance to act. If the exchange has 
  already started, and you have not yet acted, you 
  may instead spend a fate point to act next, out of 
  the usual turn order.
  Physique Stunts
  Extraordinary 
  Determination
  The character may spend fate points to keep standing. 
  Any time the character would be taken out by (or 
  otherwise suffer a consequence from) a physical 
  hit he may spend a fate point to remain standing or 
  otherwise defer a consequence or concession for 
  one more exchange, or until he’s hit again, whatever 
  comes first. Once the extra time he’s bought is up, all 
  effects he has deferred come to bear at once. He may 
  keep spending fate points in this fashion until he runs 
  out, each time the time limit expires.
  This means that with a whole handful of fate 
  points he might go on for three exchanges with no 
  consequences or collapse impeding him, and then 
  suddenly keel over, revealing Multiple Bruises and a 
  Broken Rib and a few surplus consequences, which 
  would suggest an immediate taken out result to be 
  determined by his attacker, even if that attacker has 
  been defeated in the intervening time!
  Face the Pain
  The character is able to lessen the effects of physical 
  injury thanks to his incredible stamina. Once per scene, 
  the character may spend a fate point and remove a 
  check mark from his 1-Stress or 2-Stress box.
  Tough as Nails
  Once per scene, at the cost of a fate point, you can 
  reduce the severity of a moderate consequence 
  that’s physical in nature to a mild consequence (if 
  your mild consequence slot is free), or erase a mild 
  consequence altogether.
  Provoke Stunts
  Doesn’t Shut-Up
  The character is constantly talking in combat, 
  cracking jokes and insulting his adversaries. When 
  using Provoke to create Situation Aspects on a target 
  to represent your loud mouth finally getting on their 
  nerves and causing them to make mistakes, you get 
  a +2 bonus to the roll.
  Intimidating Presence
  When you make it clear how dangerous you are, roll 
  Provoke against your target’s Will. If you succeed, 
  that target will not attack you or willingly come near 
  you unless you take action against him first. If you 
  succeed with style, neither will anyone with a lower 
  Will than your target.
  Provoke Violence
  When you create an advantage on an opponent using 
  Provoke, you can use your free invocation to become 
  the target of that character’s next relevant action, 
  drawing their attention away from another target.
  Strange Charm
  Your ability to get a rise out of people has somehow 
  caused you to be liked by people— something that 
  is just plain strange to those who know you. You can 
  use Provoke in place of Rapport.
  
  25
  Rapport Stunts
  Popular
  If you’re in an area where you’re popular and well-
  liked, you can use Rapport in place of Contacts. 
  You may be able to establish your popularity by 
  spending a fate point to declare a story detail, or 
  because of prior justification.
  Resources Stunts
  Grease the Wheels
  Rather than go looking for something, one can always 
  just offer a reward. The character may spread some 
  money around and use Resources in lieu of Contacts 
  to attempt to find somebody or something. He doesn’t 
  literally need to offer a reward, but it is necessary that 
  he make an obvious display of wealth in some venue 
  or another, preferably waving crisp money in the face 
  of people in the know (or people who know people in 
  the know). The downside of this approach is that it 
  tends to be highly public, at least within some circles, 
  and anyone interested will know what the character 
  is looking for.
  Stealth Stunts
  Master of Shadows
  Gain a +2 bonus to create an advantage using Stealth 
  whenever the situation specific has to do with using 
  darkness and shadows.
  Ninja Vanish
  Once per scene, you can vanish while in plain sight by 
  spending a fate point, using a smoke pellet or other 
  mysterious technique. This places the Vanished 
  boost on you. While you’re vanished, no one can 
  attack or create an advantage on you until after 
  they’ve succeeded at an overcome roll with Notice 
  to determine where you went (basically meaning 
  
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  they have to give up an exchange to try). This goes 
  away as soon as you invoke it, or someone makes 
  that overcome roll.
  Strike from the Shadows
  You can use Stealth to make physical attacks, provided 
  your target isn’t already aware of your presence.
  Technology Stunts
  Power Tech
  When using device based powers, you can roll your 
  Technology skill in place of the Power skill.
  Weapons Stunts
  Riposte
  Whenever you are physically attacked by an opponent 
  at melee distance, and you successfully defend 
  yourself using Weapons, you immediately inflict 
  1-Stress on your opponent (in addition to any normal 
  benefits, such as a Boost, from the Defend action).
  Turnabout
  Requires Riposte
  You have a singular ability to turn an opponent’s 
  action into an advantage for yourself.
  Whenever you succeed with style on a Defend 
  action using Weapons, you immediately deal the 
  Shifts from your roll as damage to your opponent 
  (in addition to any normal benefits, such as a boost, 
  from the Defend action).
  Will Stunts
  Indomitable
  You gain +2 to defend against Provoke attacks 
  specifically related to intimidation and fear.
  Iron Will
  You can choose to ignore a mild or moderate 
  consequence for the duration of the scene. It 
  can’t be compelled against you or invoked by your 
  enemies. At the end of the scene it comes back 
  worse, though; if it was a mild consequence it 
  becomes a moderate consequence, and if it was 
  already moderate, it becomes severe.
  Special Stunts
  The following stunts are either agnostic of any 
  particular skill, or can be assigned to several types of 
  skills. In the case of the latter, the stunt must be taken 
  separately for each skill it applies to.
  Crimefighting Vehicle
  You have a specially designed ground or air vehicle 
  to assist in fighting for justice. Choose one type of 
  vehicle and add 10-points worth of Device Special 
  Effects to it. Each time this stunt is taken, you can 
  choose another vehicle, or add an additional 5-points 
  to an existing vehicle.
  
  27
  Powers
  Power Rolls and Shifts
  Unlike rolls for normal skill rolls and actions in Daring 
  Comics, the specific number of Shifts rolled when 
  using a power sometimes play an important part 
  in how that power functions. Pay attention to the 
  power’s description to determine whether or not the 
  number of Shifts achieved on a roll have a specific 
  mechanical function beyond the basic tie, success, 
  or success with style outcomes.
  Special Effects and Limits
  While each power has a base effect (or few effects) 
  that it can do, special effects are enhancements you 
  can purchase to expand the scope of your power. At 
  its most basic, a Blast power simply does its Weapon 
  Rating in damage. But apply the Demolishing or 
  Concussive special effects, and you’ve just changed 
  the scope and capabilities of your attack.
  Special effects do not always have to be used. You 
  can choose whether or not they are currently active 
  each time you use the power.
  Special effects add to the cost of the power. If the 
  power has variable levels, the special effect is added 
  to the total cost of the power, not the per-level cost.
  Likewise, limits restrict your power in some ways. 
  Perhaps it can’t be used against a common element, 
  or each use causes damage to the character. Limits 
  reduce the cost of a power. Like with special effects, 
  it reduces the total cost of the power, not the cost per-
  level. A power’s cost can never drop below 1-point.
  The Power Set
  Each power you purchase is going to be placed into 
  a power set, which represents a grouping of powers 
  that function under a single theme or source.
  Let’s look at an example. A character that can turn 
  into flame might have a power set called: Human 
  Flame. Within that power set, he’d likely have: Flame 
  Aura, Flame Control, Flame Blast, Flight, plus any 
  appropriate special effects and limits.
  Understanding Powers
  All powers in Daring Comics follow a basic format. 
  The power is either activated by the Controlling skill 
  (Magic, Mental, or Power), or uses a skill such as 
  Fight, Accuracy, or Athletics.
  Each power entry also lists its effects in play, and 
  sometimes offers special effects or limits specifically 
  designed for that power that can be purchased to 
  further customize it.
  Power Levels
  Some powers come in variable power levels, 
  representing the vertical potency we see in comic 
  books. Powers such as Melee Attack, Blast, and 
  Invulnerability can have different power levels when 
  purchased, whereas powers like Air Control, Mind 
  Control, and Chameleon only have a single power 
  level and rely more strongly upon the controlling skill 
  roll for success.
  Skills and Powers
  There are a wide range of powers, and how they 
  operate alongside the skills will vary. Some powers 
  require one of the controlling skills to function at 
  all. The character need not have the skill in the skill 
  column; it just defaults to Mediocre (+0) as normal. 
  Spending points in the power is enough to possess 
  it, though such a character obviously has no solid 
  training in it yet.
  Other powers will enhance or use a normal skill you’re 
  likely to already have in the column. Blast uses the 
  Accuracy skill to function, while Melee Attack uses 
  Fight. Chameleon not only uses the Deceive skill, but 
  provides a bonus to it as well.
  Each power entry lists the relevant skill at the top, 
  beneath the name, and further explains any special 
  uses within the power’s description.
  
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  Any powers that were not part of his Human Flame 
  ability would be placed into a different power set.
  The Power Set Aspect
  Each power set on your character sheet should have 
  an aspect that represents something about it. It can 
  be a descriptive phrase such as Hot as the Core 
  of the Sun, or one that says something about your 
  character’s use of the powers, such as: No Stone 
  Unturned for a power set comprised of stunts to aid 
  in criminal investigations.
  The power set aspect serves a couple of purposes 
  in play.
  1) Once per scene, the power set aspect can be 
  invoked at no cost to allow a reroll for any action using 
  a power in that set. You cannot take the +2 option for 
  this free invocation, only a reroll of the dice.
  2) The power set aspect can be invoked normally by 
  spending a fate point on any action where it would 
  make sense, even if the action isn’t actually using 
  the power set.
  You could invoke the aspect for a direct use of the 
  power, such as invoking it when attacking with the 
  power set’s blast power, thereby gaining the +2 bonus 
  or reroll to the action just as you would for any aspect 
  on your sheet.
  Likewise, if you had Claws, you could spend a fate 
  point and invoke the power set aspect on an Athletics 
  based Defend action against a projectile attack. Not 
  only would you gain the normal +2 to the roll (or a 
  reroll), but you would also be saying that your claws 
  are a direct part of your Defend action. What that 
  means is you get to narrate how you’re using the 
  claws and your athletic ability to cut the projectiles 
  out of the air.
  3) The power set aspect can be compelled the same 
  as any other aspect, which is another avenue to 
  earning fate points.
  Physical and Mental Damage
  Most attacks will track damage along the target’s 
  normal stress track. Mental and mystical assaults, 
  such as Mental Blast, a Psychic Blade (Melee Attack), 
  Eldritch Bolt or Blade, and so forth, normally track 
  along the Mental Stress track. There’s nothing that 
  says your Mental Blast can’t cause actual, physical 
  damage to the target’s body, though. It’s just a matter 
  of flavor, and taking your power to affect one stress 
  track or the other is not an increase in cost. Just make 
  a note which track it affects when you take the power.
  Sample Powers
  Below are some sample powers from the Daring 
  Comics Role-Playing Game. Only powers that are 
  used by the pre-generated heroes or the NPCs in 
  the Training Room Rule mini-adventure are included. 
  Many powers also have a wide array of available 
  special effects and limits. Again, only those special 
  effects and limits used by the NPCs or sample 
  heroes are provided.
  Absorption (2,4,6)
  Skills: None
  The character can absorb either energy or physical 
  (kinetic) damage from attacks, which is chosen when 
  this power is taken.
  For each level in Absorption, 2-hits worth of damage 
  are negated from incoming attacks of the chosen type. 
  Additionally, for each 2-Hits absorbed (round up), the 
  character gains a +1 to Attack and Overcome actions 
  on his next turn when using the absorbed energy in 
  some way. Energy that is not used dissipates after the 
  character’s next turn.
  Absorption can be purchased up to Power Level 
  3, for 6-hits of negation and +3 to Attack and 
  Overcome actions.
  Adoptive Muscle Memory (2)
  Skills: Magic, Mental, or Power
  You’re able to mimic the movement— such as 
  fighting ability, acrobatics, and so forth— of people 
  you’ve observed.
  To use the power, you must first observe the target in 
  action (such as in combat) for at least a full minute. 
  Then, make an Overcome action. The hero gains 
  one temporary aspect for each Shift generated on 
  the roll, and gets one free invocation (in total, not per 
  aspect). To gain additional free invocations, Shifts 
  can be used to gain additional invocations instead 
  of new aspects.
  
  29
  If you are watching a group of people, your attention 
  is not as focused and your opposition to mimic them 
  increases by +1 per each additional person.
  The aspects last until the end of the scene
  Blast (1-6)
  Skills: Accuracy
  You can fire some sort of distance attack, whether 
  plasma beams, concussive force, ice shards, 
  fireballs, or even spikes. Each power level grants 
  you Weapon: 1 rating, up to a maximum of Weapon: 
  6, and has a range of power level +1 zones away 
  from the character.
  Applying special effects to the power customizes 
  it to fit the type of blast your character can fire. 
  Below are examples of how to create various types 
  of Blast with one or two special effects. Use them 
  as examples for building your own, or apply them 
  to your character for a ready-to-play power. Simply 
  purchase your levels of Blast, and then add the cost 
  below to the final total.
  Concussive (2): For each Weapon rating you reduce 
  from your damage, you knock your target back two 
  zones instead of the normal one. You also gain a +2 
  bonus when using your blast to Create an Advantage, 
  such as Stunned, or Weakened Structure.
  Energy (1): For each Weapon rating you reduce 
  your damage by, you extend the range of your blast 
  by an additional zone.
  Ice (1): If you succeed with style on the attack, you 
  can lower your damage (both the weapon rating 
  and damage gained from Shifts) and use your ice to 
  automatically encase your target in ice. 
  To break free of the ice, the opponent must roll against 
  passive opposition equal to the amount of damage 
  you transferred to the encasement.
  Physical Projectile (1): Once per Issue, when you 
  force an opponent to take a consequence (except 
  through the use of the Potent, Deadly, or Lethal special 
  effects), you can spend a fate point to increase the 
  consequence’s severity (so mild becomes moderate, 
  moderate becomes severe). If your opponent was 
  already going to take a severe consequence, he 
  must either take a severe consequence and a second 
  consequence or be taken out.
  Darkness Control (2)
  Skills: Magic, Mental, or Power
  You are able to control the very darkness, allowing 
  you to extinguish light, and gain a +2 when creating 
  darkness related situation aspects.
  You are immune to darkness, and darkness related 
  situation aspects cannot be invoked for any roll 
  made against you.
  Emotion Control (2)
  Skills: Magic, Mental, or Power
  The hero can alter the emotional state of others. To 
  use Emotion Control, the hero must place a situation 
  aspect on the character, such as In love with me, 
  Overcome with fear, or You would do anything 
  for me, which is defended against with Will. The 
  emotion controlling hero receives a +2 bonus to the 
  roll when placing the aspect.
  As long as the situation aspect remains on the 
  target, the hero can compel it for minor details (such 
  as preventing someone an attack from someone 
  he’s made fall in love with him), without having to 
  pay a fate point.
  To remove the situation aspect, the target must 
  roll Will against a passive opposition equal to the 
  number of Shifts the power received on the roll when 
  placing the aspect.
  Flight (1-4)
  Skills: None
  Your character soars through the air, ignoring all 
  ground based obstacles and situation aspects. 
  Outside of combat and chases, your movement 
  is based solely upon the narrative context. During 
  combat, you can use the following benefits based on 
  the power level of Flight.
  Power level 1: Your flight is the equivalent of fast 
  gliding, giving you a Speed Rating: 2 when involved in 
  a chase. In combat, you may move up to four zones 
  per turn for free.
  
  30
  Power level 2: Your flight allows you to match 
  the speed of fast moving sports cars and other 
  ground based vehicles, giving you Speed Rating 3 
  in chases. You can move up to six zones per turn 
  for free in combat.
  Power level 3: Your flight is at speeds equivalent 
  to most helicopters and small planes, granting you 
  Speed Rating 4 in chases. You can move to any zone 
  of your choosing for free in a turn.
  Power level 4: You move at super-sonic speeds and 
  can even reach escape velocity, giving you Speed 
  Rating 5 in chases. You can move into any zone of 
  your choosing for free in a turn, and by spending a 
  fate point can arrive at any scene of your choosing 
  because you had enough time to get there.
  Friction Control (2)
  Skills: Magic, Mental, or Power
  You control the amount of friction between objects, 
  causing them to become extremely slippery or very 
  sticky in relation to each other. Create a situation 
  aspect representing the type of effect you are 
  creating: slippery or sticky. As long as you have free 
  invocations remaining on the situation aspect, you 
  get the following effects.
  Slippery Surface: Before anyone touching the 
  surface can take an action that requires balance, 
  they must make an opposed Athletics roll against 
  your controlling power (this does not count as an 
  action for you). Unless they succeed, they can 
  take no other actions that round as they either fall, 
  struggle to remain upright, or some other narrative 
  effect that applies.
  Sticky Surface: Anyone touching the affected surface 
  that attempts to move must first make a Physique 
  roll against your controlling skill (this does not count 
  as an action for you). If they fail (and choose not to 
  succeed at a cost), then they can take no other action 
  that round as they struggle to get free.
  Gravity Control (2)
  Skills: Magic, Mental, or Power
  You can control and manipulate one of the fundamental 
  forces of the universe, allowing you to reduce or 
  increase the pull of gravity over an area or individual.
  You can lower gravity by creating a situation aspect 
  to represent the gravitational change. As long as 
  the aspect exists, you can use your controlling skill 
  as Super-Strength for lifting objects. To lift another 
  person, make an opposed roll against their Physique 
  or Athletics (whichever is greater).
  When increasing gravity against an opponent, make an 
  opposed roll against Physique. Each Shift generated 
  on the roll causes all physical actions by the target 
  to suffer a +1 to the opposition (this includes most 
  physical Attack and Defend actions).
  To affect multiple targets without the Area Effect 
  special effect, you must split your result.
  Hardiness (1-6)
  Skills: None
  You are difficult to put down, possessing a greater 
  than normal damage threshold before you have to 
  concede a battle or are Taken Out— though you’ll 
  definitely feel the effects afterward.
  For each Power Level, you gain the following benefit:
  Power Level
  Benefit
  1
  Additional Stress Box
  2
  Additional Mild 
  Consequence Slot
  3
  Additional Stress Box
  4
  Additional Moderate 
  Consequence Slot
  5
  Additional Stress Box
  6
  Additional Severe 
  Consequence Slot
  
  31
  Choose whether the additional Stress Boxes are 
  physical or mental when the power is purchased. 
  Likewise, the additional consequence slots must 
  have a (p) or an (m) notation next to them on the 
  character sheet, designating whether they are for 
  physical or mental consequences.
  Hyper-Sense (1)
  Skills: None
  The hero has one or more enhanced or unique senses, 
  granting her the ability to detect things, see things, 
  and perhaps track things that normal people cannot.
  Each time this power is purchased, it applied to a 
  new form of Hyper-Sense.
  Darkvision: The hero can see in darkness as though it 
  was normal light. Darkness related aspects and Boosts 
  cannot be invoked for bonuses against the character.
  Hyper-Hearing: The hero can hear sounds inaudible 
  to the normal ear. When detecting heroes that can 
  hide from normal senses (such as stealth, camouflage, 
  invisible, and so forth) heroes with this power receive 
  a +4 to their Notice roll.
  Hyper-Olfactory: The hero is able to detect a 
  target by scent. When placing a situation aspect 
  to assist in detecting someone using Stealth, 
  Invisibility, or some other sight impairing power, or 
  tracking someone that the hero can normally get a 
  scent from, he places a situation aspect with a free 
  invocation instead of a Boost on a tie, and receives 
  an additional free invocation for a for a success or 
  success with style.
  Thermal Vision: The hero can automatically see into 
  the infrared spectrum and detect the thermal patterns 
  emitted by all things. To see thermal patterns through 
  objects (such as the heat patterns of people on the 
  other side of a wall), the hero makes a Notice check 
  with opposition equal to half (round up) of the object’s 
  Material Strength. Additionally, unless characters 
  using Stealth, Invisibility, or other concealing abilities 
  also have a means of masking their heat patterns, the 
  hero can see them normally.
  Intangible (1)
  Skills: Magic, Mental, or Power
  You have the ability to become insubstantial and 
  pass through any object, allowing you to ignore 
  ground based situation aspects or zone obstacles. 
  There is no roll to use the power, unless certain 
  special effects are used.
  Special Effects
  Phase Attack (2): You can also solidify portions 
  of yourself (such as an arm) inside of people and 
  objects, using your phasing ability to damage 
  them. To perform the attack, you must first place 
  a situation aspect on the target for the set-up as 
  a free action. The target can defend against this 
  as normal, which represents them getting out of 
  the way. Since your character is still intangible, the 
  Defend action should typically use Athletics, though 
  any skill or power can be used if the narrative is 
  justified. Once the aspect is placed, your character 
  can then make an Overcome action against the 
  target’s physique, causing 3-hits of damage on a 
  success. Since the attack is literally through the 
  character, Invulnerability doesn’t negate it.
  Against objects, the attack is automatic.
  Interface (1)
  Skills: Will or Technology
  You can access computers from a distance. The 
  exact distance is left to the narrative, since nearly any 
  range could be explained thanks to satellites. When 
  accessing or hacking into computer systems, make 
  an Overcome action against a difficulty set by the 
  GM. This power allows you to also use Will in place 
  of Technology (if you so choose) for hacking into 
  computer systems.
  Invulnerability (1-6)
  Skills: None
  The hero is resistant to damage, gaining Armor Rating 
  1 per power level, to a maximum of Invulnerability 6.
  
  32
  Special Effect
  Absorption (1): Your Invulnerability also has the 
  ability to absorb and channel either physical 
  (kinetic) or energy damage as per the Absorption 
  power. For each 2-Hits of the energy type you 
  absorb (round up), you gain +1 to Attack and 
  Overcome actions, but the energy must be used 
  by your next turn or it dissipates.
  To possess expanded absorption abilities, purchase 
  Absorption special effects at the normal cost.
  Unstoppable (2): Once the hero gets moving, he 
  adds his Invulnerability level as a bonus to resist other 
  characters attempting to stop his momentum. The 
  hero can automatically break objects with a Material 
  Strength up to twice his Invulnerability level simply by 
  purposefully ramming into them.
  Luck (2)
  Skills: Magic, Mental, or Power
  The hero and those around him are favored by fortune 
  and able to get a lucky break at just the right time, or 
  might get hindered at just the wrong time.
  Good Luck: The hero makes an Overcome action. 
  If successful, the hero may use one of the benefits 
  below. On a success with style, the hero may use two 
  of the effects.
  The effects last until the end of the next exchange, 
  at which time the hero will have to use Luck again to 
  reset the benefits.
  • The hero places two Boosts on a zone or 
  character. The Boosts can be divided between 
  the zone and a specific character, or two 
  different characters, or two different Boosts on 
  the scene— however the hero chooses.
  • The hero gains two temporary fate points and 
  may share them with other characters (including 
  Nameless NPCs).
  • The hero may spend fate points to negate those 
  spent by another character, on a one-for-one 
  basis, but cannot spend more than two fate 
  points on this effect.
  Whether or not the roll can succeed at a cost is up 
  to the GM. If it can, then a minor cost should be 
  something along the lines of a single Boost placed 
  that can only be used against the hero or an ally. For 
  a major cost, see Bad Luck below.
  Bad Luck: This primarily happens when the character 
  fails the power roll or succeeds at a major cost. In 
  this case, the player (or GM) must choose one of the 
  following problems. If the roll was failed by 3 or more, 
  the character suffers two problems.
  • The character gets two Boosts placed upon 
  them (or even one or two of their allies instead, 
  GM’s choice), with a single free invocation going 
  to the opposition.
  • The character (or an ally) suffers a Mild 
  Consequence tied into the unlucky break. If the 
  character does not have a Mild Consequence 
  slot open, then it becomes a situation aspect 
  that grants two free invocations to the opposing 
  forces. The Mild Consequence or aspect 
  automatically goes away at the end of the scene.
  • One of the character’s aspects, or a Mild 
  Consequence or situation aspect placed by 
  Luck, is compelled against the character or ally, 
  and no fate point is received for the Compel.
  Melee Attack (1-6)
  Skills: Fight or Weapons
  Your hero has some sort of powerful, up close and 
  personal attack, whether claws, flaming hands, ice 
  encased fists, concussive force punches, or even a 
  weapon that’s beyond the scope of the mundane. 
  Each power level grants the character Weapon: 1 
  rating (up to Weapon: 6).
  Applying special effects to the Melee power 
  customizes it to fit the type of attack he uses. Below 
  are some ready-made, low cost examples of how 
  to create some types of Melee Attacks with one 
  or two special effects. Use them as examples for 
  building your own, or apply them to your character 
  for a ready-to-play power. Simply purchase your 
  levels of Melee Attack, and then add the cost below 
  to the final total.
  Damage from Melee Attack does not stack with 
  the damage from Super-Strength. Instead, you use 
  the greater of the two (though you still purchase a 
  secondary effect from the Melee Attack power).
  Claws (1): Once per scene, you can spend a fate 
  point on a successful Attack action and cause your 
  
  33
  opponent to take both Stress and a Consequence of 
  equal value. If the target was already going to take a 
  Consequence, he takes two Consequences instead.
  Paralyze (3)
  Skills: Magic, Mental, or Power
  The hero is able to render a target immobile 
  through touch.
  To paralyze the target, the hero must first touch the 
  individual. Then, they make an opposed roll against 
  their Physique or Will, depending upon the nature 
  of the power. If successful, the victim receives a 
  temporary aspect related to the paralysis, and cannot 
  move or take action while it is attached.
  If the target tries to get free early, she must remove 
  the aspect by rolling the appropriate skill roll against 
  opposition equal to the number of Shifts gained on 
  the original activation roll.
  Special Effects such a Gaseous can be applied to 
  the power to mimic the effects of a paralyzing gas, 
  or Triggered to represent a paralyzing drug that has 
  a delayed activation.
  Plant Control (2)
  Skills: Magic, Mental, or Power
  You can control existing plants within a zone, 
  manipulating them to do your bidding.
  You can use your plants to encase anyone within 
  the same zone (providing the plants have vines or 
  some other means of grappling a target), using your 
  controlling skill with a +2 bonus. The Shifts generated 
  act as the opposition for them to break free.
  If you spend a fate point and succeed in an Overcome 
  action, you can cause the plants to grow in area to 
  cover one additional zone per Shift gained on the roll. 
  If you fail or tie and choose to succeed at a cost, the 
  plants only fill one additional zone.
  Psychic Blades (1-6)
  The power functions the same as the Melee Attack 
  power, except it causes Mental Stress to the target.
  Regeneration (4)
  Skills: None
  You possess the ability to heal at an accelerated rate, 
  literally recovering from injury in a fraction of the time.
  When not in combat, you heal up to 2-Stress per 
  minute. For Consequences, take the severity as the 
  number of minutes; so a Mild Consequence takes 2 
  minutes, a Moderate Consequence takes 4 minutes, 
  and so forth. Stress is always healed first, and then 
  each Consequence is recovered in order of lowest 
  to highest severity.
  Healing an Extreme Consequence takes an entire 
  issue of rest (your character is basically out of action), 
  requires you to spend a fate point, and to succeed at 
  a roll against Fantastic (+6) opposition.
  During combat, you can take an action to do 
  nothing except attempt to heal. Doing so requires 
  a Physique roll against opposition equal to the 
  amount being healed, so Fair (+2) for Stress 
  or Mild Consequence recovery, Great (+4) for 
  Moderate Consequence recovery, and so on. You 
  must still recover Stress, then Consequences in 
  order of lowest severity, but can combine efforts 
  into a greater opposition, such as healing 2-Stress 
  and a Mild Consequence in one round for a Great 
  (+4) opposition (or even 4-Stress for the same 
  opposition). You can succeed at a cost.
  If you want to heal and do something else (such as 
  attack) in the same round, you must spend a fate 
  point to use Regeneration.
  Special Effects
  Regrowth (1): You can regrow lost limbs within a matter 
  of hours, which can be decreased by a –1 step on the 
  Time Increment table for each additional +1 cost.
  Spinning (1)
  Skills: None
  You can spin like a top, making yourself harder to hit. 
  When taking a Defend action while spinning, you gain 
  a +1 to Fight and Athletics.
  
  34
  Additionally, the hero can purchase enhancements 
  from the selection below, representing special abilities 
  he’s gained through his spinning ability.
  • Projectile Attack (1): The hero can make 
  an attack up to one zone away by launching 
  a projectile at a target. The projectile does 
  Weapon: 2 damage.
  Super-Speed (1-4)
  Skills: None
  You can move at greater than human speeds, giving 
  you a faster reaction time than most others and making 
  you harder to hit when you’re in motion. Outside of 
  combat and chases, your movement is based solely 
  upon the narrative context. During combat, you can 
  gain the following benefits based on the power level 
  of Super-Speed.
  Power level 1: You move at a speed equivalent to 
  running horse. Providing there are no zone barriers to 
  stop you, you can move four zones per turn for free. 
  You have Speed Rating 2 in chases.
  Power level 2: You can run a couple of hundred miles 
  per hour, roughly the equivalent of a top-end sports 
  car. At this power level, you can run up walls and 
  across water, and can move into any zone for free. 
  You can move six zones per turn for free, providing 
  there are no zone barriers in your way, and have 
  Speed Rating 3 in chases.
  Power level 3: Although not super-sonic, your speed 
  can match that of small planes and any helicopter. In 
  chases, you have Speed Rating 4.
  Power level 4: You are amongst the fastest beings 
  on Earth and can move at super-sonic (or greater) 
  speeds. You can avoid ground-based zone barriers 
  and move into any zone for free. By spending a 
  fate point, you can arrive at any scene you want to, 
  because you always have enough time to get there. 
  You have Speed Rating 5 in chases.
  Special Effects
  Hyper-Reflexes (1/2): Your super-speed gives you 
  hyper-fast reaction, granting you a +2 bonus to initiative 
  each round. If purchased twice, you gain +4 bonus.
  React in a Flash (1): You may spend a fate point to 
  go first in an exchange, regardless of your initiative. 
  If multiple people with this special effect (or a similar 
  stunt) exercise this ability, they go in turn of their 
  normal initiative, before those who don’t have the 
  stunt get a chance to act. If the exchange has already 
  started, and you have not yet acted, you may instead 
  spend a fate point to act next, effectively acting out of 
  the usual turn order.
  Super-Strength (1-6)
  Skills: None
  You are stronger than mere mortals, able to achieve 
  feats of strength and hit with a force others usually 
  only imagine.
  Each level in Super-Strength provides you with 
  Weapon: 1 for melee attacks, and a +1 to Physique 
  rolls that involve a raw application of strength, such 
  as breaking things or making or breaking grapples, 
  but not to lifting things.
  The general lifting ability of super-strength is shown 
  on the Super-Strength Lifting Benchmark table 
  
  35
  below. To lift a weight, make a roll using Mediocre 
  (+0) skill rating plus your Super-Strength bonus in an 
  Overcome action against the indicated opposition. 
  When lifting weight limits found on the normal Lifting 
  Benchmark table, no roll is necessary.
  Super-
  Strength
  Lifting 
  Benchmark
  Mediocre (+0)
  Lifting a car is no problem
  Average (+1)
  Semi trucks are weapons 
  in your grasp
  Fair (+2)
  You could lift a fully 
  loaded jet fighter
  Good (+3)
  Modern tanks are not a 
  weight problem for you
  Great (+4)
  Additional Stress Box
  Superb (+5)
  You can move 
  large buildings
  Fantastic (+6)
  With your strength, 
  Battleships can be carried
  Epic (+7)
  You are strong enough to 
  raise an aircraft carrier
  Legendary (+8)
  At this level, your strength 
  can lift a skyscraper
  Monstrous (+9)
  You could lift the Great 
  Pyramid of Giza
  Colossal (+10)
  You can move mountains
  Unearthly (+11)
  You could lift an island
  Inconceivable (+12)
  Your strength is a plot 
  device, congrats!
  Special Effects
  Enhanced Lifting (1): You add your Physique to 
  lifting rolls involving Super-Strength.
  Ground Slam (2): The hero can strike the ground and 
  hit everyone in the zone. Doing so means using a 
  Create an Advantage action with +2 bonus to place an 
  Off-Balanced, Staggered, or similar situation aspect 
  on them. They can Defend against the attempt.
  Swinging (2)
  Skills: None
  The hero has a swing line that allows him to avoid 
  ground based obstacles and situation aspects. The 
  swing line also provides a +2 bonus to grapples, 
  which you can make with your Accuracy skill, and 
  grants you Speed Rating 2 for chases. Providing 
  there are no zone barriers in your way, you can move 
  four zones per turn for free.
  If you use your Swing line to grapple an opponent, they 
  must succeed against opposition equal to the number 
  of Shifts you gained on your grapple roll to break free.
  Telekinesis (1)
  Skills: Magic, Mental, or Power
  The hero is able to move and manipulate objects that 
  he can see, without physically touching them, from 
  up to a zone away. Use your controlling skill as your 
  Strength for determining how much you can lift.
  Telepathy (1)
  Skills: Magic or Mental
  The hero can facilitate mental communication with 
  another greater than animal intellect at a distance 
  determined by the controlling skill. When attempting 
  to contact more than one person at a time (such as 
  coordinating a team), the hero can automatically 
  contact a number of people equal to his skill rating, 
  to a minimum of one, as a free action. For each 
  additional person he wishes to simultaneously 
  contact or coordinate, he must make a roll against 
  passive opposition equal to the number of additional 
  people. So, a telepath with Mental at Good (+3) can 
  automatically contact up to three people at once as a 
  free action. To coordinate a team of seven people (an 
  additional four individuals), however, he must succeed 
  at an Overcome action with Great (+4) opposition.
  Once the link is established, it is maintained freely 
  until the telepath ends it, or someone involved is 
  rendered unconscious.
  
  36
  Skill Rating
  Telepathic Range
  Mediocre (+0)
  Several hundred feet
  Average (+1)
  A few miles
  Fair (+2)
  Several hundred Miles
  Good (+3)
  Several Thousand Miles
  Great (+4)
  Anywhere on the planet
  Superb (+5)
  Easily from the Earth 
  to the moon
  Fantastic (+6)
  Anywhere within the 
  same star system
  Epic (+7) or greater
  Epic (+7)
  Teleportation (1-6)
  Skills: Magic or Power
  The hero can travel a distance from one point to 
  another instantaneously without traversing through 
  the intervening space.
  The hero can automatically teleport a distance equal 
  to the Power Level as shown on the Teleportation 
  Range table. At the GM’s option, a character can 
  teleport a greater distance, but doing so requires 
  an Overcome action against Fair (+2) opposition 
  for a single Power Level range increase, and an 
  additional +2 to the opposition for each additional 
  level of range increase.
  If the hero wishes to teleport an unwilling subject, the 
  hero must first make a grapple against the target. On 
  the next round, if the grapple is maintained, the target 
  can be teleported.
  Power Level
  Teleportation 
  Range
  Power level 1
  A few miles
  Power level 2
  Several hundred Miles
  Power level 3
  Several Thousand Miles
  Power level 4
  Anywhere on the planet
  Power level 5
  Easily from the Earth 
  to the moon
  Power level 6
  Anywhere within the 
  same star system
  Sample Special Effects
  Below is a list of special effects that can be applied 
  to a wide range of powers, along with the cost for 
  applying each to a power. The cost for a special effect 
  is always flat, regardless of how many Power Levels 
  the power might possess. It only adds to the total 
  cost of the power.
  Area Effect (1)
  You can attack everyone within the same zone without 
  having to split your result. Each additional time this 
  special effect is applied to the power, it increases the 
  area effect by an additional zone.
  Dangerous (2)
  Once per scene you may spend a fate point to force 
  your opponent to take a Moderate Consequence 
  instead of stress.
  Deadly (1)
  Once per issue, you can spend a fate point on a 
  successful attack action and cause your opponent to 
  take both Stress and a Consequence of equal value. If 
  the target was already going to take a Consequence, 
  he takes two Consequences instead. This cannot be 
  combined with the Potent, Deadly, or Lethal special 
  effects.
  Multi-Targeting (2)
  When you make an area attack, you do not split your 
  results between targets, and can filter out targets you 
  do not want to be affected. (Note that the cost of this 
  Special Effect already includes Area Attack.)
  Useable on Others (1)
  When applied to a power that normally only affects 
  the person who has it (such as Invulnerability), it can 
  now affect others through touch. To do so, make a roll 
  against Fair (+2) Opposition.
  
  37
  All the Rage
  Adventure 
  Set-Up
  Since this is a one-shot adventure meant to demo the 
  system, the heroes all start as members of the same 
  super team.
  The adventure is broken down into individual scenes. 
  Some scenes contain suggested situation aspects. 
  You do not have to use these situation aspects. As 
  a matter of fact, we encourage you and your players 
  to create your own. Our suggestions are just that: 
  suggestions. Use them if you get stuck.
  All the Rage is designed as a one-shot issue for a group 
  of four or five players, and should take approximately 
  two to three hours to complete. Intended to introduce 
  new players to the Daring Comics Role-Playing 
  Game using only the Training Room Rules found in 
  this book, the one-shot can also be incorporated into 
  any ongoing series, especially as a prologue to the 
  published mega-adventure: Little Tin God.
  The Heroes
  This one-shot is designed for use with any 
  combination of the 10 pre-generated heroes found in 
  the back of the book (the sample heroes begin with 
  the Acrobatic Archer). Specific character names 
  should be decided on by the players. The 
  sample heroes come completely built, along 
  with an array of aspects. Suggestions on 
  how the aspects can be used in play are 
  also provided.
  The heroes are built at the Super-
  Heroic series level, and the Know 
  the Ropes experience level (the 
  Daring 
  Comics 
  Role-Playing 
  Game rulebook explains those 
  concepts in detail).
  Know the Ropes represents heroes who have 
  fought crime for a little while now, taken down some 
  criminals, and started building a reputation.
  A Super-Heroic series level means that the heroes are 
  capable of amazing feats and can take on most small 
  military forces. Although not necessarily amongst the 
  most powerful on the planet, they run a wide range of 
  abilities and specialties.
  GM Summary
  The heroes are called to a local high school where a 
  student has taken an experimental street drug and 
  been transformed into a raging brute. After subduing 
  the student, the heroes are thrust into an investigation 
  that eventually leads to the revelation of forces from 
  beyond this Earth.
  
  38
  Scene: Rampage at 
  the High School
  Suggested Aspects: Too Quiet, Narrow Corridors
  The adventure begins at an inner-city high school in 
  a low-income district. Despite the over-crowding of 
  classrooms, there is still a high ratio of students with 
  above average test scores. Generally, 40 
  students are assigned to one teacher. 
  Metal detectors line the inside of 
  the doorways and police roam the 
  halls to prevent violence. Graffiti 
  decorates the walls around the 
  school, and some of the outside 
  railings are rusted with a flaking 
  coat of paint.
  It is approximate 1:30pm when the 
  heroes are called to the school by Agent 
  Gerard Beaumont of Overwatch, the federal 
  government’s law enforcement agency for 
  metahuman crimes. Upon arriving at the school, 
  the heroes find numerous local police cars 
  blocking off a four block radius. Several news 
  vans are outside the perimeter, and two news 
  helicopters hover overhead.
  An Overwatch tactical van is stopped outside the 
  school, and three Overwatch agents in armor are 
  on the scene along with Agent Beaumont. Beside 
  the tactical van is an Overwatch medical unit. The 
  school has been evacuated and the students are 
  being kept in groups assorted by grade-level at the 
  far end of the parking lot.
  Once the heroes gather on the scene, Agent 
  Beaumont briefs them.
  From what Overwatch has so far determined, the 
  student- Gregory Hendricks, a 16 year old Junior- 
  arrived at school at about 7:30am this morning. 
  Everything appeared normal as far as the faculty 
  was concerned. Then, at approximately 1:00pm 
  this afternoon, Gregory went into a rage and 
  manifested metahuman abilities. He transformed 
  into an armored, super-strong beast. The student 
  went into a rage and attacked faculty and students 
  in his chemistry class, before taking off into the main 
  hallway and continuing his attacks.
  
  39
  Faculty got the students evacuated and called local 
  law enforcement, who arrived on the scene and quickly 
  contacted Overwatch. The Nullification Division has 
  been unable to subdue the student’s abilities, so the 
  call went out to the heroes.
  As he finishes his briefing, the heroes hear a painful 
  scream followed by the sound of shattering glass 
  from inside the building.
  When the heroes enter the building, everything is 
  quiet. Too quiet. The halls and classrooms are empty 
  due to the evacuation, and sunlight filters in through 
  the windows. A flight of wide stairs leads upward 
  from directly across the main entrance.
  The GM should run this scene with the heroes 
  searching the school for Gregory. Investigate rolls 
  at Good (+3) passive opposition will eventually lead 
  them along a trail to the third floor, where Gregory is 
  currently hiding in the teacher’s lounge.
  Gregory has always been a charismatic teenager with 
  a short fuse. The introduction of RageX into his system 
  has intensified his temper, sending him into a rage that 
  he is completely unable to control. Now he appears as 
  a hulking brute covered in chitinous armor.
  As the heroes approach Gregory, he springs into 
  action. His goal is not to defeat the heroes, but to 
  escape and find safety from them. Right now his 
  perspective is animalistic, and as soon as anything 
  approaches him his fight or flight response kicks in.
  If he should escape from the room, he makes his way 
  to the cafeteria, where the effects of the drug will 
  finally wear off. Should he be unable to escape the 
  teacher’s lounge, the drug will wear off in there.
  Either way, once the drug wears off, Gregory 
  unleashes an inhuman scream of pain as his body 
  transforms into an amorphous blob. Medical means, 
  including the Healing power, will be unable to revert 
  him to normal.
  The heroes should immediately call Overwatch 
  medical personnel.
  Scene Wrap-Up
  Once Gregory is taken into custody to be rushed to 
  Memorial Hospital, the heroes now have a chance to 
  get to the bottom of things. Principal Burns is with 
  Agent Beaumont while Gregory is being wheeled out.
  Agent Beaumont introduces the heroes and the 
  principal to each other. The principal explains that the 
  school has a strict code about background checks for 
  potential metahumans. Gregory Hendricks showed 
  no signs of possessing any metahuman abilities in 
  the three years he’s attended the school. He doesn’t 
  know what happened, but fears that the parents of 
  the injured students, or even some faculty, might 
  attempt to file a law suit against the school.
  Agent Beaumont is obviously placing Overwatch 
  resources on the case, and asks the heroes to do 
  what they can to get to the bottom of this. Overwatch 
  resources are vast, but not unlimited. The heroes 
  have their ears closer to the streets.
  If the heroes are stuck on what to do next, he 
  suggests they head to Memorial Hospital and talk to 
  the parents. See if Gregory might have shown some 
  previous signs that they’d preferred to keep behind 
  the curtain. They might be more willing to speak with 
  the heroes as opposed to federal agents.
  Scene: A Family of Hatred
  Suggested Aspects: None
  Once the heroes arrive at the hospital, they learn that 
  Gregory is in the metahuman critical care unit and 
  that his parents are in the waiting room.
  Jack Hendricks, the father, is a tall man with a barrel 
  chest, and a trimmed beard and mustache. He 
  wears a pair of dusty jeans, t-shirt, and work boots, 
  having just been called off his construction job. Emily 
  Hendricks has short brown hair, stands only about 
  5’4” in height, and is a contrast to her husband. Both 
  appear to be in their early 40’s.
  With super-heroes at the hospital to see them, 
  Jack and Emily immediately assume the worst, and 
  they’re less than cooperative at first. The heroes 
  will have to succeed at a Rapport roll against Good 
  (+3) opposition, or a Provoke roll against Great (+4) 
  opposition, to get them to cooperate.
  If the heroes use Provoke to intimidate the 
  Hendricks, it will be noticed by the hospital staff. A 
  couple of nurses step in and warn the heroes that 
  this is a hospital, not an interrogation room, and 
  if they don’t stop disturbing the patients, they will 
  have to leave.
  
  40
  Either way the heroes decide to go about it, if the 
  interaction is successful then they learn the following 
  during the scene.
  • Gregory is their only child.
  • Although Gregory has a bit of a temper, he’s 
  normally a very good kid and keeps his grades up.
  • Gregory has never shown any type of 
  metahuman abilities. Matter of fact, neither side 
  of the family has ever been metahuman.
  • There have been a few strange rumors lately. 
  Rumors that a couple of Gregory’s friends 
  have become metahuman. One girl, Samantha 
  Dillon, was even in the hospital for it. Gregory 
  has been forbidden to talk to her. They consider 
  metahumans to be dangerous, and prefer to 
  keep their son away from them.
  The Hendricks then start to assume, rather racially, 
  that Gregory might have been sneaking behind 
  their back and talking to Samantha, that maybe 
  they’ve done more than talk, and maybe she gave 
  him some metahuman disease that has made him 
  into what he is now. Even if the heroes try to assure 
  the Hendricks that such a thing can’t happen, they 
  just don’t like metahumans. Period.
  The Hendricks do, however, provide the heroes with 
  Samantha’s address.
  Scene: Questioning Samantha
  Suggested Aspects: Rebellious Teenager
  Samantha Hendricks is 17 years old and a Senior at the 
  high school. At least, she was before trying the RageX 
  drug, nearly dying, and her parents pulling her out of 
  school to finish the year through home schooling.
  Only Samantha and her mother are at home when 
  the heroes arrive. Diane Dillon is in her late 30’s, 
  with red hair and a clear complexion, and is very 
  attractive still, with a toned body. The heroes will find 
  her to be indifferent, and she will allow her daughter 
  to be questioned.
  Samantha, on the other hand, is hostile toward the 
  heroes. She simply doesn’t not want to talk about 
  what happened to her. Attempts to get information 
  from her require a Rapport or Provoke roll against 
  Average (+1) active opposition.
  Once again, however the heroes handle it, successful 
  interaction will gain them the following information.
  From Diane:
  • Samantha displayed metahuman abilities about 
  one month ago for a few hours (identical to 
  what Gregory suffered today), then turned into 
  something less than human. Diane was dating a 
  metahuman with medical abilities (her husband 
  left them when Samantha was a baby), and he 
  got her to the hospital. Although it took about 
  a week, and it looked like they might lose her, 
  Samantha pulled through.
  • Assuming she caught something from one of 
  the other kids at school, and also not sure if 
  Samantha is now a metahuman or not, Diane 
  pulled her from school and will home school 
  her for the remainder of the year, until she 
  takes her GED test.
  • The metahuman Diane was dating, David 
  Wiezownski, disappeared about two weeks 
  ago. She hasn’t heard from him since. Typical 
  of men in her life. (If the heroes attempt to 
  track him down, there is no record of anyone 
  named David Wiezownski; not with Overwatch, 
  MVA, or any agency. No birth records or Social 
  Security Number, either.)
  • The hospital never did determine what activated 
  her metahuman gene, but Samantha hasn’t 
  shown any powers since that time.
  From Samantha:
  • Samantha admits that a few kids have been 
  trying a new drug called RageX, which is a 
  revelation and shock to her mother. The heroes 
  will have to calm Diane down as she starts 
  screaming at her daughter for taking drugs.
  • None of the other kids suffered the effects that 
  she’d suffered.
  • The Dillon’s haven’t seen the news, so if the 
  heroes clue her in on Gregory, Samantha will 
  become upset. He was her boyfriend until the 
  drug changed her.
  • After hearing about Gregory, she’ll tell them 
  where they got the drug: from a guy down on 
  Jefferson Street named Tommy Blaine. He’s 
  been offering it to kids at $50 a pop.
  
  41
  Scene: Finding the Dealer
  Suggested Aspects: Narrow Alley, Random People
  After leaving the Dillions, an Investigate roll against 
  Good (+3) opposition, or a Contacts roll against Fair 
  (+2) opposition, and about one hour of time, will allow 
  the heroes find Tommy Blaine.
  The heroes will first catch Tommy Blaine standing on 
  a corner outside of a pawn shop. However, to keep 
  the scene interesting, let Tommy notice the heroes 
  first and make a run for it. The heroes give chase (he 
  has Athletics at Average), and finally corner Tommy in 
  a side-alley where they can then interrogate him.
  Tommy isn’t a metahuman, and only provides Average 
  (+1) active opposition against Rapport or Provoke 
  attempts. It doesn’t take much to get him to confess 
  to dealing the drug. He’s dealing it for the a biker 
  gang called Inheritors, who are looking to raise some 
  fast cash. For what, he doesn’t know, but he figures if 
  he helps them out, they’ll let him become one of them 
  and he can get out of his crappy life.
  The heroes have never heard of the Inheritors. No roll is 
  necessary, since they’re not originally from this Earth.
  Before the heroes can get any more out of him, ten 
  Inheritors arrive on the scene riding motorcycles. At 
  first they use Provoke to try to intimidate the heroes. 
  Since that’s unlikely to work, they then attack the team.
  The Inheritors are Nameless NPCs. They all appear 
  as members of an outlaw motorcycle club, with a 
  kutte bearing the Inheritors name and a metallic skull 
  smoking a cigarette.
  In the end, though, given that these are just run-of-
  the-mill Inheritors minions, the heroes should prevail 
  and be able to question the gang members. As they 
  are defeated, the damage caused by the heroes 
  reveals them to be robotic skeletons beneath the 
  flesh. Any Knowledge rolls back at a lab to analyze 
  the skin reveals it to be real flesh. The DNA of each 
  Inheritor is completely identical, indicating that the 
  skin is most likely cloned.
  The Inheritors provide active opposition against any 
  rolls to interrogate them.
  Providing the heroes are successful, the androids 
  reveal an Inheritor by the name of Gear Grinder hangs 
  out at a gang safe house on the south side of the 
  same district where the high school was located. Gear 
  Grinder is coordinating the distribution of RageX, and 
  realized the heroes were investigating the kid at the 
  school thanks to the news. He knew it was a matter 
  of time before they found Blaine.
  If the androids are interrogated as to their origins, they 
  will self-destruct with an attack skill rating of Superb 
  (+5), Weapon Rating 5, and the blast is Area Effect.
  Any attempts to somehow hack into the their computer 
  brains to discover the information also causes them 
  to self-destruct.
  Unless otherwise subdued, Blaine fled the scene 
  during the battle.
  If Overwatch arrives to take the Inheritors into custody, 
  they will self-destruct.
  Once the scene is concluded, one of the agents has 
  a call for them. Agent Beaumont wants them to come 
  to Memorial Hospital right away.
  Scene: Tragedy at 
  the Hospital
  Suggested Aspects: None
  Once the heroes get to the hospital, they see 
  Agent Beaumont standing with Jack and Emily 
  Hendricks. Gregory’s body couldn’t take the after 
  effects of the drug, and he passed away about 
  twenty minutes ago.
  Jack and Emily are both distraught and immediately 
  blame metahumans in general for their son’s 
  death. Revealing to them facts about the ongoing 
  investigation does nothing to change their perspective 
  since metahuman androids are involved.
  Either way, the heroes should brief Agent Beaumont 
  on what is going on. He lets them know that he’ll have 
  several Overwatch units standing-by in the area of the 
  safe house, but won’t send them in until the heroes 
  give the word.
  
  42
  Scene: Raiding the Safe House
  Suggested Aspects: Lots of Crates, Heavy Shadows, 
  Walls and Corners
  It should be just after dark by the time the heroes 
  arrive at the safe house: a boarded-up, former 
  restaurant. An Investigate roll against Fair (+2) 
  opposition reveals several Inheritors hiding at 
  various points, keeping guard for unwanted visitors. 
  The guards are spaced far enough apart that if the 
  heroes manage to quietly subdue them, the other 
  guards and the Inheritors inside the safe house 
  won’t be alerted to their arrival.
  Once the heroes subdue the guards and head inside, 
  or if the heroes make their presence known in taking 
  out the guards, Gear Grinder and his soldiers are 
  aware and ready for battle.
  There are a five Inheritors, plus Gear Grinder.
  GM, be sure to use situation aspects and invoke 
  them for cover so that the Inheritors pose a challenge 
  to the players.
  Gear Grinder is a Supporting NPC.
  Once the battle starts, Overwatch will arrive on 
  the scene.
  After the battle, the Inheritor minions will all self-
  destruct. The explosion attacks with a skill rating 
  of Superb (+5), has a Weapon Rating 5, and fills 
  the entire zone.
  Gear Grinder doesn’t self-destruct, but will not 
  reveal any information unless the heroes force him 
  to do so. The most he will reveal is that the drugs 
  are kept in a warehouse down at the docks. Any 
  attempts to discover where the Inheritors came 
  from, or if Overwatch tries to take him into custody, 
  will cause him to self-destruct as well. Treat his 
  explosion as having the same attack skill rating, but 
  only a Weapon Rating 3.
  Scene: The Final Raid
  Suggested Aspects: Combustible Fuel Canisters, 
  Heavy Shipping Containers, Very Large Cranes
  Overwatch will once again assist the heroes on the 
  raid, and will suggest setting-up surveillance first. If 
  the heroes agree, they will notice several things.
  • Various port laborers are still working, loading and 
  unloading containers. Overwatch Special Agents 
  will quietly move into the area and prepare to 
  evacuate the workers once the raid starts.
  • A shipment of drugs or illegal weapons are being 
  off loaded from a container into unmarked vans. 
  Despite the illegal activity, Overwatch will instruct 
  the heroes to let it go. They have more important 
  matter to deal with.
  After almost a full hour, the Overwatch agents are 
  in place spread throughout the workers. The team 
  should have determined that there are at least 12 
  Inheritors space around the rooftop of the warehouse, 
  and the rooftops of nearby buildings. As far as they 
  can tell, at least another dozen are spaced on the 
  ground within the shadows.
  How the heroes and Overwatch approach the 
  warehouse is up to them, but a battle is unavoidable. 
  Approaching the warehouse undetected will either 
  take a series of powers such as Illusion or some other 
  ability to mask their approach, or a Stealth check at 
  against Active Opposition, with the Inheritors getting 
  a Teamwork bonus. In that case, divide the Inheritors 
  into groups of five, and make a single Notice check 
  for each group with a +4 bonus.
  Once the battle begins, there are 10 more Inheritors in 
  the warehouse that will join the conflict.
  Scene: A New Mystery
  Suggested 
  Aspects: 
  Dangerous 
  Equipment, 
  Confined Quarters
  Once the heroes are deep into the warehouse, 
  they discover a room hidden behind a false wall. 
  The room is fairly large, and in the center sits a 
  stargate looking device. Serpentine Belt and four 
  other Inheritors without the flesh overlay are there. 
  When the heroes enter the room, they hear one of 
  the Inheritors tell Serpentine Belt that the Brothers 
  have discovered the necessary Counterpoint, and 
  that the weapons are ready.
  Suddenly, nearly exact duplicates of the heroes step 
  through the portal. In typical comic book fashion, 
  these are alternate Earth, evil versions of the heroes. 
  
  43
  With the heroes disrupting operations, Serpentine 
  Belt sent against into the multiverse to find alternate 
  versions of the heroes.
  The heroes must now battle their near equals. 
  Use duplicate character sheets for whatever pre-
  generated heroes the players chose.
  Unfortunately, once the battle turns against the 
  alternate Earth versions, Serpentine Belt will initiate a 
  failsafe that sends them back through the portal and 
  then destroys the entire apparatus.
  When the heroes look to finally defeat the remaining 
  Inheritors, Serpentine Belt and the others self-destruct 
  with Fantastic (+6) attacking rating, and a Weapon 5 
  area effect blast radius.
  The truth about the Inheritors is lost, and the trail 
  is now cold. But the heroes have stopped the drug 
  distribution ring.
  Epilogue
  If the heroes want to solidify their relationship with 
  Overwatch, they can visit a few of the injured agents 
  in the hospital. This would be a good way to show 
  the agents that although the heroes are metahumans, 
  they’re all on the same team.
  Various news media outlets will want to interview 
  the heroes. Give the players a taste for the celebrity 
  status of being a hero.
  The final scene should see the heroes attend 
  Gregory’s funeral, despite Jack’s and Emily’s bigotry 
  against metahumans. After all, not everything about 
  being a hero is stardom and applause.
  The Further Adventures . . .
  • All the Rage can begin a greater mystery 
  involving a multiversal invasion of the heroes’ 
  Earth. The GM can use this as a springboard into 
  his own story arc idea, or use it as a prologue 
  to the Daring Comics: Little Tin God mega-
  adventure.
  • If used as a prologue to the mega-adventure, 
  the Inheritors of this story were an ill-equipped, 
  first wave invasion force. The drug contained 
  nanites meant to record and analyze the 
  genetic structure of this Earth’s humans and 
  metahumans. Unfortunately, the nanites also 
  tended to activate latent metahuman genes 
  in seemingly normal people. Following the 
  Inheritors defeat in this adventure, Intellitron will 
  send in the elite forces found within the mega-
  adventure. On average, a few months story-time 
  should pass before the heroes are drawn into the 
  mega-adventure.
  • Thanks to the alternate versions of the heroes 
  being used at the end of this adventure, you 
  could also begin a storyline where the villainous 
  versions from that other Earth are now aware of 
  the heroes’ world, and begin plotting an invasion. 
  This could be a full-force invasion from the start, 
  or slowly build through agents being placed and 
  mysteries being built.
  • The exact whereabouts and nature of David 
  Wiezownski is left to the GM to develop and 
  explore.
  
  44
  NPC Write-Ups
  Gregory Hendricks
  Aspects
  Concepts:
  Unbridled Rage is 
  True Strength
  Motivation:
  I’m Not a Little Kid Anymore
  Other Aspects:
  Peer Pressure is Sometimes 
  too Much, Unbridled 
  Rage is True Strength
  Skills
  Fair (+2): Fight, Physique
  Average (+1): Athletics, Will
  Stunts
  Everywhere at Once
  Face the Pain
  Into the Fray
  One-Man Army
  Power Set: Hulking Brute
  Aspect:
  I Am an Unstoppable 
  Machine of Power
  Berserker Strength (Super-Strength 3)
  Chitinous Armor (Invulnerability 4)
  Enhanced Pain Threshold (Hardiness 4)
  Super-Strong Legs (Leaping 2)
  Complications
  Fatal Reaction: The victim is transformed into an 
  amorphous blob, unable to control their body and 
  potentially leading to death unless a Physique roll 
  against Fantastic (+6) opposition is successful.
  Stress & Consequences
  Physical 
  Stress:
  [1] [2] [3] [4] [5] [6] [7]
  Mental Stress:
  [1] [2] [3] [4] [5]
  RageX
  The RageX drug is a nanite fueled narcotic 
  from another world. Originally designed 
  to record, analyze, and catalogue the 
  human and metahuman genetics of 
  this Earth, it also has the flaw that it will 
  randomly activate latent metahuman 
  genes— sometimes with fatal results.
  Apply the following template to users of RageX
  Character 
  Aspect:
  Unbridled Rage is 
  True Strength
  Stunts
  Everywhere at Once
   Face the Pain
   Into the Fray
   One-Man Army
  Power Set:
  Hulking Brute
  Power Set 
  Aspect:
  I Am an Unstoppable 
  Machine of Power
  Berserker Strengt h (Super-Strength 3)
  Chitinous Armor (Invulnerability 4)
  Enhanced Pain Threshold (Hardiness 4)
  Super-Strong Legs (Leaping 2)
  Complication:
  Fatal Reaction. The victim 
  is transformed into an 
  amorphous blob, unable 
  to control their body and 
  potentially leading to 
  death unless a Physique 
  roll against Fantastic (+6) 
  opposition is successful.
  Skill 
  Modifications:
  Physique +2, Fight +2
  
  45
  Gregory Hendricks
  Consequences
  Mild Consequence (2)
  Mild Physical Consequence (2)
  Moderate Consequence (4)
  Moderate Physical Consequence (4)
  Severe Consequence (6)
  Overwatch Agent
  Aspects:
  Highly Trained Federal Agent
  Motivation:
  I’m Not a Little Kid Anymore
  Other Aspects:
  Peer Pressure is Sometimes 
  too Much, Unbridled 
  Rage is True Strength
  Skills
  Fair (+2): Accuracy
  Average (+1): Athletics, Fight
  Gadgets & Devices:
  Energy Pistol (Blast 2, energy)
  Stress: [1]
  Agent Beaumont
  Aspects:
  Metahumans Can be Trust, 
  but Must be Watched
  Skills
  Good (+3): Accuracy
  Fair (+2): Athletics, Fight, Rapport
  Average (+1): Investigate, Leadership, Provoke
  Gadgets & Devices:
  Energy Pistol (Blast 2, energy)
  Stress: [1] [2] [3]
  Overwatch Containment Carrier
  Speed Rating:
  2 (Super-Speed 1)
  Weapons:
  None
  Armor:
  Armored 2, Hardiness 
  4, Reinforced
  Special Effects:
  Nullify (source: genetic 
  and mental), Power 
  skill at Good (+3)
  Limits:
  None
  Complications:
  Nullify can short out
  Stress:
  [1] [2] [3] [4]
  Consequences:
  1 Mild, 1 Moderate
  Typical Inheritor
  Aspects:
  Advanced Android Lifeform
  Good (+3): Fight
  Fair (+2): Athletics, Notice
  Average (+1): Provoke, Weapons
  Power Set:
  Futuristic Liquid metal
  Aspect:
  Nanite Constructed
  Blast 4** (energy)
  Stress:
  [1] [2]
  
  46
  Gear Grinder
  Aspects
  Concepts:
  Android Lifeform From 
  an Alternate Earth
  Motivation:
  Gather the Data for the Master
  Other Aspects:
  Further the Cause of 
  the Homeworld
  Skills
  Superb (+5): Power
  Great (+4): Accuracy, Fight
  Good (+3): Physique, Provoke
  Fair (+2): Stealth, Will
  Average (+1): Deceive Leadership, Weapons
  Power Set: Artificial Lifeform
  Aspect:
  The Cold of Darkness 
  is Absolute
  Darkness Control
  Friction Control
  Hardiness
  Hyper-Sense 3 (darkvision, thermal vision true sight)
  Invulnerability 3
  Super-Strength 3
  Stress & Consequences
  Physical 
  Stress:
  [1] [2] [3] [4] [5] [6] [7]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences
  1 Mild, 1 Moderate, 1 extra 
  mild physical consequence
  Serpentine Belt
  Aspects
  Concepts:
  Android Lifeform From 
  an Alternate Earth
  Motivation:
  Further the Goals of Intellitron
  Other Aspects:
  Metahumans are a Flaw 
  to be Corrected
  Serpentine Belt
  Skills
  Epic (+7): Athletics, Power
  Fantastic (+6): Accuracy, Physique
  Superb (+5): Deceive, Fight
  Great (+4): Provoke, Technology
  Good (+3): Leadership, Weapons
  Fair (+2): Stealth, Thief
  Average (+1): Empathy, Rapport, Will
  Power Set: Highly Advanced Android
  Aspect:
  Created by an Artificial God
  Adoptive Muscle Memory
  Hardiness 4
  Invulnerability 3
  Melee Attack 4 (multi-targeting)
  Super-Speed 3 (react in a flash)
  Stress & Consequences
  Physical 
  Stress:
  [1] [2] [3] [4] [5] [6] [7]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences
  1 Mild, 1 Moderate, 1 extra 
  mild physical consequence
  
  47
  Acrobatic Archer
  Aspects
  Concept:
  Master Archer With 
  Something to Prove
  Motivation:
  Further the Goals of Intellitron
  Other Aspects:
  Brotherhood Should Never 
  be Broken, Calm Even in the 
  Eye of the Storm, Tomorrow 
  Must Be Better Than Today
  Skills
  Superb (+5): Accuracy, Athletics
  Great (+4): Stealth, Weapons
  Good (+3): Physique, Fight,
  Fair (+2): Notice, Thief, Will
  Average (+1): Contacts, Deceive, Investigate, Provoke, 
  Resources
  Stunts
  Dazing Counter
  Fluid Technique
  Quick Draw
  Superior Marksman
  Trick Shot
  Uncanny Agility
  Power Set: Trick Bow and Arrows
  Aspect:
  Power Born of Determination
  Blast 4 (concussive, energy, explosive (Area Effect 
  to base Blast weapon), ice, physical projectile
  Swinging
  Restricted Quiver (requires DNA Recognition)
  Targeting (+1 to accuracy when aiming)
  Complications
  Ammo: Limited Supply of Arrows
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  The Aspects
  The Acrobatic Archer’s aspects indicate several 
  different things about the character. First, the archer 
  is out to prove that just because someone doesn’t 
  have super-powers, that doesn’t make them any less 
  a hero. Both the Concept and the Motivation aspect 
  speak to that effect.
  The other aspects show more of his personality. The 
  Archer feels strongly about brotherhood, likely an 
  indication of a belief that the super team is vitally 
  important to him. Meanwhile, the Archer believes that 
  calmness, especially in combat and other high-stress 
  situations, is vital to efficiency. And finally, the character 
  is driven to make a brighter and better tomorrow, to 
  make a better world for the next generation. This 
  could even be because he has children of his own.
  The aspects offer a lot of compel opportunities. They 
  can be compelled when he’s being overshadowed 
  by those with super-powers, perhaps causing him to 
  take a risk or make a decision that would complicate 
  the scene. Likewise, his calmness in battle could 
  cause him to take careful aim against a moving target, 
  thereby holding his shot and allowing the target to 
  either get away or get into a more fortified position. 
  He could be forced to put everyone in danger to save 
  a downed teammate, or to assist someone under 
  a lot of fire. And finally, his desire to build a better 
  tomorrow could be compelled for ideological tension 
  with teammates.
  The Power Set
  The power set is straight forward to use. The Archer 
  has an array of different arrows as listed under the 
  Blast power. When taking aim, he gains +1 bonus, 
  which stacks with the +2 bonus from the Superior 
  Marksman stunt, for a whopping +3 bonus.
  The stunts allow him to use Athletics instead of Fight 
  to Defend in close combat, and allows him to daze 
  opponents who try (and fail) to melee attack him. He 
  uses Accuracy instead of Notice for initiative when his 
  Bow comes into play. The archer receives +2 bonus 
  when using Blast for Create an Advantage actions. 
  Finally, the character receives +2 bonus to dodging 
  ranged attacks.
  
  48
  Acrobatic Archer
  Aspects
  Concept:
  Artificial Lifeform Seeking 
  Its Humanity
  Motivation:
  Humanity’s Hope Lies 
  in Enlightenment
  Other Aspects:
  Beauty Often Destroys Itself, 
  Life is Not a Commodity, 
  Honesty is True Pureness
  Skills
  Superb (+5): Athletics, Stealth
  Great (+4): Physique, Will
  Good (+3): Fight, Technology
  Fair (+2): Investigate, Knowledge, Rapport
  Average (+1): Accuracy, Empathy, Leadership, Notice, 
  Treatment
  Stunts
  Lead by Example
  Lie Detector
  Power Tech
  Strike From the Shadows
  Power Set: Trick Bow and Arrows
  Aspect:
  Technological Power Must 
  Be Used Responsibly
  Flight 3
  Intangible (phase-attack)
  Invulnerability 2
  Interface
  Regeneration
  Super-Strength 3
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  The Aspects
  The Android Hero sees great beauty in humanity, and 
  struggles to find its own human nature. Yet, its bio-
  computer brain gives it both a unique perspective, and 
  a certain degree of naiveté. It believes that humanity’s 
  only future is in understanding one another regardless 
  of differences, but yet fears that humanity (which it 
  sees as beauty) will destroy itself. The android also 
  believes that honesty is important and pure, and that 
  all life is precious and not to be treated lightly.
  Compels can come in a wide variety for this character. 
  Its focus on truth can be used to great effect in social 
  situations where even small lies are vital. Likewise, its 
  reluctance to endanger, never mind take, a life can 
  be used to great effect in combat situations. It might 
  even be used to cause the Android to “cross a line” 
  against an individual if their actions place innocents 
  in grave danger.
  The Power Set
  The Android is fairly powerful for the series level, with 
  a decent array of powers, The ability to go intangible 
  and get through most physical zone barriers is of great 
  benefit. Its Stealth skill, when used with an invocation 
  of the power set aspect, grants it a base of Epic (+7) 
  skill rating and allows the narrative use of Intangible 
  in the skill’s actions. Likewise, the Strike From the 
  Shadows stunt can be used with the power set aspect 
  to represent things like appearing Intangible through 
  a wall or floor, quickly solidifying, and attacking.
  The Android is also able to materialize only parts of 
  itself, such as an arm or hand, inside of a target for a 
  special type of attack.
  The character is super-strong, granting it a Weapon 3 
  rating to melee attacks, and an average chance of lifting 
  up to a tank, It can fly at decent speeds, and is tough 
  to damage. And finally, the computer brain allows it to 
  telepathically link with other computer systems.
  
  49
  Dark Vigilante
  Aspects
  Concept:
  Highly Trained Defender 
  of Justice
  Motivation:
  Protect the Innocent At All Costs
  Other Aspects:
  Living With Ghosts From the 
  Past, I’m the Only One Who 
  Can Do It, Determination 
  is the Ultimate Strength
  Skills
  Superb (+5): Fight, Provoke
  Great (+4): Resources, Weapons
  Good (+3): Physique, Will
  Fair (+2): Accuracy, Athletics, Investigate
  Average (+1): Contacts, Leadership, Thief, Stealth, 
  Vehicles
  Stunts
  Attention to Detail
  Crimefighting Vehicle (x2, for 20 build points)
  Ninja Vanish
  Tactician
  Power Set: World-Class Combat Training
  Aspect:
  The Mind and Body Are 
  the Ultimate Weapons
  Dazing Counter
  Everywhere at Once
  Intimidating Presence
  Into the Fray
  Trick Shot
  Uncanny Agility
  Device: Armored Costume
  Hardiness 4, Hyper-Sense 2 (darkvision thermal 
  vision), Invulnerability 2,
  Utility Belt
  Armor Stress: [1] [2]
  Armor Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Dark Vigilante
  Device: Crimefighting Jet
  Aspect:
  VTOL Capable Artificially 
  Intelligent Jet
  Speed Rating: 5 (Flight 4)
  Weapons: Missiles (Blast 4)
  Armor: Hardiness 4, Invulnerability 2
  Special Effects:
  Improved Artificial Intelligence, 
  Hyper-Sense 2 (darkvision, 
  thermal vision), Unique: 
  Independent Action
  Complications:
  Limited Missile Ammo
  Artificial 
  Intelligence 
  Skills:
  Knowledge (+1), Leadership 
  (+1), Notice (+2), Technology 
  (+2), Accuracy (+3), Vehicles (+3)
  Vehicle Stress:
  [1] [2] [3] [4]
  Vehicle Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  
  50
  Using the Aspects
  The aspects for the Dark Vigilante play on a version 
  of one of the most iconic comic book characters. The 
  individual is highly trained in the war on crime, and is 
  driven by some sort of tragedy in his past. He’s highly 
  individualistic, perhaps even to the point on believing 
  that only he can really get the job done. He isn’t one to 
  put a lot of stock in super-powers, and believes that 
  self-determination to see a goal, any goal, through to 
  completion is where real strength lies.
  Compelling the aspects provides a lot of opportunities 
  for the character’s general lack of true faith in others, 
  including members of his own team, to come to the 
  fore. The character can refuse to call for backup at a 
  key moment against a more powerful foe, or might 
  second guess a teammate’s plan and go off on his 
  own— to story complicating results.
  Using the Power Set
  The Dark Vigilante has a unique power set structure— 
  it’s comprised entirely of stunts. This goes to one of 
  the options in the rulebook on adding stunts to a 
  power set. The purpose behind creating the character 
  this way is that not only does it provide a power set 
  aspect that can be invoked and compelled, but it 
  also allows the hero to perform power stunts; in this 
  case branching into other, combat related stunts and 
  effects.
  Beyond that, the Dark Vigilante is well equipped for 
  his war on the criminal underworld. He can vanish 
  even in plain sight, is a master at taking on multiple 
  opponents in combat, is adept at finding clues, and 
  possess both an enhanced combat armor costume, 
  and an artificially intelligent combat jet to assist 
  him. His ability to create tactics after watching his 
  opponents for about 60 seconds makes him an expert 
  at using the Create an Advantage action against 
  opponents, either to enhance his own maneuvers or 
  to assist his teammates.
  
  51
  Energy Controller
  Aspects
  Concept:
  Military Metahuman 
  Program Volunteer
  Motivation:
  Defend Freedom and 
  the Constitution
  Other Aspects:
  Laws Exist For a Reason, A 
  Flawed System Must Still Work, 
  Do Not Become Like the Enemy
  Skills
  Superb (+5): Accuracy, Power
  Great (+4): Fight, Athletics
  Good (+3): Contacts, Leadership
  Fair (+2): Deceive, Physique, Provoke
  Average (+1): Empathy, Knowledge, Investigate, 
  Treatment, Will
  Stunts
  Situational Reflexes
  Strange Charm
  Uncanny Agility
  Power Set: Energy Mastery
  Aspect:
  A Living Battery of Potential
  Absorption 2 (4-Hits)
  Blast 4 (energy)
  Flight 4
  Invulnerability 4
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  Using the Aspects
  The Energy Controller is a former soldier, perhaps 
  even SpecOps, that underwent an experimental 
  process to become a metahuman. Devoted to the U.S. 
  Constitution and the ideas of freedom and the pursuit 
  of happiness, the hero also believes in the Laws of 
  the Land. The Energy Controller will draw strength 
  from the fact that the laws are what keeps society 
  together, and even though the system is flawed, it’s 
  still a system that must be made to work. Believing 
  in patriotism and the foundations upon which the 
  country was founded, the hero strives to stand above 
  his enemies, and not allow himself or his teammates 
  to be brought down to their level.
  Compelling the aspects provides a lot of opportunities 
  for the hero’s All American Values to be brought into 
  play in ways that complicate a scene. This can be 
  especially useful during interaction scenes, as well 
  as in combat when more extreme measures might be 
  required to bring a villain to justice.
  Using the Power Set
  The Energy Controller’s power set is straight forward. 
  The hero can absorb up to 4-Hits from any energy 
  attack, and can fire blasts of energy at villains. In 
  addition to flying at incredible speeds, the hero is 
  fairly invulnerable to many attacks.
  
  52
  Feral Combatant
  Aspects
  Concept:
  Former Secret Experiment
  Motivation:
  Using What Was Done 
  to Me For Good
  Other Aspects:
  Nightmares of Past Tortures, 
  Previously Brainwashed 
  and Mentally Conditioned, 
  The Berserker Within Is 
  a Constant Struggle
  Skills
  Superb (+5): Athletics, Weapons
  Great (+4): Physique, Will
  Good (+3): Fight, Notice
  Fair (+2): Deceive, Provoke, Stealth
  Average (+1): Contacts, Investigate, Rapport, Thief, 
  Vehicles
  Stunts
  Everywhere at Once
  Into the Fray
  Iron Will
  One-Man Army
  Riposte
  Turnabout
  Uncanny Agility
  Power Set: Animalistic Mutation
  Aspect:
  Humanity Twisted into 
  Something Else
  Hardiness 2
  Hyper-Sense 2 (hyper-hearing, hyper-olfactory)
  Melee Attack 3 (claws)
  Regeneration (regrowth)
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences
  Mild Consequence (2)
  Mild Physical Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  Using the Aspects
  The Feral Combatant is another archetype inspired 
  by an iconic comic book character. The character 
  was used as an experiment by a secret government 
  organization that not only granted him powers, but 
  also brainwashed him at some point in the past. Driven 
  to now use what was done to him for good, the hero 
  still suffers nightmares of the pain and anguish the 
  process caused him (and perhaps about some of the 
  things he’d done when brainwashed), and constantly 
  struggles to keep a berserker rage in check.
  Compelling the aspects is fairly straight forward. The 
  character could be driven to commit certain actions 
  or make certain decisions thanks to some residual 
  brainwashing still existing. Likewise, the character 
  might freeze in combat due to a flashback, or might 
  even be driven into a rage that sees him attack friend 
  and foe alike, or perhaps go too far and insist on 
  killing an opponent.
  Using the Power Set
  The power set is easy to play, and brings the Feral 
  Combatant into up-close-and-personal combat. The 
  hero uses his claws to slash through the opposition. 
  His hyper-senses allow him to track just about 
  anyone. He can take a little more punishment than 
  the average person, and heals from damage at an 
  accelerated rate.
  Thanks to his stunts, the hero is especially hard to put 
  down in a fight, and is at home when surrounded by a 
  bunch of enemies. Good luck attacking him, because 
  if someone misses the strike, the Feral Combatant 
  is trained to unleash an immediate and devastating 
  follow-up.
  
  53
  Heroic Flora
  Aspects
  Concept:
  Plant Being Looking 
  for a Place
  Motivation:
  Become One With Humanity
  Other Aspects:
  Friends Are the True Bond, 
  All Nature is One, Humans 
  Are Too Contradictory
  Skills
  Superb (+5): Power
  Great (+4): Fight, Physique
  Good (+3): Athletics, Empathy, Notice
  Fair (+2): Provoke, Rapport, Stealth, Thief
  Average (+1): Accuracy, Deceive, Knowledge, 
  Treatment, Vehicles, Will
  Stunts
  Empathic Read
  Power Set: Living Plant Physiology
  Aspect:
  Nature is a Powerful Conduit
  Melee Attack 3 (multi-targeting)
  Plant Control
  Regeneration
  Teleportation 4 (limit: requires plant material)
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  Using the Aspects
  Perhaps an avatar of an Earth spirit, or maybe even 
  an extraterrestrial, the Heroic Flora is a walking, living, 
  talking plant of one type or another. Or perhaps a 
  mass of plants in a humanoid shape.
  Not human, the character wishes to fit in with humanity 
  and better understand them. While acting as a hero, 
  it’s still seeking its place in the world, and the friends 
  it makes along the way are extremely important to 
  it. It doesn’t understand the back-and-forth nature 
  of human behavior. Meanwhile, it’s reluctant to really 
  hurt someone, as it knows that all life is connected in 
  ways humans do not yet understand.
  Compelling the aspects can really shine in social 
  interaction scenes where understanding the other 
  person is vital. In combat, compels could see the hero 
  go out of its way to help a friend— even if it allows 
  the villain to escape. A compel could also cause it to 
  hesitate from doing harm to another, even the villain.
  Using the Power Set
  Although the Melee Attack power allows it to expand 
  itself to attack all opponents within the same zone, 
  the Heroic Flora is also very much a support type of 
  character. It can expand itself across a zone to cover 
  anyone it chooses and provide protection against 
  injury. When damaged, it can regenerate itself quickly. 
  As long as it has plant life to serve as a conduit, the 
  Heroic Flora can teleport itself to anywhere on the 
  planet.
  
  54
  Invulnerable Hero
  Aspects
  Concept:
  Iconic Champion of Justice
  Motivation:
  Do Good and Inspire Others
  Other Aspects:
  Uphold the Values of Society, 
  Fear is Only the Unknown, 
  The Weight of the World
  Skills
  Superb (+5): Notice, Physique
  Great (+4): Fight, Rapport
  Good (+3): Empathy, Will
  Fair (+2): Contacts, Provoke, Weapons
  Average (+1): Athletics, Deceive, Stealth, Treatment, 
  Vehicles
  Stunts
  Extraordinary Determination
  Face the Pain
  Tough As Nails
  Power Set: Super Strong and Durable
  Aspect:
  An Unyielding Rock Against Evil
  Flight 3
  Hardiness 4
  Invulnerability 3 (unstoppable)
  Super-Strength 3 (enhanced lifting, ground slam)
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6] [7] [8]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences
  Mild Consequence (2)
  Mild Physical Consequence (2)
  Mild Physical Consequence (2)
  Moderate Consequence (4)
  Moderate Physical Consequence (4)
  Severe Consequence (6)
  Using the Aspects
  Although not necessarily the most powerful hero in 
  the world at this series level, the Invulnerable Hero 
  has nonetheless become an icon to the world. The 
  hero works daily to act as an inspiration to others, 
  believing that doing good and helping those in need 
  is extremely important. He embodies the best of 
  society’s values, and knows that only the unknown— 
  a lack of understanding about something— brings 
  about fear. Unfortunately, the public adoration and 
  dependence upon him to always save the day pushes 
  a great weight upon his shoulders.
  Compelling the hero’s aspects is a matter of using his 
  Always Do Right attitude against him, especially when 
  less “boy scout” tactics are required. The character 
  isn’t naive per se, he just believes there is always a 
  high road to getting things done. Likewise, feeling 
  like the weight of the world is on his shoulders might 
  provide some good compelling opportunities as the 
  hero slowly starts to snap beneath the pressure.
  Using the Power Set
  As can be expected, the power set is straight forward 
  to play. The character is resistant to damage, and 
  can lift an incredible amount of weight. Likewise, 
  his punches can break the average human without 
  much effort. He’s extremely difficult to put down in a 
  physical fight, and his invulnerable skin allows him to 
  ram through reinforced concrete with ease.
  
  55
  Power-Armor
  Aspects
  Concept:
  Hi-Tech Wealthy Hero
  Motivation:
  Money and Genius Should 
  Be Used For Good
  Other Aspects:
  Past Regrets are Today’s 
  Strength, Building a Legacy to 
  Leave Behind, Human Nature 
  is Just Another Science
  Skills
  Superb (+5): Resources, Technology
  Great (+4): Accuracy, Rapport
  Good (+3): Knowledge, Notice
  Fair (+2): Athletics, Deceive, Fight
  Average (+1): Physique, Thief, Treatment, Vehicles, Will
  Stunts
  Grease the Wheels
  Popular
  Power Set: Experimental Power-Armor
  Aspect:
  Better Living Through 
  Superior Technology
  Blast 3
  Flight 3
  Gravity Control
  Hardiness 4
  **Invulnerability 4 (energy absorption up to 4-Hits)
  Power-Armor Stress: [1] [2]
  Power-Armor Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5]
  Mental Stress:
  [1] [2] [3] [4] [5]
  Consequences
  Mild Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  Using the Aspects
  The power-armored hero is a bit of an enigma. He’s 
  filthy rich, and a genius to boot, and yet he uses his 
  wealth and smarts to strap himself into a suit of hi-
  tech battle armor and put his life at risk for those less 
  fortunate. He’s struggling to atone for some sort of 
  past sins (whether actual or perceived), and worries 
  about the legacy he’ll eventually leave behind. 
  Unfortunately, his incredible smarts and focus on 
  scientific knowledge has left him a little cold toward 
  people in general, and he feels that even human 
  behavior can be categorized and predicted based on 
  scientific formula and principles.
  Compelling the hero’s aspects works best when 
  his past regrets, or concerns about his reputation 
  or legacy, would complicate a scene. Likewise, the 
  technology of the power-armor might go wonky at 
  times, or even shutdown completely. His lack of real 
  understanding toward people is also an excellent 
  source of aspect compelling.
  Using the Power Set
  The hero’s power set deals with taking damage as 
  well as dishing it out. The suit’s gravity control feature 
  allows the power-armored hero to hold his own even 
  against super-strong or super-fast foes.
  The suit’s ability to absorb and channel energy attacks 
  makes it formidable in the field against most ranged 
  metahumans.
  
  56
  Psychic Combatant
  Aspects
  Concept:
  Psychic Powered Combat Adept
  Motivation:
  Punish Those Who 
  Hurt Others Pay
  Other Aspects:
  Fueled by Past Pain, Darkness 
  is Within Everyone, Trust 
  is Not a Commodity
  Skills
  Superb (+5): Mental, Will
  Great (+4): Athletics, Weapons
  Good (+3): Physique, Notice
  Fair (+2): Deceive, Empathy, Rapport
  Average (+1): Contacts, Knowledge, Leadership, 
  Stealth, Thief
  Stunts
  Emotional Trigger
  Indomitable
  Iron Will
  Master of Shadows
  Riposte
  Turnabout
  Power Set: Psychic Arsenal
  Aspect:
  A Mind’s Pain is a True Weapon
  Emotion Control
  Luck
  Paralyze
  Psychic Blades 4 (deadly)
  Telekinesis
  Telepathy
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences
  Mild Consequence (2)
  Mild Mental Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  Using the Aspects
  The Psychic Combatant is a bit of a dark character. 
  The aspects speak of past trauma and pain (whether 
  physical or mental), and using that pain to fuel the 
  powers. The hero is reluctant to trust others easily, 
  maybe even extending to teammates, and believes 
  that every living person, no matter how nice, is hiding 
  a dark side. The various aspects are easy to invoke in 
  a wide variety of social and combat situations.
  Likewise, they’re just as easy to compel. The inability 
  to trust, the belief that no one is truly good, and the 
  inability to let go of past trauma, all make for a stream 
  of compels by a creative player and GM.
  Using the Power Set
  The Psychic Combatant is both a ranged and close 
  quarters combatant. The hero’s telekinetic ability 
  gives them a wide reach, while the psychic blades 
  make sure that even in hand-to-hand combat they’re 
  ready to go. The variety of stunts make the hero 
  extremely formidable in close combat, making the 
  idea of engaging them close-up an unattractive one 
  at best. The stunts also take into account the damage 
  (or hardened) psyche, and allow them to ignore some 
  levels of pain.
  The hero is also skilled in the use of more traditional 
  psychic abilities. They can facilitate telepathic 
  communication, control another’s emotions, paralyze 
  a foe by shutting down their mind, and even affect the 
  probability fields.
  
  57
  Speedster
  Aspects
  Concept:
  Super-Fast Guy with 
  a Big Mouth
  Motivation:
  Have Fun and Save the World
  Other Aspects:
  Trying to Escape the 
  Shadows, Walking Pop-
  Culture Encyclopedia, Too 
  Fast For His Own Good
  Skills
  Superb (+5): Athletics
  Great (+4): Notice, Provoke
  Good (+3): Accuracy, Investigate, Stealth
  Fair (+2): Deceive, Knowledge, Rapport, Treatment
  Average (+1): Fight, Physique, Resources, Technology, 
  Weapons, Will
  Stunts
  Doesn’t Shut Up
  Fluid Technique
  Provoke Violence
  Superhuman Agility
  Uncanny Agility
  Power Set: Superhuman Speed
  Aspect:
  The World is Like a 
  Slow Spinning Top
  Melee Attack 2 (dangerous, multi-targeting)
  Spinning (projectile attack)
  Super-Speed 4 (hyper-reflexes 2, react in a flash)
  Stress & Consequences
  Physical Stress:
  [1] [2] [3] [4] [5] [6]
  Mental Stress:
  [1] [2] [3] [4] [5] [6]
  Consequences
  Mild Consequence (2)
  Mild Mental Consequence (2)
  Moderate Consequence (4)
  Severe Consequence (6)
  Using the Aspects
  This hero has super-powers, and likes to have a 
  good time even while saving the world. The hero 
  loves to talk, and is adept at taunting his opponents. 
  Being just a super-fast guy, however, he often feels 
  overshadowed by his teammates and their more 
  flashy abilities or skills, and is struggling to get the 
  spotlight on himself. His speed also causes him to 
  go about life too fast, and he needs to slow down to 
  take in the smaller details— especially when it comes 
  to people.
  Compelling the Speedster’s aspects is all about using 
  his big mouth and showmanship against him, both 
  in social and combat situations. He’s good at what 
  he does, but unfortunately it’s overshadowed by his 
  class-clown attitude.
  Using the Power Set
  In addition to using his super-speed to react faster 
  than others, turn objects into projectile weapons, and 
  race around a zone punching enemy after enemy, 
  the Speedster is also an expert at getting under a 
  villain’s skin. His taunts can cause enemies to make 
  fatal mistakes, or even target him instead of more 
  dangerous heroes, thereby allowing the speedster to 
  set them up for finishing attacks by his friends.
  His super-speed allows him to easily dodge attacks, 
  even in close quarters.
  
  OPEN GAME LICENSE 
  Version 1.0a
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, 
  Wizards of the Coast, Inc.
  Fudge System 1995 version © 1992-1995 by Steffan O’Sullivan, © 2005 
  by Grey Ghost Press, Inc.; Author Steffan O’Sullivan.
  FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by Evil 
  Hat Productions LLC; Authors Robert Donoghue and Fred Hicks.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin 
  Publishing; Author Steve Kenson.
  Spirit of the Century © 2006, Evil Hat Productions LLC. Authors Robert 
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  Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green 
  Ronin Publishing; Author Steve Kenson.
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  Fate System Toolkit © 2013 by Evil Hat Productions, LLC. Developed, 
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  Taylor, Mike Olson, Mark Diaz Truman, Fred Hicks, and Matthew 
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  Daring Comics Role-Playing Game © 2016 by Daring Entertainment, 
  LLC. Authors Tommy Brownell, Lee. F. Szczepanik, Jr, and Lee. F. 
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  Daring Comics Spotlight #1: Teleportation © 2016 by Daring 
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