TEXT: Super Heroes
  and Heroines
  Online PDF version
  Who hasn’t read a Comic Book? Most of America’s children have read at least one
  Comic Book in their lifetime. Most Comics have Super Heroes / Heroines to do the adventures in
  the book. With the increasing human connection of these characters to normal life is becoming
  uncanny. Primarily Image Comics and Top Cow Comics are making characters that many people
  can relate to. Many of the DC and Marvel Heroes / Heroines have no real “home life”. The books
  are primarily just watching them fight the monthly bad guy. Where as Top Cow and Image have
  Heroes / Heroines that have a “real life”. The writers give them hobbies, favorite bands, normal
  life problems, a very human quality to them. So I am wanting to capture some of that quality in
  this game. I mean, there is nothing wrong with the Bad Guy of the month idea. It should actually
  be used to make the game a bit more interesting. But each character should have some human
  qualities to them.
  Throughout this manual, game terms will be highlighted in green. Definitions of game
  terms will be highlighted in yellow. Optional rules will be highlighted in blue, and game
  examples will be highlighted in red.
  Through game play and this manual, the term XdY is used very often.  X is equivalent of
  the number of dice used in the roll, and Y is the equivalent of the number of sides on the dice.
  So 1d6 would be one six sided die, where 1d20, 3d6, 2d8 would be one twenty sided die, three
  six sided die, and two eight sided die.
  Role-playing is a completely abstract form of gaming. Unlike board games or card
  games, a role-playing game simulates real life (or life in another dimension or time). Every
  person is playing the part of their character in a form of play or television show (or in this case a
  comic book). This show has no real screen play written down to every line. It is an
  improvisation, although there is a subvert structure to the story. The person who gives structure
  is not one of the characters but every extra and all the villains or other people in the lives of the
  characters. The GM or Game Master is playing the part of God in all essentialness. The GM
  controls everyone that isn’t one of the player characters. They will decide on every variable there
  is to decide on in the game. The weather, the starting location of the players, everything.
  Now on to the game...
  
  Table of Contents
  1) What is Role-Playing?
  2) Character Creation
  3) Attributes
  4) Skills
  5) Attribute > Skill Table
  6) Super Powers
  7) Aggressive Super Powers
  8) Super Power Explanations
  9) Occupations
  10) Other Character Generation Tables
  11) Combat
  12) Fighting Styles
  13) Other Rules / Recommendations
  14) Equipment Lists
  15) Psychological Problems
  16) Credits
  17) Appendices
  
  What is Role-Playing?
  Role-playing is an art form. It is a release. It is an escape from the trivialities and
  mundane-ness of life. It is a way for people to have fun. It is a way to let your mind wander,
  imagination expand, and enlighten your life.
  Role-playing is all of these things and more. Even from a young age you have role
  played. When you played Cops and Robbers, Cowboys and Indians, or House, you used your
  mind and your imagination to envision yourself in a different place as different people. This is
  similar to that, apart from with a “role-playing game” (also known to many as a RPG) there are
  rules and directions on how to avoid the imminent conflicts that arose in the role-playing of your
  childhood (“Bang! Bang! You’re dead!” “No I’m not! You missed” “Did not!” etc. You get the
  idea).
  In order to also assist in the prevention of those conflicts, in a role-playing game you use
  numbers and statistics to describe your character – so you (or anyone else) cannot change
  themselves on a whim (“Bang! Shot you!” “No you didn’t! I’m invisible! You can’t see me!”
  “Since when?” “Since now.”). Although these limits may hamper your imagination slightly, they
  help allow for smooth movement in the game and the ability to solve dilemmas with consistency.
  So, grab a character sheet and read on! You are taking your first steps into a whole new
  world of unlimited possibilities.
  
  Character Creation
  1.
  Roll up Attributes. Do this using 2D10 for each Attribute.
  2.
  Pick 1D12 Skills and roll 1D20 for each Skill rating.
  3.
  Roll 1D6 for the number of Super Powers the character will have.
  4.
  Roll on the Super Powers Table to determine the Powers your character has.
  5.
  Clarify skills if necessary. (E.G. Symbiote, Nature Control, Etc...)
  6.
  Roll on the Occupation Table to see the character’s normal profession.
  7.
  Roll (1D10 * Health) Hit Points
  8.
  Roll 3D8 * 1000 for your Character’s Starting Funds.
  9.
  Buy Starting Equipment for the Character.
  10.
  Flesh out the character by giving them a Name, a Handle, Height, Weight, Hair color,
  Hair Length, Eye Color, Nationality, Known Languages, Age, Alignment, Favorite Band,
  Hobbies, Marital Status, you get the idea; or roll on the character creation tables.
  
  Attributes
  Attributes are the physical, mental, and social makeup of the character. These ratings
  determine who the character is, in numbers. The attributes should help you in your character
  creation by drawing up a rough picture of who the character is, what they look like (in
  comparison to others), how much they know, how they think, how they move, most everything
  about a character can be drawn from the Attributes.
  • Strength
  Your character’s normal mortal strength.
  • Agility
  Your character’s upper-body speed.
  • Quickness
  Your character’s lower-body speed.
  • Endurance
  Your character’s ability to endure pain.
  • Body
  The amount of pain your character can endure before falling unconscious.
  • Health
  The amount of pain your character can endure before dying.
  • Intelligence
  Your character’s book smart.
  • Wisdom
  Your character’s street smart.
  • Physical Beauty
  Your character’s physical appearance.
  • Charisma
  Your character’s general like ability.
  • Mental Stability
  The amount of mental anguish your character can endure before going mad.
  • Perception
  Your character’s ability to see objects or events in the surrounding area.
  • Willpower
  Your character’s strength of will in general.
  • Determination
  Your character’s strength of will towards a single goal.
  • Morale
  Your character’s happiness / optimism in normal situations.
  • Leadership
  Your character’s ability to lead others and give orders when necessary.
  
  Skills
  If attributes define a character, skills give the character color. Skills are what the
  character knows and can do well in life. It is considered that everyone has at least some
  miniscule knowledge of most skills, and hence the Attribute>Skill Table later on (if the character
  needs to roll a certain skill, but doesn’t have it, they can roll the corresponding attribute, with a
  penalty).
  Accounting: Your ability to mange money well, your knowledge of how the dollar works, where
  it goes, investments, stocks, bonds, etc. Also a measure of how well you can calculate monetary
  figures.
  Administration: Your ability to run an organization or business, your ability to talk other people
  into doing things for you.
  Anthropology: Your basic knowledge of several other cultures, although generally only surface
  details (language, religion, etc.). More in-depth knowledge is achieved through the “Foreign
  Cultures” skill.
  Archeology: Your knowledge of historical artifacts and cultures, your ability to give a rough
  appraisal of an artifact, and also your knowledge of certain ancient cultures.
  Archery: Ability to use bows and arrows, either as sport, hunting, or self-defense.
  Architecture: Your ability to design structures, read blueprints, draft floor plans, etc.
  Art: Your artistic abilities, upon taking this skill, pick a certain area of expertise, such as chalk
  drawings, oil painting, computer graphics, or pencil and paper. You gain a +2 benefit to all rolls
  dealing with that type of art, but a –1 penalty when attempting to work with a different medium.
  Awareness: Your attention paid to the surrounding area, noticing the minute details. Used by law
  enforcement to find clues and evidence at a crime scene. You ability to perform long, difficult
  searching.
  Balance: Your ability to stay balanced or on your feet, knowledge of things such as center of
  gravity and how to stand or position yourself in situations that require balance.
  Biology: Your knowledge of organisms, life styles, life cycles, anatomy, etc.
  Business: Your knowledge of running an establishment to make money. The knowledge on how
  to make invoices, time management, inventories, etc.
  Climbing: Your ability to climb, knowledge of climbing tools, the mechanics of climbing, and
  your awareness of proper climbing conditions, tools, and supplies.
  Ciphers and Codes: Your knowledge of secret communications, coded transmissions, and your
  ability to decode (or encode) messages to prevent the leakage of secrets. Also your ability to
  crack codes, break passwords, and a knowledge of “secret” code words (used by Covert Ops. or
  military personnel).
  Computers: Your knowledge of computers, programs and programming.
  Con / Acting: Your ability to persuade others through talking and gestures. Also your ability to
  act (making people believe you are the character).
  Criminal Investigation: Your knowledge of “police and/or detective work” as well as your
  possible ability to follow or perform much of said work.
  Demolitions: Your knowledge of explosives and how to use them.
  Diplomacy: Your ability to befriend someone, knowledge of foreign affairs, and basic common
  etiquette.
  
  Dodge: Your ability to block or dodge an attack, your ability to quickly find places to hide and/or
  move behind to protect yourself.
  Driving: Your ability to use cars and/or motorcycles.
  Economics: Your knowledge of economy and cash flow.
  Engineering: Your knowledge of a certain field of engineering.
  Etiquette: Your knowledge of complicated etiquette, as well as foreign etiquette.
  Espionage: Your ability to sabotage another’s work without getting caught.
  Finance: Your knowledge of bank workings and personal finance management.
  First Aid: Your ability to perform emergency medical treatment.
  Foreign Culture: Your in-depth knowledge of a chosen foreign culture.
  Forensics: Your ability to examine evidence in-depth given a laboratory and tools.
  Geography: Your knowledge of the lands of the world as well as your cartographic skills.
  Gun Combat: Your ability to use a firearm for hunting or self-defense.
  Hand to Hand Combat: Your ability to fight others with your fists and/or hand weapons, close
  quarters combat.
  History: Your knowledge of world, country, regional, and local history.
  Horsemanship: Your ability to use an animal (typically equestrian) for transportation.
  Hunting: Your ability to hunt, kill, and prepare an animal for food.
  Infiltration: Your ability to break into an organization and blend in.
  Interrogation: Your ability to question another person through subversive tactics (be them torture
  or constant questioning).
  Journalism / Writing: Your ability to write well structured documents on demand.
  Law: Your knowledge of legal workings in a given country.
  Medical Aid: Your ability to perform advanced medical techniques, given the tools.
  Modeling: Your knowledge of the modeling industry as well as your ability to model.
  Music: Your knowledge of music and your ability to play music.
  Mythology: Your knowledge of any given civilization’s mythology and “ancient” Deities.
  Networking: Your ability to gain any given piece of information from a network of friends /
  contacts.
  Oceanography: Your knowledge of the Ocean and ocean life.
  Other Combat: Any other type of combat. (Blind fighting, Super Power Fighting, Etcetera)
  Philosophy: Your knowledge of philosophy.
  Photography: Your ability to use a camera, clean a camera, and develop film.
  Piloting: Your ability to fly an airborne aircraft.
  Research: Your ability to use resources to investigate a subject.
  Science: Your knowledge of a certain field of science or scientific concepts.
  Scouting: Your ability to scout ahead of a group.
  Seamanship: Your ability to pilot a water borne vessel.
  Smuggling: Your ability to hide goods so they are difficult to find without extremely thorough
  investigation.
  Surveillance: Your knowledge of surveillance systems and your ability to keep watch over
  something.
  Survival: Your ability to survive in hostile conditions.
  Swimming: Your ability to swim.
  Thrown Weapons: Your ability to use thrown weapons.
  Tracking: Your ability to follow a certain subject.
  
  Attribute > Skill Table
  Strength
  Archery, Climbing, Hand to Hand Combat, Horsemanship, Other Combat,
  Thrown Weapons
  Agility
  Driving, Gun Combat, Hand to Hand Combat
  Quickness
  Balance, Dodge
  Endurance
  Hunting, Survival, Swimming
  Intelligence
  Accounting, Anthropology, Archeology, Biology, Ciphers and Codes,
  Computers, Criminal Investigation, Economics, Engineering, Finance,
  Foreign Culture, Forensics, History, Law, Medical Aid, Mythology,
  Oceanography, Philosophy, Piloting, Science
  Wisdom
  Architecture, Art, Demolitions, First Aid, Geography, Music, Photography
  Physical Beauty
  Modeling
  Charisma
  Con/Acting, Diplomacy, Etiquette, Espionage, Horsemanship, Infiltration,
  Interrogation
  Perception
  Awareness, Hunting, Scouting, Seamanship, Smuggling, Surveillance,
  Tracking
  Willpower
  Networking
  Determination
  Journalism/Writing
  Leadership
  Administration, Business
  
  Super Powers
  Table
  1D6
  1-3
  1D20
  1.Symbiote
  2.Flight
  3.Hyper-enhanced Strength
  4.Shape Shifting
  5.Telekinesis
  6.Telepathy
  7.Empathy
  8.Foresight
  9.Clairvoyance
  10.Clairaudience
  11.Claws
  12.Extendable limbs
  13.Electricity Control
  14.Cold Control
  15.Heat Control
  16.Wind Control
  17.Hyper-Healing
  18.Immortality to Old Age
  19.Vampirism
  20.Invisibility
  4-6
  1D12
  1.Lycanthropy
  2.Animal Affinity
  3.Magik
  4.Kinship with Machines
  5.Cybernetics
  6.Environmental Adaptation
  7.Psionic Blast
  8.Normal
  9.Teleport
  10.Super Speed
  11.Time Travel
  12.Etcetera
  
  Super Powers Explanation
  If a person is using a Super Power non-aggressively, they may automatically use it. This
  takes one Combat rounds though to activate or deactivate a power. But if their concentration on
  using the power is challenged, they must roll a Super Powers Control Check. This is to roll 1d20
  and try and roll lower then their Super Powers Control attribute. Something that could break their
  concentration would be like firing a gun, loading a bow, getting shot, almost anything not
  involving the Power. But if the character does fail, they may get 1d4 attempts to struggle their
  Power back. If all those attempts fail, the power is off for that round. This helps make it a bit
  more difficult to have characters that do nothing but use one extremely powerful power. Powers
  that are the exception to these rules are : Vampirism (this is more a disease than a power);
  Symbiote (it is some form of alien material from the character’s normal body and generally has a
  mind of it’s own); Lycanthropy (same reasons as Vampirism); and Cybernetics (same reason as
  Symbiote).
  Aggressive Super Powers
  A person may have a super power that allows them to do damage without a weapon.
  Now, even the strongest super heroes and heroines have their off days. Even their off hours. So
  in order to simulate a character’s fluctuating concentration on using their super powers, there is
  the Super Powers Control attribute. Now for those people with damage causing powers; such as
  Heat, Cold, and Electricity control, Psionic Blasts, and maybe even Symbiote; having a high
  Super Powers Control becomes very important. Now if you rolled horribly for Super Powers
  Control, fret not. For you may use the action of Concentrating on a Super Power. This subtracts 1
  from the difficulty of the roll or the roll in general, although never subtracting more than 8. Well,
  with those aggressive powers (except claws) you may fire a blast from your body. This is
  considered an attack using Other Combat Skill. If you don’t have Other Combat, then use Gun
  Combat with 2 added to the difficulty of the to hit roll. Now for the damage: you roll 1d12, then
  you subtract that roll from your Super Powers Control and multiply that number by 1d10 for the
  damage. You may decide if it is Physical or Stun damage.
  
  Symbiote - THIS CAN BE THE CHARACTER’S ONLY POWER. ALL OTHER
  POWERS ROLLED AND ALL POWERS NOT YET ROLLED ARE NULL AND
  VOID EXCEPT FOR THE POWERS OF THE SYMBIOTE. A symbiote is a
  cybernetic or alien life form that takes life in the body of the character. This can generally
  modify the thoughts or looks of the character. The symbiote generally hides and disguises
  itself as an article of jewelry or clothing, even occasionally it hides under the skin of the
  character. The symbiote takes effect when the character wishes (generally). Also if the
  character is in mortal danger, the character must make a Symbiote Willpower check (the
  Willpower modification to the character’s Willpower the Symbiote does when the
  Symbiote is activated) to see if the symbiote will activate itself to save the character.
  Symbiotes are probably one of the stronger super powers. A symbiote is a piece of
  foreign material that implants itself in a host’s body. Generally it hides under the skin or
  in an article of clothing until called out by it’s host. Venom, Carnage, and Witchblade are
  three examples of symbiotes. If you have read any comic book including any of these
  characters you probably know that their symbiote is VERY powerful. If a person rolls a
  symbiote, then the GM should roll up an NPC that is the symbiote with only 1d4 extra
  powers. Then once the symbiote is activated, the character with the symbiote gains all the
  symbiote’s skills and attributes added to the character’s. So, say that the symbiote has a
  Strength of 14 and the character had a Strength of 12; upon activation of the symbiote the
  character then has a Strength of 26. The symbiote can also stretch 1d8 meters out of the
  character’s body and do a long range attack with the Close Combat skill and Super Power
  damage.
  Flight - A flying character is generally faster due to the reduction of friction caused by walking.
  They generally might look like they are walking so as not to give away their powers, but
  many times they are floating just a tiny bit above the ground so they could move faster.
  They can also fly to extreme altitudes. For every 100 feet the character climbs in one
  round of combat, (if they have a Quickness of 10 + they might be subject to this) they
  must roll a Determination check to see if they can push themselves to fly that steeply that
  quickly. If they fail, they go up 100 feet - 10 times the amount they failed their
  Determination roll by. (E.G.: If a character has a Determination 15 and fails with an 18,
  they go up a maximum of 70 feet (they failed by 3 and 3 times ten is 30)). If a character
  has been flying for more rounds than their Endurance, they must make an Endurance
  check minus the number of rounds above their Endurance they have been flying. If they
  fail this roll, then within the next 5 rounds, the character must land or pass out from
  exhaustion. Add 1d6 to Quickness.
  Hyper-enhanced Strength - This is the power that the character has the ability to be stronger than
  normal human maximums. They may modify their Strength by plus or minus their Super
  Powers Control (or any number within the ranges of such). This change is in no way
  permanent so as to be able to add their Super Powers Control multiple times without
  having the power multiple times. Add 2d12 to Strength.
  Shape Shifting - This is the ability to change a character’s physical appearance, their voice, and
  scent. They must have seen at least a picture of the subject to change into a specific form.
  They must have heard a person to change their voice to copy that person’s. To change
  their scent, they must have smelled the scent they which to smell like (which lowers
  perfume costs!). This is limited to humanoid beings. The character may NOT change into
  an inanimate object or an animal less than 1/3 the character’s normal height (When they
  
  are in their normal, basic form that they were born into). These changes are in no way
  permanent but can be kept up for as long as the person likes. A wound that is inflicted
  may be covered by skin so as not to bleed but is in no way healed. You may at any time
  add or subtract 1d10 to or from your Physical Beauty.
  Telekinesis - This is the power to move things with one’s mind. They may lift anything that
  weighs less than their Super Powers Control hundreds of pounds. This may allow
  temporary flight. But for every straight hour the person is using the power they must roll
  a Super Powers Control check to see if they can keep their power up.
  Telepathy - This is the power to read another’s thoughts. You can just tell what they person is
  directly thinking. You may NOT delve into their memories, or what they are seeing,
  tasting, feeling or hearing. The character may read Super Powers Control number of
  people’s minds at once. But for every straight hour the person is using the power they
  must roll a Super Powers Control check to see if they can keep their power up.
  Empathy - This is very similar to telepathy, except you may only delve into past
  thoughts and current feelings. You cannot tell what the person is directly thinking but you
  can tell what they feel, smell, and have thought. They character may read Super Powers
  Control number of people’s minds at once. But for every straight hour the person is using
  the power they must roll a Super Powers Control check to see if they can keep their
  power up.
  Foresight - This is the power for the character to see the most probably of futures. They may ask
  the GM any number of game related questions about the future that may be answered
  “Yes” or “No” by the GM. Any open ended question that the player asks generally has a
  very fuzzy reading and the GM should generally answer with either “Yes” or “No”. The
  GM should give these answers truthfully, but if the character that is asking the questions
  starts to become annoying, the GM may answer falsely, or just not reply. If the question
  would ruin the gaming session, or would cause a disruption the GM may answer falsely
  or not answer at all. Also if the question is something not relating to the game the GM
  may answer falsely or not answer at all.
  Clairvoyance -This is the power for a person to see a remote location in their mind. They may
  not modify the area they are in nor may they experience any sense from the area except
  from sight. They basically just see a silent movie of the location. They may move in this
  environment but are not then restricted by a body and may do things they could not
  normally do, like walk through a person. They can see a full picture of the area, so that
  what their eyes see is changed to the remote location; or they may just see a half picture
  of the area, which is basically a mini-window in their sight that shows the remote
  location. No one else (except for a telepath) can see this picture. But for every straight
  hour the person is using the power they must roll a Super Powers Control check to see if
  they can keep their power up.
  Clairaudience - This is the power for a person to hear a remote location in their mind. They may
  not modify the area they are in nor may they experience any sense from the area except
  from sight. They basically just hear a radio broadcast of the location. They can hear
  solely the noises in the area, so that what their ears hear is completely changed to the
  remote location; or they may hear the remote location and the sounds around them. No
  one else (except for an empath) can hear this picture. But for every straight hour the
  person is using the power they must roll a Super Powers Control check to see if they can
  keep their power up.
  
  Claws - This is the ability for the character to grow claws, either from their fingers or from
  between their knuckles. These claws are generally bone, but can be metal. Normally these
  claws grow no longer than 1 meter and are normally retractable. They cause damage as
  per 1d12 plus their normal punch damage.
  Extendable Limbs - This is the power for the character to extend their limbs. Whether, this is
  done cybernetically or naturally (E.G.: They have cybernetic limbs that extend or just can
  stretch their bones, muscle, blood vessels, and skin). This allows the character to stretch
  their limbs Super Powers Control - 1d12 meters. They can do anything with their limbs at
  that range that they could do if they had normal length limbs.
  Electricity Control - This gives the character the ability to control electricity. They can shoot
  blasts of lightning, they may absorb electrical currents, and become an electromagnet for
  1d8 rounds of combat. They can control the amount of volts, amps, and watts that come
  from their electricity. So if they wish to just knock someone out with this power instead
  of killing them (or even start a stopped heart), they can. This does normal Aggressive
  Super Powers damage.
  Cold Control - This gives the character the ability to control the cold. They have
  command over snow, ice, the air temperature, anything having to do with the cold. They
  can cause hail, ice storms, blowing snow those sort of things for Aggressive Super
  Powers Damage. They may also just create an ice patch to slip up followers. They may
  cover themselves in ice doing damage when hit or hitting as if they had a knife attached
  to every are of their body (good defensive move). They are unaffected by frostbite,
  freezing temperatures and the freezing of bodily fluids. But for every straight hour the
  person is using the power they must roll a Super Powers Control check to see if they can
  keep their power up.
  Heat Control - This allows the character to control the heat. They have command over fire, lava,
  the air temperature, anything having to do with the heat. They can cause firestorms, mini
  fireballs, small lava flows those sort of things for Aggressive Super Powers Damage.
  They may also just melt the tires or shoe soles of followers. They may set themselves on
  fire, but do only 1d8 extra damage when hitting or being hit. They are unaffected by
  begin burned, hot temperatures,  and overheating. But for every straight hour the person
  is using the power they must roll a Super Powers Control check to see if they can keep
  their power up.
  Wind Control - This allows the character to control the winds. They have command over
  tornadoes, hurricanes, blowing debris, and can temporarily fly. The tornadoes, hurricanes,
  and blowing debris can cause Aggressive Super Powers Damage. But for every straight
  hour the person is using the power they must roll a Super Powers Control check to see if
  they can keep their power up.
  Hyper Healing - This is the power for a character to have a hyper-active healing 
  system. The will not catch any disease, and they heal all wounds 1d4 times as quickly.
  Any flesh would will close within 10 minutes of infliction. If a limb is cut off, the limb
  must be firmly pressed to the area it was removed from or the would will heal over and
  leave the limb off; but if it is firmly pressed to the wound, the limb will reattach itself.
  Add 1d12 to Health and 1d8 to Endurance.
  Immortality to Old Age - The character may pick any age that they really are but they appear to
  be the age rolled from the Age Table. The person may pick 1d4 extra Skills and adds 2d4
  to each Skill for their knowledge of the world. The character never seems to age from
  
  their Age Table age. They can get sick but cannot die from a disease. Add 1d6 to Physical
  Beauty.
  Vampirism -THIS CAN BE THE CHARACTER’S ONLY POWER. ALL OTHER 
  POWERS ROLLED AND ALL POWERS NOT YET ROLLED ARE NULL AND
  VOID. The character is a vampire. They do not age, they heal hyper quickly, they can
  fly, they are super strong, can change their facial appearance, and can change into and
  talk to the animals. Roll 1d4. On a 1 or 2 the character must drink four pints of blood per
  month to survive; on a 3 or 4 they must kill one person per week or go on a killing spree
  (controlled by GM). They gain the powers of: Flight, Shape Shifting (Limited), Hyper-
  enhanced Strength, Hyper Healing, Immortality to Old Age, and Animal Affinity
  (Limited).
  Invisibility - The character can become translucent. They reflect light away from 
  themselves. They cannot be picked up with any device except for x-ray, Infrared, and
  Metal Detectors (If wearing / carrying metal).  But for every straight hour the person is
  using the power they must roll a Super Powers Control check to see if they can keep their
  power up.
  Lycanthropy - THIS CAN BE THE CHARACTER’S ONLY POWER. ALL
  OTHERPOWERS ROLLED AND ALL POWERS NOT YET ROLLED ARE
  NULL AND VOID. The character is a were beast. The character picks an animal that
  they are affinitied to, and the GM comes up with Attributes for that animal. When the
  character is hurt, extremely angered, upon command (Super Powers Control Check), or
  there is a full moon, the character turns into a were beast. They gain super strength, are
  hyper sensitive, look like a humanoid form of their were animal, can talk to other
  animals, can move at super speeds, heal at an advanced rate, and grow claws. On a full
  moon, the where beast must kill at least one person or else the next time the character
  calls on the power, it automatically fails and they do not change. They gain the powers of
  : Hyper-enhanced Strength, Hyper Healing, Animal Affinity, Claws, Super Speed, and
  add 1d12 to Perception.
  Animal Affinity - The character can change into the form of a chosen animal and may speak to all
  members of that family of animals.
  Magik - THIS CAN BE THE CHARACTER’S ONLY POWER. 
  ALL OTHER POWERS ROLLED AND ALL POWERS NOT YET ROLLED ARE
  NULL AND VOID. Magik is a very broad power. With Magik, you can do almost
  anything. So, to limit it’s use, roll 1D20 when you roll Magik to see how many time per
  week you may use Magik. Once those uses run out, the person is inane for the rest of that
  week. Any unused times DO accumulate. If a person spends a week not using their
  Magik, like a battery they absorb more Magik and become stronger. With Magik, you
  should ask the GM what you can and cannot do. It is completely up to them as to what
  the God or Demon that gave the person their power as to what they can do. The GM
  plays the part of these Gods and Demons. If one day you cannot do something, try doing
  it again the next day. Gods and Demons in mythology have moods just like humans so
  they might change their minds. One last thing, if an attempt to use Magik fails, including
  the 1d4 last ditch efforts (each of which don’t cost Magik Points) it still takes away the
  Magik Point.
  Kinship with Machines - The character has the power to
  temporarily give life to a machine. They can remotely operate, break or repair machines.
  
  They can “talk” to a machine (see into it’s past). The also have at any time using a
  machine a 2 in 10 (1 or 2 on 1d10)chance to come up with a novel new use or application
  of that technology.
  Cybernetics - This is similar to a symbiote except that it is a small part of them has been replaced
  with cybernetic parts. Cybernetics are a downgraded symbiote. The GM rolls up a NPC
  that is the cybernetic enhancement. Then upon activation the character chooses ONE
  skill, attribute or one of the powers to use from the cybernetic part.
  Environmental Adaption - This allows the character to adapt to a new environment immediately.
  This can be a drastic change or a very minor one. Such as being able to breathe
  underwater, being able to breathe in space, to blend in with the surroundings (chameleon
  powers), or a minor temperature or air pressure change. But for every straight hour the
  person is using the power they must roll a Super Powers Control check to see if they can
  keep their power up.
  Psionic Blast - The character can wound others with rapidly moving solid manifestations of bad
  thoughts. They are similar to a gun shot other than they are invisible, completely silent,
  and have only a limit of the number of bad thoughts for ammo. This power does basic
  Aggressive Super Powers damage.
  Normal - This is not a super power. This just takes away one super powers slot. If this was your
  only power, then you are just a normal human.
  Teleport - This power takes up two super powers slots if you don’t have 2 open slots, then
  re-roll. This power allows the character and any number of willing subjects within Super
  Powers Control number of feet to me spontaneously displaced from their current location
  to a location that the character with the power is thinking of. The farther away, the harder
  the Super Powers Control check is (GM’s discretion). It takes a character 1d8 combat
  rounds to concentrate and teleport. If the character is disturbed by another character or by
  anything else, but if the character takes no other actions the character and everything else
  they want is still teleported.
  Super Speed - This character has super speed of both hand and foot. Their hands and feet can
  move at rates that are normally impossible for most all normal humans. Add 1d12 to
  Dodge, 1d12 to Agility and 2d10 to Quickness.
  Time Travel - The GM may decide if you get this power or not. This power is the same as
  teleport except the character can move in time not just location. They can go forwards or
  backwards in time. Although if at any time they effect something that would prevent the
  existence of anything the character brought back in time or the character themselves,
  everything is returned to the normal time line as if they never went back, they have no
  memories of that adventure back in time and are at the exact time at which they left the
  normal time line. Any GM not wishing to deal with the possible problems of time travel
  should have the player re-roll this super power.
  Etcetera - This power is whatever the player and GM can agree on. If the player just wishes for a
  power from those I’ve created, that’s fine. Or if the player wishes to go into powers I
  haven’t mentioned here, that’s fine too. It’s all up to the player and the GM.
  
  Occupations
  Table
  1D6
  1-3
  1D20
  1.Police Officer
  2.Lawyer
  3.Judge
  4.Engineer (Specify type)
  5.Model
  6.Film star
  7.Radio Personality
  8.Teacher
  9.College Professor
  10.Diplomat
  11.Sales Person
  12.Entrepreneur
  13.Actor
  14.Spy / Espionage - Counter Espionage
  15.Sailor
  16.Chauffeur
  17.Disk Jockey
  18.Pilot
  19.Military Officer
  20.Military Soldier
  4-6
  1D20
  1.Doctor
  2.Scientist
  3.Musician
  4.Occultist
  5.Historian
  6.Stock Broker / Real Estate
  7.Clerical Work (Rabbi, Minister, Nun)
  8.Mechanic
  9.Photographer
  10.Printing
  11.Reporting
  12.Meteorological
  13.Slight of Hand
  14.Telecommunications
  15.Computers
  16.Janitorial
  17.High Level Government Official
  18.Therapy / Psychiatry
  19.Sports Figure
  20.Unemployed
  Everyone in the game world is assumed to have a job or have had a job at which they
  earn money (exception being the “Unemployed” space). Also each character should have an
  explanation as to how they gained their powers. If they were born with it, a fluke accident, or a
  job accident. It’s up to the player to devise a background for their character and with that
  background comes how they gained their powers and how they gain money to live. If the
  character has a job in mind that isn’t on the table, it’s up to the GM to decide if that can be used;
  also if the player has a job in mind that is on the table, they should have a way to work that into
  the story. But generally you should have the characters roll on the Occupation table as to their
  job. The GM should come up with the salary for the profession as well as any equipment from
  the job and any possible Skill / Attribute gained (or added to / subtracted from) from the job.
  Professions should be story starters, not story stoppers. They should give a helpful boost
  in the character creation process. If at any time the character’s job begins interfering with the
  story (he goes to work rather than with the rest of the team to save the world) then the GM
  should find some way of lessening (or even killing) the character’s enthusiasm to work (be it
  getting fired or just a fight with their boss).
  
  Other Character Generation
  Tables
  Choose an appropriate age Or roll on the following table (1D100)
  01-09% 
  16 years old
  10-18% 
  17 years old
  19-25% 
  18 years old
  26-30% 
  19 years old
  31-38% 
  20 years old
  39-49% 
  21 years old
  50-60% 
  22 years old
  61-66% 
  23 years old
  67-71% 
  24 years old
  72-80% 
  25 years old
  81-83% 
  26 years old
  84-86% 
  27 years old
  87-90% 
  28 years old
  91-95% 
  29 years old
  95-00% 
  29+1d10 years old
  Roll on the Following Table for Height and then Weight (1D100)
  Percent
  Height 
  Weight (lbs.)
   01-5%
  5’ 3”
  85+3d10
   6-12%
  5’ 5” 
  100+3d10
   13-24% 
  5’ 7” 
  120+4d10
   25-35%
  5’ 9”
  130+4d10
   36-41% 
  5’ 10"
  135+4d10
   42-60% 
  5’ 11”
  140+4d10
   61-76%
  6’ 0”
  150+5d10
   77-83% 
  6’ 2”
  155+5d10
   84-89%
  6’ 4” 
  160+5d10
   90-95%
  6’ 6” 
  170+5d10
   96-100%
  6’ 8” 
  180+5d10
  
  Land of Origin/ Ethnicity: Choose or Roll on the Following Table. Keep in mind where
  your GM plans to run the campaign. (1D100)
  01-07% North American
  01-20% Canadian
  21-50% American, No direct links to original country
  51-70% Mexican
  71-80% Native America (choose your own tribe)
  81-00% Roll again: If the second roll is another continent and country, the character is now a
      descendant from that country. i.e. African American or Asian American with several family
      members in the "Old Country"
  08-14% South American
  01-11% Paraguay
  12-23% Brazilian
  24-36% Argentina
  37-48% Uruguay
  49-60% Peruvian
  61-72% Chilean
  73-84% Colombian
  85-95% Venezuelan
  96-00% Guyana
  15-21% Japanese
  22-28% Korean
  01-50% North Korean
  51-00% South Korean
  29-35% Chinese
  36-42% Southeast Asian
  01-16% Vietnamese
  17-34% Laotian
  35-49% Cambodian
  50-69% Burmese
  70-00% Thai
  43-49% Pacific Asian
  01-25% New Guinean
  26-50% Malay
  51-75% Filipino
  76-00% Indonesian
  50-56% Australia
  01-33% New Zealander
  34-66% Australian
  67-00% Australian Indigenous Person
  
  57-63% European
  01-14% British
  15-29% Scottish
  30-45% French
  46-60% Irish
  61-75% German
  76-85% Spanish
  86-00% Scandinavian
  64-70% Russian (Any country from former USSR)
  71-77% Middle Easterner (Choose your own Country / Religion)
  01-33% Mid-easterner
  34-66% North African (Islamic Republic)
  67-00% Egyptian
  78-84% African
  01-12% South African
  13-25% Nigerian
  26-37% Zimbabwean
  38-49% Somalia
  50-65% Kenyan
  66-79% Zulu
  80-85% Bantu
  86-00% Boer
  85-91% Indian
  01-33% Brahmin
  34-67% Peasant
  68-00% Untouchable
  92-98% Eskimo
  99-00% Extra terrestrial (Alternate Planet or Universe / Time)
  Alignment: Choose or Roll on the Following Table (1D100)
  01-10% Idealist-Principled
  You are generally idealistic. You adhere to your principles. Killing is sometimes required in war, but you never
  enjoy it and try to give everyone the benefit of the doubt. Racism is unconscionable - everyone is a living being
  regardless of culture, skin color, or what country they are from. The death of an innocent in any situation will cause
  great emotional pain. Often will put self in harms way to protect an innocent or a team member. Others often respect
  you and you actions.
  11-20% Idealist-Pacifist
  You are very idealistic. Violence is wrong unless it is the only way to stop more violence. In some cases you would
  not kill to save your own life. In combat, you always hang back and you never shoot to kill. You may shoot to
  wound - If you ever killed someone, you would suffer a great deal of anguish. You would kill to protect a loved one
  or a child.. Racism is unconscionable - everyone is a living being regardless of culture, skin color, or what country
  they are from. People react well to you, but team members often do not trust that you will come through if they
  depend on you.
  
  21-30% Idealist-Scrupulous
  You are idealistic, but you don't let your ideals cloud your judgment. In war you must make tough decisions and
  people can die. You protect innocents and see that justice is served even if you have to break the law. You find that
  you have to work beyond the law, to work for the law. Issues are not important people are. You might even have to
  compromise you own principles to get the job done. Innocents and your buddies get first priority. You are not out
  for wealth, but you wouldn't turn down a free lunch.
  31-40% Opportunist-Righteous
  Your personal principles are paramount. Anything can be justified in the name of the "cause" what ever yours might
  be. Ideals are more important than people. If you order your last teammate over the line to stop the enemy, so be it -
  even your own life would be offered up to sacrifice if it would serve the cause. Friends and teammates find you a bit
  scary, but superiors often respect your moral character.
  41-50% Opportunist-Karmic
  Personal Honor is the center of you life. At some point you realized that the game is more important than winning.
  You long for the challenge of a perfect foe. You trust yourself in all things, and often risk your own life to meet an
  unnecessary challenge. People like you but realized they are secondary to you honor. You are not afraid of death as
  long as it is honorable and at the hands of a worthy opponent. You always fight with fairness and courage. You are a
  True Warrior.
  51-60% Opportunist-Unprincipled
  You are a natural follower, and adhere to the law and the regulations. You rarely question Authority or your mission
  - except at the time of a personal crisis. You are as good person, but you often do things that seem cold and callous
  to others. People get killed in war, you wish you could prevent such things, but you realize your limits.
  Accomplishing the goal, or following orders, is all important, but you still respect the lives of others.
  61-70% Opportunist-Anarchist
  You are basically a good person, but tend to think of yourself first. You consider laws and regulations a hindrance.
  You are non-committal and worry about saving yourself in all situations. Self-preservation is the most important
  thing in your life. You tend to Pullout of a situation if you cannot gain anything.
  71-80% Malignant-Miscreant
  Staying alive is the number one goal, Acquiring money and power are secondary only to self preservation. Things
  exist to make your life better. Your buddies are important as are men under your command because they help you
  stay alive, but you don't really care about them or any one else, other people exist for you to use. You have no
  respect for law or honorable people. Always borrows money, never loans out money always takes advantage of any
  chance to get ahead. You are often unpopular, but you love a good joke as long as it isn't on you. Other's lives mean
  little to you
  81-90% Aberrant
  You have a somewhat twisted sense of right and wrong, but you are live by a constant personal ethic that you will
  not compromise. Your ethics seem twisted by other's standards. You would not kill an innocent, but if it is necessary
  you would kidnap or otherwise harm an innocent if it served an end. If you deemed it necessary you would kill. You
  would not torture a captured enemy (maybe just a rough interrogation). You respect honor in your enemies and give
  a grudging respect to those who have shown themselves similarly honorable.
  91-00% Malignant-Diabolic
  Anything that gets in your way is just so much dirt to be swept aside. You are reckless, violent and careless. You do
  what you want because no one can or will stop you. megalomania, and insanity are the chief elements of your
  psyche. People distrust you and fear you whims. You are the ultimate in selfishness and would kill just for
  entertainment. You would be a one person army if could. Nothing in the world is more important than yourself and
  your wants. You may fight for a cause, but it is really secondary to your own interests.
  
  Hobbies [Not to be confused with occupation] (1D100)
  01-04% Modeling
  05-08% Painting
  09-12% Musician
  13-16% Caving
  17-20% Archaeology
  21-24% Sculpting (Stone or Clay)
  25-28% Tai Chi (or exercise)
  29-30% Photography
  31-33% Treasure Hunting
  34-36% Role Playing Games
  37-40% Computer Hacking
  41-44% RC Modeling
  45-48% Gardening
  49-52% Cooking
  53-56% Collector
  57-60% Old Movies
  61-64% Books
  65-68% Exotic Things
  69-70% Higher Education
  71-74% Automobiles
  75-78% Philosophy
  79-82% Technology
  83-86% Psychiatry
  87-90% Philosophy
  91-95% Historic Warfare
  96-00% Singing
  Relationship Table (1d12)
  1.
  Brother / Sister
  2.
  Friend
  3.
  Classmate
  4.
  (GM may choose to have re-rolled) Married
  5.
  Friend of a friend
  6.
  Half Brother / Sister
  7.
  Despise
  8.
  (GM may choose to have re-rolled) Boyfriend / Girlfriend
  9.
  (GM may choose to have re-rolled) Lover
  10.
  Enemy
  11.
  Neighbor
  12.
  No relation developed yet
  
  Combat
  Combat is an important part of any RPG. No matter how hard you try, you will
  eventually get into a fight. So, here is my Combat System.
  1.
  First every person involved in the combat situation rolls 1D20 for initiative. The
  highest number goes first. In a tie, the highest Perception goes first between those
  characters.
  2.
  The person with the highest initiative decides on a target.
  3.
  The GM decides the range from the attacker to the target.
  4.
  With the range, the GM modifies the difficulty of the roll they will need to make.
  5.
  The attacker rolls 1d20 trying to get lower than ((the appropriate skill
  number)±(the modification from range).
  6.
  If that roll is successful, the target rolls 1d20 for Close Combat and 1d20+1d8 for
  Long Range Combat. With a target number of their Dodge skill minus the success
  from the attacker’s roll (they must roll lower than). If the target doesn’t have a
  Dodge skill, for Long Range combat they can roll Quickness instead of Dodge and
  for Close Combat they can roll Agility instead of Dodge. If you cannot roll Dodge
  you must subtract 4 from your roll.
  7.
  If the target’s roll fails, then they get to roll  Endurance minus the weapon’s damage
  code against Stun damage (Marked by a S after the damage code number) with a
  target number of the weapon’s damage code. For a Physical attack (Marked by a P
  after the damage code number) they roll Body with a target number of (weapon’s
  damage code plus the difference in the Dodge roll). If an Endurance roll fails, the
  target takes the damage code amount of damage, but each hour they regain a hit
  point. If a Body roll fails, the target takes the damage code amount of damage, that
  requires 4 hours per hit point. Stun rolls are to be lower than the target number and
  Physical rolls are to be higher than the number. If the roll success the target takes ½
  damage rounded up.
  8.
  If the target is dropped to 0 hit points from a Stun attack, they may roll 1d20
  against a target number of Body-10. If this roll is successful the target has 1 Hit
  Point and stays conscious. If the target fails the roll, they are knocked unconscious.
  If unconscious, every hour that passes the target rolls another Body roll against a
  target number of (12-(# of hours unconscious)).
  9.
  If the target is dropped to 0 hit points from a Physical attack, they roll 1d20 with a
  target number of Health - 12. If this roll is successful, the target is just unconscious
  and then follows the rules above to see if they regain consciousness. If the roll fails,
  the character is dead. Now because they are dead doesn’t mean they are completely
  dead. With modern medicine we can essentially revive the dead. Or if the person has
  Hyper-Healing they can roll Health D6 every hour to see if they start to regenerate.
  10.
  Repeat steps 2-9 for each Initiative number. Then go to step 1 and proceed.
  Actions to take during combat
  During combat you can take 1/10 (Round up) of your Morale in actions per turn of yours.
  (If you have a Morale of 1-10 you have 1 action, 11-20 has 2 actions, etc.)
  
  Actions you may take are:
  Fire a shot
  Talk to another person
  Walk ½ Quickness Meters, Jog Quickness Meters, Run 2x Quickness Meters
  Drop to the floor
  Use a Super-Power
  Load a gun
  Ready a bow
  Aim
  Concentrate on using a Super Power
  If a person (for any roll) rolls a 1 on 1 die or a 2 on 2 dice, it automatically succeeds.
  Then if they roll a natural 20 or a 28 it automatically fails and is a critical failure.
  Now, there are also special guns that are semi-automatic and fully automatic. A semi-
  automatic may fire half of it’s maximum load of bullets in a round adding 1 to the difficulty of
  each roll due to kickback. A fully-automatic may fire it’s maximum load of bullets in a round
  adding 1 to the difficulty of each roll for every shot under ½ it’s maximum load and then adding
  2 to the difficulty for each shot there after.
  A person may delay their action if they wish. Once a character with a lower initiative
  goes, the character delaying their action may at any time declare that they are now taking their
  action. Although once the full round of combat is over for every character, all delayed actions are
  lost.
  Then comes the subject of teams (the basics of team structure is presented in the “Other
  Rules” section). As any comic fanatic knows, there are enemies that a single character going solo
  can’t beat. Yet give the character a few good teammates and together they beat the opponent to a
  living pulp. I am trying to catch that aspect of comics as well. So there also is the chance there
  will be a character or opponent with a Skill or Attribute with a rating of over 20. Well, if this
  does happen teams will let those people be killed. Each combat round (every character gets at
  least one action) there is a team fighting an opponent some special things happen. First, the
  leader of the team rolls 1D20 with a target number of their Leadership attribute minus the
  number of people in a team. If that roll succeeds then the team gets lots of special bonuses. They
  essentially get one attack as a team. Rolls that the opponent of more than one team member is
  fighting get minuses on further rolls when they succeed a roll. Let’s say two members of the
  same team are attacking a person with a Dodge of 35. The first team member attacks on his turn
  and fails (no kidding!!) And the opponent succeeds by 18. When the second teammate attacks
  the opponent then has a Dodge of 17. Now that could be beaten unlike the Dodge of 35. Also if
  one member of a team reserves an action they may take that action to support another teammate
  and add their Skill or Attribute rating to their teammate. All of these effects wear off once all
  characters have taken their actions.
  Then there are critical wounds. These are the things that leave scars and bleed profusely.
  If in one round of combat, a character takes more than 1/8 of their maximum hit points, they
  have a critical wound. This wound will probably scar. But the wound also bleeds. Unless the
  character gets medical attention (even a first aid kit) they lose one hit point each hour. Once a
  character goes to or below 0 hit points from this, they have bled to death.
  Finally, there is the action of aim. Now as any slightly experienced marksman knows,
  hitting a target, even from farther away is easier with aim. So this allows a person to aim their
  
  gun to get a better chance to hit something. For each round spent aiming, the character subtracts
  1 from the difficulty of the shot. Although never subtracting more than 5.
  For Example: there is Cyclone; a 5'11" Male with a Body of 18 and a Dodge of 10.
  Cyclone Is being attacked by Ice Bolt; a 6'2" Male with a Gun Combat skill of 18. Ice Bolt is 16
  meters away from Cyclone. Ice Bolt is using a Mac 10. That makes it Long Range (+0 to
  difficulty). So, Ice Bolt must roll 1D20 and 1d12 to a target number of 18. Ice Bolt rolls a 5 on
  the d20 and a 3 on the d12. Giving him an 8. That is a success by 10. So now Cyclone must roll
  2d20 to a target number of 0. If he rolls a 2 he automatically succeeds. He rolls an 8 and then a
  12 giving him a 20. He doesn’t dodge the bullet. Then the Mac 10 has a damage code of 16P, if
  Cyclone rolls a 1 or 2 on 1D20 he only takes ½ damage. He rolls 17 taking the full 18 points of
  damage from the bullet.
  Okay. Now you know the general flow of combat. If the GM wishes, you can become
  more specific by using some of the rules below. These include hit location, shotgun rules,
  explosive rules, combat magic, etcetera.
  Distance Modifications
  Short = -10; Medium = -5; Long = +0; Extreme = +5
  Hit location
  RANDOM BODY LOCATION CHART
  ROLL
  LOCATION
  MODIFICATION
  DAMAGE BEFORE LOSS OF BODY PART
  01-15
  Head
  Add 20 damage
  (1/14 of Max. HP)
  16-20
  Neck
  Add 35 damage
  (1/14 of Max. HP)
  21-30
  Left Arm
  Subtract 2 damage
  (1/7 of Max. HP)
  31-40
  Right Arm
  Subtract 2 damage
  (1/7 of Max. HP)
  41-80
  Body / Torso
  Normal damage
  (2/7 of Max. HP)
  81-90
  Left Leg
  Subtract 5 damage
  (1/7 of Max. HP)
  91-00
  Right Leg
  Subtract 5 damage
  (1/7 of Max. HP)
  The Random Hit Location Table
  Right before damage is dealt, you can roll on the Random Hit Location Table (See
  Above). Depending on where you hit the other person it deals more or less damage; OR the GM
  may decide for a more violent combat and ignore those damage modifiers and pay attention to
  the DAMAGE BEFORE LOSS OF BODY PART column. If that column is used, and the damage dealt is
  equal to or greater than the amount of the character’s hit points calculated from that column, that
  body part is removed and totally dysfunctional. Through common sense, if the head, neck, or
  body is removed, the character is dead.
  Explosives
  Now as any stereotypical teenage boy knows, explosives are very different than you
  standard bullets. Explosives have a blast radius instead of a firing distance. So I should reflect
  this in the game. An explosive still has the four ranges. These ranges though are the areas of the
  blast radii. The short radius is in the very major part of the explosion. This is generally the worst
  
  area to be in a explosion in. Shrapnel is being thrown at extremely high velocities, there are
  small fires, and the general explosion itself to deal with here. If your character is in the short
  radii of the explosion, they take 20 extra damage. If your character is in moderate range of the
  explosion, there is still much danger, and the character takes 10 extra damage. If in long range,
  they take normal damage. Finally if they are within the extreme range they take 10 less damage.
  Explosives are treated in combat like another character in battle. All the explosive can do though
  is prepare to explode. The explosive skips the 3rd, 4th, and 5th steps. If a character is within the
  blast radius, the explosives to-hit roll succeeds. To tell how much the explosives roll succeeds
  by, roll 1d12. That is how much the explosive succeeded by.
  Shotguns
  As most gun fanatics know a shotgun has a very special shot pattern with shot in it. With
  a slug, it fires as per a normal gun. With shot (similar to hundreds of BBS) in it fires in a conical
  pattern. Normal guns have their normal ranges as to how far a bullet will go. The normal guns
  fire that bullet in only a straight line. With a shotgun though, every 1 meter, the area of effect is
  modified by adding 1 foot to the area the shot goes. So therefore the longer the shot, the larger
  the area effected. But this makes a shotgun harder to aim and fire. You add 5 to the difficulty of
  any shot made from a shotgun with shot in it. Then for each meter the target is away from the
  attacker you subtract the number of meters away from the Dodge roll.
   For example: James, a normal human police officer has a shotgun. He is hunting Kevin, a
  Vampire Teacher. James has a Gun Combat of 14. Kevin has a Dodge skill of 16 and a Body of
  13. Kevin is 9 meters away from James. That is a Moderate range for James. So, James rolls
  1D20 with a target number of (14-5) or 9 because he is using a shotgun. He rolls and gets a 2.
  Then Kevin rolls a dodge to a 9. Kevin rolls a 16. He doesn’t dodge. So then Kevin rolls 1D20
  with a target number of (9+7) or 16. He rolls an 18 so therefore he takes half damage rounded up
  or 4 hit points worth of damage. Then James rolls a Location to find out the final damage. James
  rolls a 7 so the shot hits Kevin in the head. The final damage is then 29. Kevin has 26 Hit Points.
  So James’ shot blows a good sized hole through Kevin’s head, leaving him dead and a bloody
  gray mass stuck to the brick wall behind Kevin.
  As you can see, combat is very deadly. But with a shotgun it becomes even deadlier. If
  there were innocent bystanders within 9 feet on either side of Kevin, they would have to roll too.
  This is because the spread is uncontrolled and can hit things you don’t want them to.
  Random Firing
  If a character wishes, or misses a shot, the shot goes haywire. The bullet may ricochet
  around for a while and hit a target the character might not have wanted. To determine where the
  shot hits, the GM must determine what is around the character (anywhere within the bullet’s
  range). The GM then assigns an even percentile value (round down). Any left over percent is just
  considered a shot off into who knows where.
  For example: Jerry is firing his pistol at James. Jerry misses the shot. Around Jerry are, 4 fellow
  team members, 6 cars, a building, a garbage can, the ground and the sky. That makes 14 items.
  Now comes the calculator part. 100 divided by 14 is 7 with a decimal. So each object is assigned
  a percentile. Each item goes up the next 7 percent. After the 14 items have their percentiles you
  will notice that 2 percent is left over (99 and 100). So if Jerry rolls a 99 or 100 he just fires into
  
  oblivion. He rolls a 45. This hits a car. So in the middle of combat, Jerry aims at his opponent,
  squeezes off a shot, and blows out the window of the car behind and to the left of him. This is
  thanks to the wonderful world of ricochets!
  So, this sounds like a lot of work, but after a while, you will get used to it. Of course, if
  Jerry wasn’t in the city but on a highway with nothing around him, that last example couldn’t
  have happened because nothing would be around to ricochet off of. So, the GM must take into
  consideration the surroundings before allowing impossible shots to happen.
  Armor
  Armor suppresses the damage that a person takes. All armor and some clothing has armor
  ratings. The armor rating consists of two numbers: STUN which is the amount of Stun damage
  the armor absorbs; and PHYSICAL which is the amount of Physical damage the armor absorbs.
  To determine the amount of damage the character takes after the armor absorbs it’s damage; you
  subtract the armor’s rating in that type of combat from the damage they would initially take. If a
  piece of armor takes 10 times it’s highest rating in Physical damage in one round, the armor is
  completely destroyed. As you may notice, some armors have EXPERIMENTAL in it’s notes.
  Those armors are difficult to find. Then there are the armors with ENERGY BLAST and then a
  die code. Any armor with an ENERGY BLAST is considered to be EXPERIMENTAL. The die
  code is the amount of damage the blast causes. This blast is considered a Super Power and is
  rolled like an Aggressive Super Power. But once damage is to be dealt, the die code is the
  damage dealt rather than Super Powers damage.
  
  Fighting Style
  Each character has their own fighting style. Most of which is just a free for all. But if a
  character has the Hand to Hand Combat skill with a rating of greater than 10, they will know a
  martial art and have special combat actions for having such.
  Here are the arts.
  Tai Chi - The character has knowledge of Tai Chi. Tai Chi is a calm, fluid art. You are at
  inner peace. You move with the winds and strike only to subdue, not to kill. Your
  maneuver are:
  1) Block
  2) Kick
  3) Throw
  4) Strike
  5) Lock
  6) Vital Area
  Aikijutsu - The character has knowledge of Aikijutsu. Aikijutsu is an ancient, defensive
  art. Your soul effort is to remove the risk of yourself getting hurt. Your maneuver are:
  1) Block
  2) Kick
  3) Throw
  4) Movement
  5) Lock
  6) Movement
  Atemi - The character has knowledge of Atemi. Atemi is an art concentrating on power
  blows and pressure points. Your maneuver are:
  1) Strike
  2) Vital Area
  3) Block
  4) Lock
  5) Strike
  6) Kick
  Jujitsu - The character has knowledge of Jujitsu. Jujitsu is the modern form of the ancient
  Ninjitsu. Ninjitsu is long dead but this very powerful, very graceful art still lives. Your
  maneuver are:
  1) Throw
  2) Vital Area
  3) Weapon
  4) Kick
  5) Movement
  6) Vital Area
  Karate - The character has knowledge of Karate. Karate is a standardized art. Karate is an
  aggressive art focusing on knocking your opponent out as fast as possible. Your
  maneuver are:
  1) Kick
  2) Strike
  3) Movement
  
  4) Throw
  5) Lock
  6) Kick
  Kung Fu - The character has knowledge of Kung Fu. Kung Fu is an art in which you use
  kicks and punches in rapid succession to knock out your opponent. Your maneuver are:
  1) Kick
  2) Movement
  3) Strike
  4) Kick
  5) Movement
  6) Vital Area
  Sumo - The character has knowledge of Sumo. Sumo is a form of wrestling using holds,
  throws and punches. Your maneuver are:
  1) Strike
  2) Movement
  3) Vital Area
  4) Push
  5) Lock
  6) Push
  Tai Kwon Do - The character has knowledge of Tai Kwon Do. Tai Kwon Do is an art of
  all arts. It is a Jack of All Trades, Master of None type of art. Your maneuver are:
  1) Strike
  2) Kick
  3) Block
  4) Throw
  5) Movement
  6) Push
  Zen - The character has knowledge of Zen. Zen is an art in which you use your opponent
  against themselves. Your maneuver are:
  1) Throw
  2) Movement
  3) Block
  4) Throw
  5) Kick
  6) Strike
  Kendo - The character has knowledge of Kendo. Kendo is a Japanese form of Fencing. It
  isn’t specialized to the sword for combat but is more general. Your maneuver are:
  1) Weapon
  2) Movement
  3) Throw
  4) Weapon
  5) Kick
  6) Lock
  Fencing - The character has knowledge of Fencing. Fencing is like Kendo but is
  specialized to use primarily the sword in combat. Your maneuver are:
  1) Weapon : Sword
  
  2) Movement
  3) Lock
  4) Weapon
  5) Throw
  6) Kick
  Street Combat - The character has knowledge of Improvisational Street Combat. Street
  Combat is like Karate in that it is a Jack of All Trades, Master of None. But Street
  Combat is more violent and has less form to it. Your maneuver are:
  1) Weapon
  2) Strike
  3) Kick
  4) Movement
  5) Block
  6) Vital Area
  Boxing - The character has knowledge of Boxing. Boxing is a punching art. There is
  nothing more to boxing other than to punch the opponent until you or they lose
  consciousness. Your maneuver are:
  1) Strike
  2) Movement
  3) Strike
  4) Push
  5) Vital Area
  6) Strike
  Mui Thai (Kickboxing) - The character has knowledge of Kickboxing. Kickboxing is like
  boxing but it uses kicks with the punches. Your maneuver are:
  1) Strike
  2) Movement
  3) Kick
  4) Push
  5) Kick
  6) Strike
  Acrobatics - The character has knowledge of Acrobatics. Acrobatics is not much of a
  fighting style but can be used. It is primarily movements and kicks. Your maneuver are:
  1) Kick
  2) Movement
  3) Throw
  4) Movement
  5) Block
  6) Throw
  Now to give the maneuver you can pick from with your style. For each point in a
  category the style gives you, you may pick one move to use. The Difficulty is the amount that is
  added to the die roll to indicate the difficulty of the move.
  Block (Close Combat ONLY)
  Full Block : Difficulty - 5; Effect - All Attacks are null.
  Basic Parry : Difficulty - 2; Effect - Block half damage of one attacks this round.
  Parry All : Difficulty - 3; Effect - Block half damage of all attacks this round.
  
  Grappling Block : Difficulty - 6; Effect - Block all damage from this attack and gain
  immediate hold of any weapon and the arm of the attacker.
  Kick
  Circle Kick : Difficulty - 3; Effect - Add 1d6 to damage from this kick.
  Flying Kick : Difficulty - 4; Effect - Add 1d4 to damage from this kick and all lower
  body attacks (aimed or from location table) are null.
  Backward Kick : Difficulty - 2; Effect - Add 1d8 to damage. Must be to target behind
  you.
  Sweeping Kick : Difficulty - 5; Effect - Add 2d4 to damage. 2 in 8 chance opponent is
  knocked to ground suffering another 1d6 damage.
  Lock
  Choke Hold : Difficulty - 6; Effect - After 1d4 rounds in hold, opponent is unconscious
  (dropped to 0 Hit Points).
  Locking Block : Difficulty - 5; Effect - Holds and renders a weapon ./ limb useless for
  2d6 rounds. Opponent has +4 to all attacks.
  Incapacitation : Difficulty - 5; Effect - Knocks limb useless for 2d8 minutes.
  Immobilizing : Difficulty - 8; Effect - Victim knocked out.
  Movement
  Feint : Difficulty - 2; Effect - Adds ½ Quickness to opponent’s attack roll.
  Immovability : Difficulty - 3; Effect - Cannot be moved by attacks.
  Jump : Difficulty - 0; Effect - Upper Body attacks null. Cannot attack to lower body.
  Rapid Attacks : Difficulty - 8; Effect - Immediately make 1/4 Agility extra attacks.
  Push
  Concentrated Push : Difficulty - 4; Effect - Push opponent ½ Quickness feet. After 3'
  opponent falls to ground suffering 1d6 damage.
  Sticking Touch : Difficulty - 6; Effect - Opponent may not move away. You follow their
  every move.
  Strike
  Iron Fist : Difficulty - 5; Effect - Add 1d6 to damage.
  Crushing Blow : Difficulty - 8; Effect - Adds 1d8 damage. Roll 1d4 on a 1 the target
  body part of opponent is crushed and rendered useless.
  Eagle Claw : Difficulty - 6; Effect - Add 1d8 to damage
  Throw
  Fall : Difficulty - 5; Effect - Take no damage from this fall.
  Instant Stand : Difficulty - 5; Effect - Negates 1 round to stand from falling, ducking, or
  leaping.
  Hurl : Difficulty - 7; Effect - Throw opponent 1d4'. Add 1d6 damage for each 2' thrown
  (round up).
  Great Throw : Difficulty - 8; Effect - Throw opponent 2d6(d4)’. Add 1d6 damage for
  each 2' thrown (round up).
  Vital Area
  Pain Touch : Difficulty - 5; Effect - Add 2d4 damage.
  Stunning Touch : Difficulty - 6; Effect - Opponent paralyzed for 1d4 minutes.
  Paralyzing Touch : Difficulty - 8; Effect -Opponent paralyzed for 2d4 minutes.
  Death Touch : Difficulty - 12; Effect - Opponent killed. Dead, kaput, nix, no more.
  Weapon - Pick a Close Combat weapon. You add 1d4 to each attack with this weapon.
  
  Other Rules
  Teams
  When playing in a group of more than one player, the player’s characters will develop
  some sort of relationship with one another if they don’t have one already from the past
  relationship table. Yet, sometimes being friends isn’t enough for some people (I’m not talking
  physically, oh, wait, yeah that too...) and if you read a few comic books you find that many a
  time the heroes and heroines will band together in a party or team. Some examples of teams are
  Gen13, X-Men, X-Factor, the Avengers, the Justice League of America, and Cyber Force for
  example. So, if the characters want to make a team, feel free to let them. There is space on the
  Character Sheet for each person’s team affiliation(s). I put the (s) on there because some people
  are part of more than one team. For example Professor Xavier is part of X-Men, X-Force, and
  Generation X; and John Lynch is part of Team 7, IO, and Gen13. If characters do make or join a
  team, they should have some sort of team crest or insignia, Like the X for the X-Men, the 13 for
  Gen13, and the insignia for the WildC.A.T.S.
  Handles
  Very simple. Very few super heroes / heroines will use their own name when recognized
  for their doings. So the character’s handle is their pseudo-name. For example Superman,
  Batman, Freefall, Ballistic, Bliss, Threshold, Cyclops, and Beast to name a very few.
  Progression
  Unlike other games, there is no experience system (currently) in SH&H. So, if for a
  check a character rolls a 1 on 1D20 then they can add 1 to the skill or attribute rating.
  Costumes
  However annoying they may be, most super heroes have their skin-tight spandex
  costumes. So in order to follow how most of the rest of the super heroes / heroines, you should
  have a mental picture and possibly a sketch of what their costume should look like.
  Medical Help
  Your characters are going to get hurt. There is no getting around it. So, your characters
  need to heal. Without any help, you will recover or Health number of hit points in 6 hours of rest.
  This doesn’t definitely mean sleep, but it does mean not being very active. A First Aid kit will
  add 1d12 to that amount. Where as a visit to the Doctor adds 2d12. Hospital stay doubles the
  amount for each day. For those critical wounds (>1/8 of their max hit points) may require
  surgery. Surgery lowers their hit points to 1 but removes the critical wound.
  
  Equipment
  Etcetera
  Clothes
  Clothes, Standard - $80 per suit
  Clothes, Poor - $50 per suit
  Clothes, Good - $90 per suit
  Clothes, Fine (Suits) - $120 per suit
  Trench coat - $75
  Duster - $95
  Leather Jacket - $150
  Leather Pants / Shirt - $175
  Fur Coat - $200
  Fur Pants / Shirt - $180
  Silk Pants / Shirt - $250
  Underclothes (Cotton / Wool) - $15
  Underclothes (Satin / Silk) - $25
  Standard Shoes - $15
  Name-Brand Shoes - $50
  Cap (unlabeled) - $3
  Cap (With corporate insignia) - $25
  Fedora Hat - $20
  Fez - $15
  Fur Hat - $30
  Helmet - $75(Baseball helmet) - $700(Designer Motorcycle racing helmet)
  Camping / Outdoor gear
  Bedroll - $150
  Canteen - $20
  Climbing Harness - $150
  Rope (Per 100') - $20
  Compass - $150
  Lamp (Oil / Gas) - $20
  Lamp (Electric) - $40
  Flashlight - $35
  Frame pack - $30
  Mess Kit - $10
  Rain Gear (Pancho, umbrella, etc.) - $100
  Snow Gear (Heavy Jacket, Snowshoes, etc.) - $150
  Rations (Std. for 1 day) - $40
  Rations (Iron for 5 days) - $60
  Tent - $50
  Torches (5) - $3
  Block and Tackle - $70
  Eating Utensils - $5
  
  Building Equipment / Hardware
  Bolt cutters - $100
  Carpentry Kit - $200
  Chain (Per 5') - $50
  Chisel - $40
  Drill and Bit (Hand) - $80
  Drill and Bit (Electric) - $140
  Glass Cutting Equipment - $100
  Hammer - $100
  Mechanical Jack - $100
  Ladder (10') - $40
  Lock Smithing Tools (Picks) - $50
  Lock Smithing Tools (Cutting Tools) - $550
  Pick - $50
  Prybar - $10
  Saw - $30
  Shovel - $20
  Multimedia
  Computer (Tabletop) - $2,500
  Computer (Laptop) - $4,500
  Computer Disks (Blank) x 25 - $15
  Camera - $35-150
  Film - $5
  Video Camera - $250-500
  Video Tape (Blank) - $2
  Video Tape - $15
  Tape Recorder - $100
  Cassette Tape (Blank) - $2
  Cassette Tape - $5
  CD Player - $150-350
  CD - $15
  Radio - $25
  TV - $200-1200
  VCR - $175-375
  Espionage / Counter Espionage
  Bug detector - $350
  Fake ID - $250 (ILLEGAL)
  Infrared Goggles - $450
  Night Vision Goggles - $400
  Invisible Ink - $25
  Radar Detector - $85
  Radio Jammer - $175 (ILLEGAL)
  Wire Tap - $300 (ILLEGAL)
  Tracking Device - $200
  Field Radio - $250
  
  Weapon accessories
  Scope - $75 (Doubles Base Aim Bonus)
  Laser Sight - $80 (Doubles Base Aim Bonus)
  Silencer - $90 (+5 difficulty to notice shot [Pistols only])
  Flash Suppressor - $95 (+3 difficulty to notice shot)
  Holster - $15
  Hidden Holster - $30
  Quick Holster - $35
  Medical Equipment
  First Aid Kit - $75
  Crutches - $25
  Medication - $30
  Hospital Stay - $250 per night
  Emergency Room Treatment - $800
  Surgery - $2500
  Visit to Doctor - $300
  Ambulance - $375
  Glasses - $125
  Hearing Aid - $130
  Other
  Pen x10 - $2
  Pencil x10 - $1
  Paper - $3
  Notebook - $4
  Chemistry Kit - $175
  Playing Cards - $5
  Dice - $2
  Scissors  - $5
  Glue - $4
  Duct Tape - $8
  Masking Tape - $7
  Scotch Tape - $4
  Goggles - $25
  Gas Mask - $150
  Handcuffs - $20
  Gun Powder - $30
  Marbles - $1
  Parachute - $200
  Maps - $35
  Passport - $250
  Shaving Kit - $30
  Pets
  Birds - $40
  Cats - $60
  Dogs - $150
  Horse - $4,000
  
  Mule - $3,000
  Fish - $5
  Rodent - $3
  Living Expenses (Per Month)
  Politician - $0
  Bare Subsistence - $150
  Very Poor - $250
  Poor - $400
  Lower Class - $600
  Lower Middle Class - $1,000
  Middle Class - $1,500
  Upper Middle Class - $2,500
  Affluent - $5,000
  Wealthy - $15,000
  Very Wealthy - $40,000
  Filthy Stinkin’ Rich - $100,000
  Cars
  Volkswagen - $4500 (New) - $800 (Used) / Top Speed = 85 / Hit Points = 200
  BMW - $9500 (New) - $4500 (Used) / Top Speed = 115 / Hit Points = 275
  Audi - $8500 (New) - $3500 (Used) / Top Speed = 110 / Hit Points = 285
  Toyota - $7500 (New) - $2500 (Used) / Top Speed = 105 / Hit Points = 300
  Chevrolet - $7800 (New) - $3000 (Used) / Top Speed = 108 / Hit Points = 300
  Ford - $7000 (New) - $3000 (Used) / Top Speed = 100 / Hit Points = 290
  Saturn - $6500 (New) - $2500 (Used) / Top Speed = 95 / Hit Points = 295
  Ferrari - $15000 (New) - $13000 (Used) / Top Speed = 185 / Hit Points = 280
  Porsche - $13000 (New) - $10000 (Used) / Top Speed = 165 / Hit Points = 280
  Jaguar - $25000 (New) - $23000 (Used) / Top Speed = 220 / Hit Points = 290
  Datsun - $8500 (New) - $5500 (New) / Top Speed = 135 / Hit Points = 280
  Bikes
  BMW - $7500 - $6500 / Top Speed = 135 / Hit Points = 180
  Harley Davidson - $8500 - $7500 / Top Speed = 95 / Hit Points = 190
  Toyota - $6500 - $5500 / Top Speed = 120 / Hit Points = 175
  Kawasaki - $8500 - $7500 / Top Speed = 145 / Hit Points = 150
  Honda - $4500 - $3500 / Top Speed = 100 / Hit Points = 165
  Suzuki - $5500 - $4500 / Top Speed = 110 / Hit Points = 160
  Yamaha - $9500 - $8500 / Top Speed = 165 / Hit Points = 170
  Aircraft
  Cessna - $450000 / Top Speed = 450 Knots / Hit Points = 800
  Lear Jet - $950000 / Top Speed = 700 Knots / Hit Points = 900
  Glider - $95000 / Top Speed = 100 Knots / Hit Points = 125
  Boeing 747 - $1500000 / Top Speed = 850 Knots / Hit Points = 1500
  Boeing 757 - $1470000 / Top Speed = 875 Knots / Hit Points = 1400
  Boeing 737 - $1450000 / Top Speed = 820 Knots / Hit Points = 1300
  Osprey - $2500000 / Top Speed = 970 Knots / Hit Points = 2000
  
  Harrier - $7900000 / Top Speed = 1400 Knots / Hit Points = 2250
  Apache - $6800000 / Top Speed = 845 Knots / Hit Points = 3000
  F - 16 - $8450000 / Top Speed = 2500 Knots / Hit Points = 2500
  F - 14 - $8000000 / Top Speed = 2000 Knots / Hit Points = 2400
  Stealth Bomber - $8500000 / Top Speed = 3000 Knots / Hit Points = 2550
  A-10 - $6500000 / Top Speed = 800 Knots / Hit Points = 2600
  MIG 21 - $8300000 / Top Speed = 2450 Knots / Hit Points = 2400
  Seaplane - $500000 / Top Speed = 375 Knots / Hit Points = 850
  Weapons
  Bladed / Close Combat Weapons –
  Range is in Meters
  Name
  Cost
  Damage
  Short  Medium  Long  Extreme
  Fists
  N/A
  6P/S+1/3 STR
  0-.1     .2-.3       .4-.5   .6-.7
  Swords - 
  $150 - $900 
  10P+1/3 STR
  0-.3     .4-.6       .7-.9   1-1.5
  Knife - 
  $25 - $75
  8P+1/3 STR
  0-.1     .2-.3       .4-.5   .6-.7
  Billy Club - 
  $30
  8S+1/3 STR
  0-.1
  .2-.3
  .4-.5
  .6-.7
  Nunchaku - 
  $45
  10S+1/3 STR
  0-.1
  .2-.3
  .4-.5
  .6-.7
  Pepper Spray - 
  $20
  14S
  0-.3
  .4-.6
  .7-.9
  1-1.6
  Flashlight - 
  $35
  7S+1/3 STR
  0-.1
  .2-.3
  .4-.5
  .6-.7
  Hammer - 
  $100
  8S+1/3 STR
  0-.1
  .2-.3
  .4-.5
  .6-.7
  Prybar - 
  $10
  9S+1/3 STR
  0-.1
  .2-.3
  .4-.5
  .6-.7
  Saw - 
  $30
  9P+1/3 STR
  0-.1
  .2-.3
  .4-.5
  .6-.7
  Shovel - 
  $20
  8S+1/3 STR
  0-.1
  .2-.3
  .4-.5
  .6-.7
  Chain (Per 5') - 
  $50
  8P+1/3 STR
  0-.2
  .3-.6
  1-1.2
  1.3-1.6
  Long Range Weapons -
  Non-firearm Weapons
  Range is in Meters
  Name
  Cost
  Damage
  Short  Medium  Long  Extreme
  Bow
  $45
  8P
  0-1.5
  1.5-3
  4.5-6
  6-7.5
  Long Bow
  $55
  10P
  0-2
  2-4
  4-6
  6-8
  Compound Bow
  $75
  12P
  0-3
  3-6
  6-9
  9-12
  Potato Cannon                        $35
  6P
  0-4
  4-8
  8-12
  12-16
  
  Pistols
  Range is in Meters
  Name
  Cost
  RDS
  Damage
  Short  Medium  Long  Extreme
  Colt M1911A1
  $350
  7
  16P
  1-4
  5-8
  9-12
  13-16
  Walther 9mm
  $400
  8
  17P
  1-4
  5-8
  9-12
  13-16
  Beretta Model 92F
  $450
  15
  16P
  1-4
  5-8
  9-12
  13-16
  Desert Eagle
  $425
  9
  18P
  1-4
  5-8
  9-12
  13-16
  Colt Python Revolver
  $375
  6
  16P
  1-4
  5-8
  9-12
  13-16
  S&W M29 Revolver
  $350
  6
  15P
  1-4
  5-8
  9-12
  13-16
  Sub Machine Guns
  Range is in Meters
  Name
  Cost
  RDS
  Damage
  Short  Medium  Long  Extreme
  Thompson M1928A1
  $750
  17
  18P
  1-5
  6-15
  16-25 26-35
  MP 38-40 Schmeisser
  $600
  8
  20P
  1-5
  6-15
  16-25 26-35
  Sten Mk 2
  $650
  8
  23P
  1-5
  6-15
  16-25 26-35
  MP5
  $625
  5
  21P
  1-5
  6-15
  16-25 26-35
  Uzi
  $550
  5
  19P
  1-5
  6-15
  16-25 26-35
  Ingram MAC 10
  $500
  3
  16P
  1-5
  6-15
  16-25 26-35
  Rifles
  Range is in Meters
  Name
  Cost
  RDS
  Damage
  Short  Medium  Long  Extreme
  Semi Automatic
  M1 Garand
  $190
  5
  15P
  1-15
  16-25
  26-35 36-45
  Browning Automatic Rifle
  $200
  3
  17P
  1-15
  16-25
  26-35 36-45
  AK 47
  $250
  5
  20P
  1-15
  16-25
  26-35 36-45
  M16
  $225
  5
  19P
  1-15
  16-25
  26-35 36-45
  Sporting Rifles
  Remington M700 BDL
  $125
  5
  17P
  1-15
  16-25
  26-35 36-45
  Sako 30'06       
  $150
  5
  17P
  1-15
  16-25
  26-35 36-45
  Weatherby Mk V
  $200
  3
  20P
  1-10
  11-20
  21-30 31-40
  Nylon 66
  $100
  14
  15P
  1-20
  21-30
  31-40 41-45
  Ruger M44
  $130
  4
  18P
  1-15
  16-25
  26-35 36-45
  Marlin M336
  $120
  6
  16P
  1-15
  16-25
  26-35 36-45
  Shotguns
  Double Barrel $215
  2
  22P
  1-5
  6-11
  12-17
  19-25
  Sawed-off Double Barrel
  N/A
  2
  24P
  1-3
  4-9
  10-15 16-25
  Remington M870
  $118
  7
  18P
  1-4
  5-10
  11-18 19-30
  Franchi SPAS 12
  $450
  7
  20P
  1-6
  7-12
  13-20 21-32
  
  Machine Guns
  Range is in Meters
  Name
  Cost
  RDS
  Damage
  Short  Medium  Long  Extreme
  Gatling Gun
  $700
  66
  18P
  1-5
  6-11
  12-17 19-25
  PM 1910
  $650
  42
  19P
  1-5
  6-11
  12-17 19-25
  M1919 30'06   
  $675
  42
  20P
  1-5
  6-11
  12-17 19-25
  M249 5.56mm$625
  33
  17P
  1-5
  6-11
  12-17
  19-25
  M60 7.62mm   
  $600
  17 
  18P
  1-5
  6-11
  12-17 19-25
  M2HB HMG   
  $615
  17
  20P
  1-5
  6-11
  12-17 19-25
  Energy Weapons (VERY RARE!!)
  Range is in Meters
  Name
  Cost
  RDS
  Damage
  Short  Medium  Long  Extreme
  Fully Auto Cannon
  $7500 150
  55P
  0-25
  26-50
  51-75 76-100
  Hypercannon*                        $7750 150
  60P
  0-25
  26-50
  51-75 76-100
  Beam Weapon*
  $8000 150
  65P
  0-25
  26-50
  51-75 76-100
  Plasma Gun*
  $8500 150
  70P
  0-25
  26-50
  51-75 76-100
  Multi-Directional Cannon** $9500 150
  75P
  0-25
  26-50
  51-75 76-100
  Fully Auto Pistols
  $7500 150
  55P
  0-25
  26-50
  51-75 76-100
  All weapons above do not have modifiers from Kickback.
  *= Can be kept up from round to round as a beam (fully auto without kick)
  **=Applies to * but can also fire in 3 different directions at once in a 180º arc in front of
  character.
  Explosives (Per 10 grams) and Rounds (Cost is for 10 of the item)
  Range is in Meters
  Name
  Cost
  Damage
  Short  Medium  Long  Extreme
  TNT
  $500
  100P
  1-2
  3-5
  6-9
  10-14
  C-4
  $600
  110P 
  1-2
  3-5
  6-9
  10-14
  Plastic explosives
  $700
  120P
  1-2
  3-5
  6-9
  10-14
  Blasting Cap    
  $450
  90P
  1-2
  3-5
  6-9
  10-14
  Pipe Bombs     
  N/A
  85P
  1-2
  3-5
  6-9
  10-14
  Bullet (All - nonshotgun)
  $20
  NORM
  --------------------------------------------
  Explosive shot (All “)
  $25
  +3
  --------------------------------------------
  Shell (Shotgun) x10
  $25
  NORM
  --------------------------------------------
  Slug (Shotgun)
  $30
  +5
  --------------------------------------------
  Arrow (Bow)
  $5
  NORM
  --------------------------------------------
  Energy Pack (Energy)
  $75
  NORM
  --------------------------------------------
  
  Armor
  Name
  Cost
  Stun
  Physical
  Other Notes
  Any clothes
  Varies
  0
  0
  Normal Clothes
  Heavy Clothes
  Varies
  2
  0
  Heavy Clothes
  Leather
  $250
  1
  1
  ½ sliding damage
  Kevlar
  $275
  2
  2
  Police Issue
  Reinforced Kevlar
  $325
  3
  2
  SWAT Issue
  Chain Mail
  $400
  3
  3
  Ring Mail
  $450
  3
  2
  Plate Armor
  $500
  5
  6
  Plate Mail
  $550
  6
  6
  Light Cybernetic Armor
  $2500
  4
  7
  Experimental
  Medium Cybernetic Armor
  $3000
  5
  8
  Experimental
  Heavy Cybernetic Armor
  $3500
  6
  9
  Experimental
  Form Fitting Cybernetic Armor
  $4000
  7
  10
  Very Rare (IO)
  Light Powered Armor
  $6000
  8
  12
  Experimental
  Medium Powered Armor
  $6500
  9
  13
  Energy Blast d4
  Heavy Powered Armor
  $7000
  10
  14
  Energy Blast d6
  Light Battle Suit
  $25000
  12
  16
  Energy Blast d10
  Medium Battle Suit
  $30000
  13
  18
  Energy Blast d12
  Heavy Battle Suit
  $45000
  15
  20
  Energy Blast d12 d8
  
   Psychological Problems
  The GM has control over this whole section. The GM decides when you gain
  problems. You may start with a few; a tragic event may happen to the character to give them
  problems; killing a person might give them some...it’s all up to the GM. If the problem has no
  way of applying to the situation that caused it, the GM may fudge the roll. But each problem has
  it’s own effects and further problems that are encountered because the character has this mental
  problem. Now on to the table.
  Tens (1d8-1)
  Ones (1d10)
  1.
  Schizophrenia
  2.
  Multiple Personalities
  3.
  Paranoia
  4.
  Blood thirst
  5.
  Dementia
  6.
  Manic Depressive (Bi Polar I)
  7.
  Bi Polar (Bi Polar II-IV)
  8.
  Delusional
  9.
  Anxiety
  10.
  Hysteria
  11.
  Amnesia
  12.
  Addiction to (substance / drug / item)
  13.
  Fear of Heights
  14.
  Fear of Open Spaces
  15.
  Fear of Closed Spaces
  16.
  Fear of Strange Places
  17.
  Fear of Strange People
  18.
  Fear of Fire
  19.
  Fear of Death
  20.
  Fear of Spiders
  21.
  Fear of Snakes
  22.
  Fear of (other animal [may roll on Random Animal Table])
  23.
  Fear of (certain person)
  24.
  Fear of Being Afraid
  25.
  Fear of the Unknown
  26.
  Fear of the Dark
  27.
  Fear of the Occult
  28.
  Fear of Undead
  29.
  Fear of Lightning
  30.
  Fear of Airplanes
  31.
  Fear of Cars
  32.
  Fear of (other transportation)
  33.
  Fear of Sunlight
  34.
  Fear of Shiny Things
  35.
  Fear of Opposite Sex
  36.
  Fear of Sexual Contact
  37.
  Fear of Technology
  
  38.
  Obsession with Shiny Things
  39.
  Obsession with Sunlight
  40.
  Obsession with Cars
  41.
  Obsession with Airplanes
  42.
  Obsession with (other form of transportation)
  43.
  Obsession with Opposite Sex (to extremes)
  44.
  Obsession / Addiction with Sexual Contact
  45.
  Obsession with Lightning
  46.
  Obsession with Undead
  47.
  Obsession with The Occult
  48.
  Obsession with the Dark
  49.
  Obsession with the Unknown
  50.
  Obsession with Being Afraid
  51.
  Obsession with Fire
  52.
  Obsession with Death
  53.
  Obsession with Spiders
  54.
  Obsession with Snakes
  55.
  Obsession with (other animal [may roll on Random Animal Table])
  56.
  Obsession with Strange People
  57.
  Obsession with Strange Places
  58.
  Obsession with Closed Places
  59.
  Obsession with Open Places
  60.
  Obsession with Heights
  61.
  Obsession with (certain person)
  62.
  Obsession with Technology
  63.
  Obsession with (public figure [live or dead])
  64.
  Hallucinations
  65.
  Unreal Memories
  66.
  Thinks they are the Messiah
  67.
  Thinks they are the Anti-Christ
  68.
  Thinks they are (another major religious figure)
  69.
  Thinks they are (dead public figure of the past)
  70.
  Panic attack / Suicide is now an option
  Explanation of the preceding Problems
  1.
  Schizophrenia - The character hears voices in his / her head (the GM) making
  suggestions that the character may or may not agree with. (Such as “Kill”)
  2.
  Multiple Personalities - The character has 1d4 extra personalities. These
  personalities can be similar to the character’s normal personality or quite the
  opposite. The player and GM decide on the personalities (GM has final say as to
  Yes or No to personalities)
  3.
  Paranoia - The character fears and hates a certain organization (real or not) and
  assumes they are after them. Such as “The aliens are after me”. They start to
  believe that everyone is associated with their organization and trusts no one. They
  lose all friends and a 75% chance of losing romantic relationships.
  4.
  Blood thirst - The character must kill. They enjoy seeing people die and want to
  
  kill just for the pure joy of “watching the mother f***ers die!”. They attain all
  weapons they can and wish to kill all they don’t know and maybe even those they
  do.
  5.
  Dementia - The character is just plain mad. They start to make incoherent
  rambling, drool a lot, and become unable to take care of themselves. They attach
  to a certain person (maybe even one they don’t know) and think that person as
  their protector to take care of them. They start to lose memories of the real world
  and live in their own world.
  6.
  Manic Depressive - The character has violent mood swings. When encountered
  with a tough situation the character 25% of the time (1 on 1d4) will spontaneously
  change to the opposite mood that they were.
  7.
  Bi Polar - The character has very violent spontaneous mood swings. When the
  GM feels or a taught situation comes up, the player must roll 1d4 on a 1 or 2 the
  character spontaneously changes to another mood of the GM’s choice.
  8.
  Delusional - The character starts to lose grip of reality and fiction. Things from
  the character’s mind and even some from outside ideas start to appear to the
  character (E.G.: the clock starts to melt). This will scare the living hell out of the
  character. The GM decides what delusions the character may have. The illusions
  don’t’ have to be visual. The character may think themselves a dog or a griffin;
  anything. This one is up to the imagination of the GM.
  9.
  Anxiety - The character is anxious for anything that they now is coming for them.
  Even if it is years away, they are counting the days to the event. The character
  becomes obsessed with the event to very annoying levels. The character becomes
  stressed when the event nears. After that event, the character becomes obsessed to
  another event. These are very extreme obsessions, nothing else matters to the
  character but that event.
  10.
  Hysteria - The character finds anything and anyone funny. They laugh at
  everything. They will laugh at things they think, laugh at things they thought said.
  This becomes quite annoying to the other characters quickly. No matter what the
  event, no matter how dramatic or frightening, it is funny.
  11.
  Amnesia - The character loses all memory of the past as far as people, places,
  events. They still can walk, talk, etc. This is generally selective of a time period’s
  memory being forgotten instead of all memory (E.G.: the last 15 years are blank).
  This generally can be cured by re-enacting the event that caused the amnesia.
  12.
  Addiction to (substance / drug / item) - The character is an addict. They live for a
  substance (like Elmer’s White School Glue), a drug (like alcohol) or an item (like
  their best friend’s refrigerator). They live to be near that substance / drug / item. If
  going for days without that item, they start to go into withdrawal and suffer 1d4
  damage per hour in withdrawal until at 1/10 of maximum hit points at which point
  they are free of the addiction. If the character rests in this time, they heal instead
  of hurt and the recovery takes longer. Then at a later time after the addiction is
  broken, if the character uses the substance / drug / item again there is a 75%
  chance they will become re-addicted.
  13.
  Fear of Heights - The character cannot  - The character cannot be at a high place.
  If they are, the character is so scared they can do nothing but concentrate on
  getting down.
  
  14.
  Fear of Open Spaces - The character cannot be in an open space alone. If left
  alone in an open space for as little as a minute; the character panics and rushes to
  try and find people or a less open space.
  15.
  Fear of Closed Spaces - The character cannot be in a closed space. If in a closed
  space, the character must rush to get out or they will start to panic and rush out of
  the area.
  16.
  Fear of Strange Places - The character cannot be in a strange place alone. If the
  character is alone in a strange place, they must quickly rush to known areas.
  17.
  Fear of Strange People - The character cannot be near strange people alone. If left
  alone with strange people, the character becomes violently defensive against the
  unknowns.
  18.
  Fear of Fire - The character cannot be near fire. If they are near a fire, they must
  either run away in fear or put out the fire as quickly as possible.
  19.
  Fear of Death - The character cannot be faced with death. The character doesn’t
  like death. If put in a situation of kill or be killed; they fall into total disarray and
  become a bumbling idiot. They cannot do anything in a kill or be killed situation.
  They cannot do anything until comforted out of the situation.
  20.
  Fear of Spiders - The character cannot be near spiders. If they are near spiders,
  they must either kill the spider or run from it.
  21.
  Fear of Snakes - The character cannot be near snakes. If they are near snakes, they
  must either kill the snake or run from it.
  22.
  Fear of (other animal [may roll on Random Animal Table]) - The character cannot
  be near the specific animal or animal type. If near the animal or animal type, they
  must either kill it or run away from it.
  23.
  Fear of (certain person) - The character cannot be near a certain person. Even a
  picture of that person. If encountered with the person or a picture of the person,
  they must destroy the photo / kill the person or run away.
  24.
  Fear of Being Afraid - The character cannot be afraid. If they are afraid for some
  reason, they fall apart. They cannot do anything until comforted out of the fear.
  25.
  Fear of the Unknown - The character cannot be near something they don’t know
  or something that challenges that which they know. If encountered with the
  Unknown, they must destroy or run from the unknown.
  26.
  Fear of the Dark - The character cannot be alone in the dark. If they are alone in
  the dark, their soul action then is to get out of the dark or to make light.
  27.
  Fear of The Occult - The character cannot be confronted with the Occult. If they
  are encountered with the occult, they must either destroy or run from the person /
  place / thing that makes them think of the occult.
  28.
  Fear of Undead - The character cannot be encountered with the undead. If they
  are encountered with the undead, they must run from the undead being. Even a
  mask or photo of the undead will spark this reaction.
  29.
  Fear of Lightning - The character cannot be witness to lightning. If they are then
  their soul actions to try and “get away” from the lightning.
  30.
  Fear of Airplanes - The character cannot be on an airplane. If they are on an
  airplane, they must get off as soon as they can for as long as they can.
  31.
  Fear of Cars - The character cannot be in a car. If they are in a car, they must get
  out as soon as they can for as long as they can.
  
  32.
  Fear of (other transportation) - The character cannot be on / in a certain
  transportation vehicle. If they are on / in that vehicle they must get off of it as
  soon as they can for as long as they can.
  33.
  Fear of Sunlight - The character cannot be in the sunlight. If they are in the
  sunlight, they are convinced it is melting their skin off and must get out of the sun
  as soon as they can.
  34.
  Fear of Shiny Things - The character cannot be near anything shiny. If they are
  encountered with anything shiny, they must either run from it or destroy it.
  35.
  Fear of Opposite Sex - The character cannot be near the opposite sex. If they are
  encountered with a member of the opposite sex, they become very cold and
  defensive.
  36.
  Fear of Sexual Contact - The character cannot be encountered with sexual contact.
  If they are they become very cold, defensive, and aggressive towards whomever is
  attempting to make sexual contact with them.
  37.
  Fear of Technology - The character cannot be encountered with technology. If
  they are, then they must either destroy it or run from it. (Ug no like fire).
  38.
  Obsession with Shiny Things - The character craves Shiny Things. If encountered
  in a situation in which the character may acquire something shiny, they will
  become oblivious to the outside would and go right after the shiny object.
  39.
  Obsession with Sunlight - The character craves sunlight. If in the shade for a few
  minutes, the character starts to complain and head for the nearest patch of sunny
  ground, risking life and limb to reach it.
  40.
  Obsession with Cars - The character craves cars. They must always be near cars
  or car related propaganda. If they happen to leave the presence of a car, they start
  to carelessly rust through what they are doing to get to the car.
  41.
  Obsession with Airplanes - The character craves airplanes. They must always be
  near airplanes or airplane related propaganda. If they leave the presence of an
  airplane, they rush carelessly through their job to try and get back to the airplane
  or airplane propaganda as quickly as possible.
  42.
  Obsession with (other form of transportation) - The character craves (other form
  of transportation). They must always be near (other form of transportation)s or
  (other form of transportation) related propaganda. If they leave the presence of
  (other form of transportation), they rush carelessly through their job to try and get
  back to the (other form of transportation) or (other form of transportation)
  propaganda as quickly as possible.
  43.
  Obsession with Opposite Sex (to extremes) - The character craves the opposite
  sex. They must always be near a member of the opposite sex. If they are alone
  with nothing but members of the same sex, the character becomes violently
  defensive. They do not act upon the opposite sex just crave the presence of a
  member of the opposite sex.
  44.
  Obsession / Addiction with Sexual Contact - The character craves sexual contact.
  They will risk life and limb to get sexual contact. Who, when, and where makes
  no difference to the character. They must have sexual contact. If encountered with
  more than one day without sexual contact, the character becomes very violent in
  their quest for physical encounters.
  45.
  Obsession with Lightning - The character craves seeing lightning. Whenever there
  
  is a storm, the character is out watching. If a storm goes by that the character
  doesn’t see lightning, they become very depressed and lose hope that they will
  ever see lightning again. They become dangerously depressed and possibly
  suicidal.
  46.
  Obsession with Undead - The character craves the Undead. They must be near
  those who have returned from the grave. They do not like the living as
  companions, but if given the chance will run off to be with the undead.
  47.
  Obsession with The Occult - The character craves the Occult. They become
  dangerously obsessed. They always have Occult symbols and texts with them.
  They try and dabble into the mystical forces (possibly succeeding and performing
  something they didn’t want to happen).
  48.
  Obsession with the Dark - The character craves the dark. They detest sunlight. If
  they are in the sun, they rush for the nearest darkness. They are always trying to
  make it darker. This can become quite irritating to the other characters.
  49.
  Obsession with the Unknown - The character craves the Unknown. Anything that
  challenges the known is paradise to them. If given the possibility to learn about
  the unknown, the character will drop what they are doing and immediately trek
  off to learn about the unknown.
  50.
  Obsession with Being Afraid - The character craves fear. They always want to be
  afraid or be feared. They are obsessed with the horror aspects of everything. They
  are constantly searching for new ways to be afraid.
  51.
  Obsession with Fire - The character craves fire. They must be near or be setting
  fires. Fire is the only thing to them If without fire, the character becomes obsessed
  with making fire. The lighter running out of fluid is a horrible event to them.
  52.
  Obsession with Death - The character craves death. Anything having to do with
  death, dying, or the dead is the greatest thing since sliced bread to the character.
  They must view the dead whenever they can. They aren’t necessarily obsessed
  with killing and dying but just the dead. If a show is on TV about a dead person
  they know something or maybe even nothing about, they try their hardest to watch
  it for hopes of seeing the person dead.
  53.
  Obsession with Spiders - The character craves Spiders. They love spiders. If
  anyone kills a spider near them, they are outraged at the person. They have
  spiders for pets and are always trying to add more spiders to their collection.
  54.
  Obsession with Snakes - The character craves Snakes. They love Snakes. If
  anyone kills a spider near them, they are outraged at the person. They have
  Snakes for pets and are always trying to add more Snakes to their collection.
  55.
  Obsession with (other animal [may roll on Random Animal Table]) - The
  character craves (other animal). They love (other animal). If anyone kills a spider
  near them, they are outraged at the person. They have (other animal) for pets and
  are always trying to add more (other animal) to their collection.
  56.
  Obsession with Strange People - The character craves meeting new people. They
  must daily meet someone new or become depressed. They don’t ever have to see
  that person again, just meet them. The character’s first priority is meeting
  someone new each day.
  57.
  Obsession with Strange Places - The character craves visiting new places. They
  must daily visit someplace new or become depressed. They don’t ever have to see
  
  that place again, just meet them. The character’s first priority is visiting
  someplace new each day.
  58.
  Obsession with Closed Places - The character craves to be in closed places. If
  they can get into a tight space they will. They do this to test and see if they’ll get
  stuck. It’s their attempt at adding spice and adventure to their lives.
  59.
  Obsession with Open Places - The character craves being in the open. They love
  being in the wilderness, away from other people. If given the chance, the
  character will become a hermit in a heart beat.
  60.
  Obsession with Heights - The character craves heights. They love seeing the
  ground so far below them. If given the chance to go to higher ground, no matter
  how dangerous, they will be the first to volunteer.
  61.
  Obsession with (certain person) - The character craves seeing a certain person.
  Their soul purpose in life is to be with that person. If that person ever dies, the
  character will probably kill themselves. This person is the reason the character
  breathes. The person may hate the character, but that doesn’t matter to them.
  62.
  Obsession with Technology - The character craves technology. If given the
  chance to get a new gadget or make an old one better, they will spring on the
  opportunity. Even if the character knows they are being ripped-off, they will still
  spring at the opportunity.
  63.
  Obsession with (public figure [live or dead]) - The character craves seeing and
  trying to get near this public figure. If the figure is dead, then the character tries to
  look like the person they are obsessed with. If the person they are obsessed with is
  still alive, then their soul reason for living is to meet that person. If given the
  opportunity, they will be first to volunteer or pay to see / meet that person.
  64.
  Hallucinations - The character sees things that aren’t there. They think these
  things to be real, but to all others, these things are not there. They can have good
  or bad hallucinations. (EG: The smurfs are here... or The snakes are under my
  skin! Get them out!!). The character treats the hallucinations as if they were real
  thing in reality. They will talk to it, and many times (because the hallucination is
  from their mind) the hallucination will talk back. They can be “hurt” by the
  hallucinations. If the hallucination cuts the character, they are convinced they
  have a cut and will suffer stun damage from attacks by the hallucination. They
  can never be killed by the hallucination, but can be killed in reaction to the
  hallucination.
  65.
  Unreal Memories - The character is convinced they remember things happening
  that didn’t. They will try and convince everyone that these memories are real (and
  to the character they are). The character will even dispute physical evidence that
  the events didn’t happen.
  66.
  Thinks they are the Messiah - The character thinks they are the Messiah. They go
  around acting and talking to people as if the character was the messiah. Many
  times, the character may develop a following of believers.
  67.
  Thinks they are the Anti-Christ - The character thinks they are the Anti-Christ.
  They go around acting and talking to people as if the character was the Anti-
  Christ. Many times, the character may develop a following of believers.
  68.
  Thinks they are (another major religious figure) - The character thinks they are
  the (another major religious figure). They go around acting and talking to people
  
  as if the character was the (another major religious figure). Many times, the
  character may develop a following of believers.
  69.
  Thinks they are (dead public figure of the past) - The character thinks they are the
  (dead public figure from the past). They go around acting and talking to people as
  if the character was the (dead public figure from the past). Many times, the
  character may develop a following of believers.
  flesh because they cannot do whatever caused the attack. There is a 25% chance
  they will attempt to commit suicide to right what they believe they did wrong.
  70.
  Panic attack / Suicide is now an option - The character falls apart mentally. They
  cannot do whatever caused this panic attack again without LOTS of help. They
  also may think that they are worthless and a waste of
  
  Credits
  Credits
  Written by:
  Jeff Moody / Trevor Doom
  Play testers:
  GMs
  Jeff Moody
  Melissa Gutierrez
  Players
  (In no particular order)
  Jon Moody
  Chad Peter
  Melissa Gutierrez
  Kirk Acklin
  Jake Anderson
  Justin Deneke
  Andy Boucher
  Wade Eldridge
  Ian Nixon
  Ryan Schissler
  Special Thanks to:
  Tom Burns for just being my boss who let me write
  parts of this on the job.
  J.R.R. Comix for being the site of most the play
  testing, my job, Chad, and many comics and other
  games for me to get ideas from.
  The Computer for letting me type and print all the
  rough / play testing copies that I did.
  Many comic books and Web pages for inspiration.
  My other game (Not yet finished) “Nymph” for the
  combat.
  Chad Peter for pestering me to run it (and therefore
  smooth out the rules).
  
  Jake Anderson and Ian Nixon for making about 15
  characters a piece and smoothing out character
  creation.
  Melissa Gutierrez for getting me all the 2
  n
  d
   Play
  test run books (actual books) and for finding
  publishing companies.
  My parents for letting me be gone or on my computer
  most the time running or writing the game.
  Myself for actually sitting down and doing all this.
  My pets and bizarre knickknacks for giving me hours
  of amusement when I’d get stuck in writing the
  rules.
  My CD player and far too many bands for helping me
  keep the shred of sanity I have left while typing
  this.
  
SOURCE: textdata/thevault/Super Heroes and Heroines/Super Heroes and Heroines Corebook.pdf