| Name | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Trism (6) | X | X | X | X | X | X | ||||||
| Minimax (5) | X | X | X | X | X | |||||||
| Titan (4) | X | X | X | X | ||||||||
| Alien (4) | X | X | X | X | ||||||||
| Scott (3) | X | X | X | |||||||||
| Agent (3) | X | X | X | |||||||||
| Cop (3) | X | X | X | |||||||||
| Thug (2) | X | X |
| STR | Lift | STR | Lift |
|---|---|---|---|
| 10 | 100kg | 35 | 3200kg |
| 15 | 200kg | 40 | 6400kg |
| 20 | 400kg | 50 | 25 tons |
| 25 | 800kg | 60 | 100 tons |
| 30 | 1600kg | 100 | 25 ktons |
| Mod | Condition |
|---|---|
| -2 | Target in shadow/poor light |
| -4 | Target in darkness/smoke |
| -2 | Target half-hidden |
| -4 | Target mostly hidden |
| -2 | Per 16m Range (Sight) |
| Move | OCV | DCV | Effect |
|---|---|---|---|
| Block | +0 | +0 | Block, Abort |
| Dodge | -- | +3 | Abort vs All |
| Grab | -1 | -2 | Grab Two Limbs |
| Disarm | -2 | +0 | Disarm Str vs Str |
| Move Through | -v/10 | -3 | STR + v/6 dmg |
| Move By | -2 | -2 | STR/2 + v/10 dmg |
| Haymaker | +0 | -5 | +4 DCs dmg |
| Trip | -1 | -2 | Target Falls |
| Set | +1 | +0 | Ranged Only |
| Distance | Damage |
|---|---|
| 1-2m | 1d6 Normal |
| 4m | 2d6 Normal |
| 8m | 4d6 Normal |
| 16m | 8d6 Normal |
| 32m+ | Max 30d6 Normal |
Scott O'Connor was a bouncer in a rough Glasgow pub. One night, he broke up a fight involving a drunken hedge wizard. In a flash of vindictive magic, Scott was cursed to "wear his beastly nature on the outside." He woke up the next morning 7 feet tall and covered in fur. Unable to return to normal society, he traveled to the US, where "Capes" are more common, hoping to find a cure or at least a job that pays in salmon.
Gruff, practical, and fiercely loyal. Scott acts like the "Grumpy Uncle" of the team. He complains about the noise, the modern music, and the price of honey, but he is the first to jump in front of a bullet for his teammates. He has a "Mama Bear" instinctβthreaten his friends, and the grumpy facade drops to reveal terrifying rage.
Scott is a grappler. He doesn't dodge; he relies on his high Constitution and Thick Hide to soak damage. His primary tactic is Grab & Smash. He grabs the biggest threat on the field to immobilize them, then uses his Bear Hug (Crush) to squeeze the life out of them. He only uses his Claws (Killing Damage) against robots or inanimate objects, as he tries to be a hero, not a monster.
| Attack | OCV | Dmg |
|---|---|---|
| Gravity Gun | 9 | 12d6 |
| Kaiju Punch | 6 | 11d6 |
| Capture Foam | 9 | 6d6 Entangle |
| Ghost Touch | 9 | 8d6 |
Will Piper was a garage tinkerer who tried to use a glowing meteorite to jumpstart his stalled van. The resulting dimensional backlash didn't kill him; it "unmoored" him from standard physics. Now, he acts as a living "Weirdness Magnet." If there is a glitch in reality, Will finds it (or it finds him). He uses his size-changing powers and a backpack full of cobbled-together gadgets to help people, mostly while making terrible jokes to hide the fact that he has no idea what he's doing.
Will is unflappably good-natured. Facing a tentacled horror from the 5th dimension? He'll ask if it has a permit. He approaches superheroics like a surfer dude fixing a car: "I don't calculate trajectories, I just guesstimate the vibe." Despite the jokes, he is deeply protective. He calls himself "Minimax" (Minimum Size, Maximum Impact).
Will switches forms constantly. He starts combat in Micro Form (Size of an insect) to dodge attacks and use his high stealth to position himself. If the team needs a tank, or if a civilian is in danger, he grows to Kaiju Form to become a physical shield. He uses his Gadgets to control the battlefieldβGrav Gun for damage, Capture Foam for non-lethal takedowns.
A neon-orange delivery van modified with alien tech.
Stats: Speed 40m (Ground), Def 10, Body 15.
Features: Mobile Lab (+2 Science), Sealed Life Support, encrypted Computer Link, and a glovebox full of half-eaten pizza.
| Attack | OCV | Dmg |
|---|---|---|
| Strike | 8 | 6d6 |
| Banish | 8 | Send 20m |
Corporal Chris Olson was a Commando in the European Theater (1944). During a night raid in France, a silent, saucer-shaped craft descended. He assumed it was Nazi "Wonder Weapon" tech, but the beings inside were thin, grey, and telepathic. He spent what felt like weeks in their white rooms, being taken apart and put back together with hard light. He woke up in a crater in Nevada, not aged a day, but the calendar said 2024.
Chris is a "Man out of Time" but not a relic. He marvels at the future. He is a "Woke Grandpa"βhe uses 1940s slang ("That's swell!", "Jeepers!") but applies it to modern progressive concepts. He is delighted by Civil Rights and LGBTQ+ progress ("You can marry who you love now? About time!"). He hates fascists with a burning passion. To him, punching a Nazi isn't political; it's a civic duty.
Trism fights like a Commando with physics cheats. He uses "Blink" to constantly flank enemies, ensuring they never get a bead on him. His signature move is "Banishment": he touches an enemy and teleports them 20 meters straight up into the air. They then fall, taking 6d6 normal damage from the impact. Against hardened targets, he uses "Prism Burst" to blind them, allowing his teammates to finish the job.
Amanda is a wandering artist and pacifist who witnessed his crash landing in the desert. She talked him down, fed him, and introduced him to the 21st century. She is his anchor.
Tactics: Calls for backup immediately. Seeks cover behind cruiser.
Roleplay: Stressed, authoritative, just wants to get home safely.
Tactics: Arrogant brick. Throws cars. Ignores cover.
Roleplay: Boastful, loves the sound of his own voice.
Tactics: Fights dirty. Flees if leader drops.
Roleplay: Tough talk until hit.
Tactics: Disciplined fire teams. Focus fire on one target.
Roleplay: Professional, communicates in code.
Tactics: Levitates out of reach. Mental Paralyze strongest foe.
Roleplay: Cold, silent, telepathic projection.