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These rules are meant to augment the superhero rules available in the Genesys Core Rulebook. It
assumes that the No Mere Mortal and Super-Characteristics rules are being used. No Mere Mortal:
Puny Minions remains optional.
COMMON LIMITATIONS
Your unarmed You may breathe Burrow through You never have to
attacks deal +2 and move freely in the ground as an make a check to
damage and have water. climb any surface
action.
a crit rating of 2.
10 10 10 10
10
Your unarmed
Gain +1 melee and You have a web attack which can Ensnare
attacks gain a
ranged defense targets at medium range.
Burn rating of 2.
20 10 20
Superpower: Animal Aspect the keen nose of a canine, the eyes of an eagle,
The Animal Aspect power encompasses a the electroreception of a shark, or the special
variety of abilities which mimic those found in danger-sense that comic book writers seem to
nature. More than any of the other power trees, think that spiders possess.
Animal Aspect is a grab-bag from which most Natural Weapon: You have claws, a whipping
heroes will only choose a few signature tail, or a bite attack which gives your unarmed
abilities. As such, the power’s table looks attacks +2 damage and a crit rating of 2. If your
slightly different: the basic power is in the archetype gives you Claws, this power costs
middle and unlocks the abilities both only 5 xp.
immediately above and immediately beneath it Natural Weapon: Your natural weapon
on the chart. is particularly potent and gains a
Animal Aspect Basic Power: You have the Vicious rating of 4.
heightened senses of an animal, adding to
all Perception and Vigilance checks. How this
special sense manifests is up to you: it could be
Amphibious: You have gills, granting you the your Brawn, a range of short, a crit
ability to breathe underwater, and fins, rating of 4, and the Burn 2 quality.
granting you the ability to move as easily in
ANIMAL ASPECT POTENTIAL LIMITATIONS
water as you do on land. Some archetypes give
this ability automatically. -5 XP: Not only do your powers resemble
those of an animal, but your body does as
Fishy Odor: Your similarities to the
well: you don’t look fully human, and hiding
fishes of the sea includes the stench,
your abnormalities requires baggy clothing
which imposes on all breathing
creatures engaged with you. Thankfully, and an Average ( ) Deception check.
this “ability” may be activated and Web-Slinger: You have a web attack. This
deactivated as a maneuver. attack deals no damage, but a target hit by it is
Burrower: Like the noble groundhog, you can Ensnared (as if by the Ensnare weapon quality)
move through the ground. Moving up to short for a number of rounds equal to generated.
range is an action, and you can dig through You may spend to move the target one range
anything softer than iron. band towards you. If the attack generates ,
you may make the Ensnare quality indefinite,
Burrower: You may burrow as a
so that the effect will not end unless the target
maneuver.
succeeds at a Hard ( ) Athletics check.
Wall-Crawler: Like most terrestrial insects,
arachnids, and squirrels, you never have to Web-Slinger: You may move through
make a check to climb any surface. the air as long as there is an object of
higher altitude within medium range.
Wall-Crawler: You never have to make Web-Slinger: You may spend 1 strain to
a check to keep your grip on any object, give your web attack the Blast or Auto-
so long as it doesn’t apply enough force Fire quality. You may spend 3 strain to
to rip your arms off. You can still keep give it the Concussive 1 quality.
your grip if it does, but you probably
don’t want to.
Instinct: Your augmented perception gives you
the uncanny ability to escape harm. You gain
+1 to your melee and ranged defense.
Uncanny Senses: When deprived of
your senses, you may act as though that
were not the case: you can see in total
darkness, your hearing is never
obscured by loud noise. Either your
senses are just that good, or you’ve
mastered letting your other senses
compensate.
Venom: You have a potent venom, which gives
your unarmed attacks Burn 2.
Spit Venom: You can propel your
venom with force, giving you a ranged
attack with base damage equal to twice
DURABILITY
DURABILITY BASIC POWER
20
You are immune Remove Whenever you heal wounds due to natural rest,
to poison and do imposed by you heal 1 additional wound. You can regrow
not need to eat, adverse lost limbs, which takes roughly a month before
sleep, or breathe environments the limb is usable.
10 10 15
Never take or
Increase your Soak As an action, spend 2 strain to make an Easy ( )
damage from
by 1. Resilience check. Heal wounds equal to .
environmental
effects.
20 10 10
25 20 10
Spend 3 strain as an action to make a Hard If you have died, you may spend two story
( ) Resilience check to gain an Armor rating points to make a Formidable ( )
until the end of your next turn. Resilience check to return to life.
25 25
You have a Ranged energy attack, which deals 7 damage, has a Range of Medium, and has a crit
rating of 3.
10
Spend 2 strain to
Your energy You may manipulate your chosen element for a
give your energy
attack’s crit rating variety of effects.
attack Blast. is now 2.
10 10 10
Spend 2 strain to Your energy attack You are immune Gain an aura that
have Blast apply gains the Auto- to damage of your deals 2 wounds to
to all within short Fire quality. energy attack’s all Engaged
range. type. creatures.
15 15 15 25
You can glide, meaning you can move horizontally or downward in the air. You cannot gain
altitude using this ability, and you cannot stop in midair without falling.
10
FLIGHT
15
Superpower: Flight
The Flight power lets you fly.
Flight Basic Power: You can glide, meaning
you can move horizontally or downward in the
air. You cannot gain altitude using this ability,
and you cannot stop in midair without falling.
Flight: You can gain altitude while flying. This
is the one that actually lets you fly.
Inspire Hope: You fly overhead, cape you while you fly unless you choose to
billowing in the wind (or not), and fill your drop them or they succeed at an
allies with confidence. The first time they see opposed Athletics check against you.
you fly each scene, allies heal 1 strain per rank Stability: While you fly, you can carry
of Inspire Hope. any object or creature whose silhouette
you could lift off the ground. You never
Inspiring: The first time they see you fly
have to worry about the structural
each scene, your allies add to all
integrity of objects you lift. You can
checks made on their next turn.
catch a falling plane without it breaking
Stability: Your flight is stable enough to apart, or stop an incoming meteor
support more weight. You can carry one without pieces breaking off and falling
creature or object of silhouette 1 or smaller to earth.
while you fly.
Hover: You can stop in midair without falling.
Stability: Spend from a melee
attack to carry the target into the air
with you. The target stays engaged with
SPEED
SPEED BASIC POWER
You gain an extra free maneuver each round, which can only be spent on movement. You can still
spend 2 strain to gain an additional maneuver.
15
+2 damage per If you are hidden, you may spend a maneuver Gain +1 Ranged
range band moved to move to any other unseen location within and Melee
on your first attack short range without being noticed. Defense.
each round.
15 10 20
You may lift and carry any object up to silhouette 1 without making an Athletics check. Your
melee attacks gain the Knockdown quality.
10
Your melee attacks You may hurl objects to damage targets within When performing
gain the short range, by making an Athletics-based a Leap, you may
Knockback ranged combat check, dealing damage equal to
jump vertically.
quality. 10 times the object’s silhouette.
10 10 10
You may activate Spend 1 strain one Spend 1 strain to Spend 2 strain to
the Knockback time to increase increase the leap an additional
quality multiple the range of Hurl silhouette you can range band.
times per target. by 1 range band. lift by 1.
10 5 15 10
Superpower: Strength
The Strength power is pretty straightforward one round. This strain may only be
and I’m not going to insult your intelligence by spent once.
describing it.
Strength: Spend 1 strain to increase the
Strength Basic Power: You may lift and carry
silhouette you can lift without a check by 1.
any object up to silhouette 1 without making
You may only spend this once per strength
an Athletics check. Lifting larger objects
upgrade purchased.
requires an Athletics check as normal. Your
Hurl: You can hurl objects as weapons. The
melee attacks gain the Knockdown quality.
impacts deal damage both to the targets and
Knockback: You may activate the Knockback
the object being hurled. Make an Athletics
quality multiple times, knocking the target an
check with a difficulty equal to the silhouette
additional range band for each activation.
of the object being thrown. The damage is
Tear Steel: Spend 2 strain to give your resolved following all the rules for ranged
unarmed attacks the Breach 1 quality for attacks. Silhouette 0 objects deal 5 damage,
while other objects deal damage equal to 10
times their silhouette. The number of targets by one range band. You may spend this
affected by a single object is up to the GM, but multiple times.
in general, a single object should only affect a
Leap: Your powerful legs can propel you over
single target (unless it's particularly large). This
distances. Take a Leap action to jump
attack follows all the rules for ranged attacks,
horizontally to any location within short range.
such as ranged defense and aiming.
Leap: When performing a Leap, you
Range: You may spend 1 strain to
may jump vertically as well as
increase the range of your Hurl attack
horizontally.
by one range band. You may only spend
Leap: Spend 2 strain to leap an
this once.
additional range band. You may spend
Range: You may spend 1 strain to
this multiple times.
increase the range of your Hurl attack
Leap: You may leap as a maneuver.
TELEKINESIS
TELEKINESIS BASIC POWER
Spend 1 strain to move one object of silhouette 0 that is within short range up to your maximum
range. The default maximum range is short range.
10
Spend 1 strain to Spend 1 strain to Spend 1 strain one Spend 1 strain one
increase the increase the time to increase time to increase
number of targets silhouette you can the power’s range the power’s range
affected by one. target by 1. by 1 range band. by 1 range band.
5 10 5 5
Spend 1 strain to Spend 1 strain to You may hurl objects to damage targets within
increase the increase the short range, by making an Discipline-based
number of targets silhouette you can ranged combat check, dealing damage equal to
affected by one. target by 1. 10 times the object’s silhouette.
5 10 10
Spend 1 strain to Spend 1 strain to You can pull Spend 1 strain one
increase the increase the objects out of time to increase
number of targets silhouette you can secure mountings the power’s range
affected by one. target by 1. or another’s grasp. by 1 range band.
5 15 5 15
Spend 1 strain to Spend 1 strain to You can perform fine manipulation of items,
increase the increase the allowing you to do whatever you would
number of targets silhouette you can normally with your hands via this power at this
affected by one. target by 1. power’s range.
5 20 10
Superpower: Telekinesis
The Telekinesis power lets you move objects Hurl: You can hurl objects as weapons. The
from far away. impacts deal damage both to the targets and
Magnitude: Spend 1 strain to increase the the object being hurled. Make a Discipline
number of targets affected by one. You may check with a difficulty equal to the silhouette
only spend this once per magnitude upgrade of the object being thrown. The damage is
purchased. resolved following all the rules for ranged
Strength: Spend 1 strain to increase the attacks. Silhouette 0 objects deal 5 damage,
silhouette you can target by 1. You may only while other objects deal damage equal to 10
spend this once per strength upgrade times their silhouette. The number of targets
purchased. affected by a single object is up to the GM, but
Range: You may spend 1 strain to increase the in general, a single object should only affect a
power’s range by one range band. You may single target (unless it's particularly large).
only spend this once per range upgrade (Also note, if you want to use Move to throw
purchased. multiple objects at multiple targets, you may
do so using all the rules for hitting multiple
TELEKINESIS POTENTIAL LIMITATIONS
targets with the Auto-fire quality). This attack
follows all the rules for ranged attacks, such as
ranged defense and aiming. -5 XP: Your telekinesis is magnetic in nature,
Control: You can pull objects out of secure and can only affect objects made wholly or
mountings or out of an opponent’s grasp. partially of metal.
Control: You gain the ability to perform fine
manipulation of items, allowing you to do
whatever you could normally do with your
hands to a held item (if manipulating
something such as a control board, the controls
count as a silhouette 0 item).
TELEPATHY
TELEPATHY BASIC POWER
Spend 1 strain to sense all living things within short range. Make a Perception vs. Discipline check
as an action to sense the current emotional state of one Engaged living target.
10
INFLUENCE TELEPATHY
Spend 1 strain to make a Discipline vs. Spend 1 strain when making your Perception vs.
Discipline check against an Engaged target to Discipline check to sense the current thoughts of
force the target to adopt an emotional state or your target as well as their emotional state.
believe something untrue.
10 10
RANGE MAGNITUDE
Spend 1 strain to
Spend 1 strain to
increase the
increase range by
1 range band. number of targets
affected by 1.
10 10
You own a lavish home with all the amenities necessary for you and ten other people to live
comfortably. Your wealth gives you on social checks when interacting with certain people.
10
Reduce the Gain an absolutely Part of your home is your Sanctum, a hidden
effective rarity of loyal minion with space which can serve as a hideout and which
all items by 2. 2 in all can store any vehicles you own of silhouesse 2
characteristics. or smaller.
10 10 10
You can get into Your assistant Decrease the Decrease the
buildings and grants to all difficulty of difficulty of
arrange meetings non-combat skill Knowledge checks Mechanics checks
with most people. checks. in your Sanctum. in your Sanctum.
10 15 10 10
Once per session, Your assistant Your Sanctum has a crime lab which can be
gain a safehouse becomes a Rival used to analyze bodies, weapons, and other
nearby. and increases their pieces of evidence.
abilities.
10 20 20
Once per session, you may make a Negotiation Grant two career Your sanctum can
vs. Discipline check to gain control of one rival skills to all hold bigger
or minion group. members of your vehicles. You may
group. acquire vehicles.
15 15 25