Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.” Character sentences might look like the following:
And so on.
Role | Type |
---|---|
Strong hero | Warrior |
Brawler hero | Warrior with stealth flavor |
Gadget hero | Explorer with technology flavor |
Pilot | Explorer with technology flavor |
Charmer | Speaker |
Leader | Speaker with combat flavor |
Shadowy vigilante | Explorer with stealth flavor |
Scientist hero | Explorer with skills and knowledge flavor |
Energy-wielding hero | Adept with combat flavor |
Wizard | Adept |
Mentalist | Adept |
Psychic ninja | Warrior with magic flavor |
level 3, attacks and perception as level 4
level 3, attacks as level 4; health 15; 5 points of melee damage
level 3, stealth as level 6
level 4; Armor 2
level 2
level 2, science-related tasks as level 4
level 2; health 8
People with amazing abilities who use them for evil earn the label of supervillain.
This list includes appropriate villains from the Creatures and Npcs chapters as well as villains described below.
The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those memories.)
(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into his modifications and other stats.)
- Level:
7 (21)
- Motive:
Accumulate wealth, live on the edge
- Environment:
Anywhere vast wealth can be stolen (Other)
- Health:
70
- Damage:
12 points
- Movement:
Short; a few miles (5 km) per leap
- Modifications:
Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
- Combat:
Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range, dealing damage to all creatures within immediate range of his target.
Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems to visibly swell with muscle.
- Interactions:
When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema doesn't know how he became the way he is, and he wants to recover his missing memories.
- Uses:
The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of fighting Anathema is to lead or move him somewhere with a low population density.)
- Loot:
Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five expensive items, 1d6 cyphers, and possibly an artifact.
- Intrusions:
Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are individuals, governments, corporations, or superheroes.
Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak lab accident, Alicia's fiance was slain, and Alicia was disfigured and driven slightly insane, so much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended animation.
(Doctor Dread is usually accompanied by a handful of robot minions.) (Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured into her modifications and other stats.)
- Level:
7 (21)
- Motive:
Accumulate wealth; reanimate dead flesh
- Environment:
Wherever money can be extorted (Urban)
- Health:
40
- Damage:
7 points
- Armor:
4
- Movement:
Short; long when flying
- Modifications:
Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as level 10
- Combat:
Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
Barricade: Establish an immobile, two-dimensional field of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
Energy Cloak: Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time, chosen when she uses the power) for ten minutes
Fade: Become invisible for one minute, or until she makes an attack
Plasma Blast: Long-range heat and electricity blast that inflicts 7 points of damage
- Interactions:
Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
- Uses:
The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
- Loot:
Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and cutting-edge biological research equipment.
- Intrusions:
Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was taken from it (its twin), but it can't remember what. It has decided to blame the humans.
(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already figured into its modifications and other stats.)
- Level:
8 (24)
- Motive:
Revenge; regain memory
- Environment:
Almost anywhere, searching for what it has lost (Other)
- Health:
50
- Damage:
12 points
- Armor:
8
- Movement:
Short; long when magnetically levitating
- Modifications:
Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through electromagnetic manipulation as level 11
- Combat:
Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability is its level 11 control over all metal within very long range, which it uses to create anything it can imagine, including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that it can see within its area of influence. When it throws such a large object as part of an attack, the target and everything within short range of the target takes 10 points of damage.
Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
- Interactions:
Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss, but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
- Uses:
Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through its body. The bounty amount is outrageous, but then again, so is Magnetar.
- Intrusions:
On a failed Might defense roll, all of the character's loose metallic items (including weapons) are stripped from them and become stuck to a nearby metallic buttress.
Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His touch can kill, but if he wishes it, so can his spittle or even his breath.
Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of other criminals.
When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue, which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the poison that Genocide constantly emits.
(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These shifts are already figured into his modifications and other stats.)
- Level:
5 (15)
- Motive:
Accumulate power
- Environment:
Anywhere crime lords congregate (Urban)
- Health:
15
- Damage:
5 points; see Combat
- Armor:
1
- Movement:
Short
- Modifications:
Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
- Combat:
Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage (ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round helpless as they cough and gag. The inhalant poison does not continue to inflict damage each round.
Mister Genocide is immune to most venoms, toxins, and poisons.
- Interactions:
Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
- Uses:
Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
- Loot:
The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned knives, needles, and vials.
- Intrusions:
A character affected by the poison must make a second Might defense roll or fall unconscious from shock. Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of perfection-which turns out to be the better part of humanity. In addition to being one of the most accomplished martial artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal mastermind whose assassins are just one layer of the organization she controls.
Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery, leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist, she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength, and longevity.
Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she relishes being present when particularly important adversaries are brought down.
(Assassin of Wrath: level 4, stealth as level 7)
(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already figured into her modifications and other stats.)
- Level:
6 (18)
- Motive:
Save the world
- Environment:
Anywhere wrongs (to Wrath's way of thinking) must be righted (Other)
- Health:
36
- Damage:
8 points
- Armor:
1
- Movement:
Short
- Modifications:
Stealth, attacks, and Speed defense as level 8
- Combat:
Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee she can attack two foes as a single action every round.
Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of the Demon that is engraved across her back.
- Interactions:
Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the end. However, she is not one to betray her word.
- Uses:
Wrath is making a bid to form a group of supervillains-all of whom will answer to her, of course-and it seems that initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization, and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
- Loot:
In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and possibly one or two artifacts.
- Intrusions:
Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround the PCs and demand their surrender.
Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, “equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?
Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.
Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.
All attack rolls
One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
Intellect defense rolls and all knowledge, science, and crafting tasks
Use of a specific power, including damage (3 additional points per shift) but not attack rolls
Attack rolls and damage (3 additional points per shift)
All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional points of damage per shift) but not attack rolls
Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying 2 shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.
A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change.
For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They’re not actually superpowered, just tough and well trained.
Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s start.
NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she’s actually level 8.
Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.
Typical NPC supers get three power shifts. Exceptional ones usually have five.
In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled “impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different, thanks to power shifts.
Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong superhero, it might be difficulty 12.
In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).
Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.
Fashioned by the primordial entity who created evil magic, the Darkest Book is a record of every vile incantation, curse, and ritual ever performed. It is known to include spells that create werewolves, raise an army of zombies, revive a dead body as a vampire, conjure demons and devils, and release profane energy for various effects. It eases by three steps any task related to magical lore. Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the spell by rolling on the Fantastic Cypher table), which takes effect at level 10. The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage and move one step down the damage track.The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one of its pages, and the book can't be destroyed as long as at least one page remains.
- Level:
10
- Form:
Large, metal-bound book
- Source Book:
Anyone who steps through it goes to a predetermined point in the past or future (a minimum of fifty years in either direction), which can be anywhere on the planet.
- Level:
9
- Form:
Arch of metal big enough to walk through
- Depletion:
1 in 1d20
The user holding the orb imagines what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The larger the desired effect, the more likely the GM will limit it.) Activating the omni orb automatically moves the character using it one step down the damage track. A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level--if there is a cypher that can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so transporting a group of PCs 100 miles is probably within the orb's power.
- Level:
1d6+4
- Form:
Glowing, orb-shaped technological device
- Depletion:
1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect they created)
- Source Book:
Strips someone of all superpowers (including abilities granted by magic, psionics,mutation, or science) for twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by the GM and player.
- Level:
1d6+2
- Form:
Vial or syringe of red fluid
- Depletion:
Automatic
The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction. In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200 miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer with breathable air while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards). The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information (relayed to them with a synthesized voice) from the internet or a local equivalent.
- Level:
1d6+1
- Form:
Metal ring with a star insignia
- Depletion:
1 in 1d100 (check each day of flying)
- Source Book:
Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after twenty-four hours if not used.
- Level:
1d6+4
- Form:
Multifaceted purple stone the size of a fist
- Depletion:
1-3 in 1d10