PHASERIP TABLE OF CONTENTS

INTRODUCTION What is a Hero? System Primer A Definition of Terms

I: PROTAGONISM Echelons Attributes Traits

II: VS THE WORLD Panels Areas GESTs Combat Arete Continuity Renown

II: SAVING THE PLANET INTRODUCTION

WHAT IS A HERO? SYSTEM PRIMER

Here is what a typical Hero might look like defined in game terms: HOOD

GIVEN NAME: Robin of Locksley OCCUPATION: Outlaw Chief ORIGIN: Legend ARCHETYPE: The Archer CALLING: Rebel DARING: ExceptionalAGILITY: LegendaryMIGHT: GoodDURABILITY: ExceptionalWITS: ExceptionalINTELLIGENCE: NormalCOURAGE: Uncanny

STAMINA: Exceptional (16) PSYCHE: Exceptional (12) RESOURCES: Puny

TRAITS: Archery x2 Charm Chicanery Leadership Ride WEAKNESS: Cannot Resist a Challenge (Pride, Legendary) ALLIES: Maid Marian, The Merry Men of Sherwood Forest

Characters are defined by 2 basic types of characteristics in game terms: Attributes and Traits. Attributes are divided into Primary, Secondary and Special Attributes.HN

PRIMARY ATTRIBUTES

All Heroes share 7 Primary Attributes, essential faculties possessed to some degree by every character in the game: Daring, Agility, Might, Durability, Wits, Intelligence, and Courage.

PHYSICAL ATTRIBUTES

DARING is a measure of a Hero's boldnes, valour, and raw combat ability. A Hero with high Daring is a great warrior, while a Hero with low Daring is probably a bit of a pushover. AGILITY is an evaluation of a Hero's nimbleness, flexibility, and reflexes. A Hero with low agility is clumsy and uncoordinated, while a Hero with high Agility is capable of performing astounding acrobatic feats MIGHT is an estimate of a Hero's strength and physical power. A Hero with high Might is able to lift great amounts of weight and inflict devastating blows inb combat, while a Hero with low Might is weak and impotent in combat. DURABILITY represents a Hero's ability to resist or recover from injury. A Hero with high Durability is tough and difficult to injure, while a Hero with low Durability is frail and wounds easily.

MENTAL ATTRIBUTES

WITS estimates a Hero's perceptiveness, intuition, and situational awareness. A Hero with high Wits is observant and difficult to surprise, while a Hero with low Wits is easily distracted and often caught off-guard.

INTELLIGENCE is an evaluation of a Hero's ingenuity, reason, and memory. High Intyelligence denotes creativity and diligence. A Hero with low Intelligence is not necessarily stupid so much as banal, irrational, or uneducated. COURAGE represents a Hero's willpower, bravery and resolve, A Hero with low Courage is cowardly and easily influenced, while a Hero with high Courage is dedicated and steadfast Daring, Agility, Might, and Durability are referred to as a Hero's Physical Attributes, while Wits, Intelligence, and Courage are referred to as a Hero's Mental Attributes. ECHELONS

Each Primary Attribute is qualified by a descriptor or adjective, called an Echelon. Echelons reflect the character's competency in that Atribute, and other Phaserip characters with the same Ecdhelon in an Atribute are of commensurate proficiency. Each Echelon is associated with a numbered Rank between 1 and 10.

The ten standard Echelons and Echelon Ranks used in Phaserip are Puny (1), Normal (2), Good (3), Exceptional (4), Legendary (5), Uncanny (6), Fantastic (7), Amazing (8), Incredible (9), and Unearthly (10).

EXAMPLE Looking back to Robin Hood's character description, we see that his two most significant Attributes are his Uncanny Courage and Legendary Agility. Robin Hood faced overwhelming odds, turning to outlawry and organizing a band of rebels against the insurgent monarch, King John. He was renowned for his swashbuckling feats and extraordinary accuracy with a bow. Robin's Daring, Durability, and Wits are all well above average (Exceptional), and he possesses average Intelligence (Normal).

Robin Hood's Might of Good indicates that, while not the strongest of fellows, he can easily lift up to 200 lbs without much exertion. However, imagine that Robin somehow gets trapped under a fallen tree trunk, weighing close to 600lbs. Robin must escape soon, or Maid Marian will fall prey to an ambush by the notorious Sheriff of Nottingham. This is where GESTs come into play. GESTs

GEST iss an acronym for "Gauge of Extraordinary Skill or Talent". A GEST roll is made whenever a character is attempting a heroic act or extraordinary feat.

When attemoting a GEST, a Player rolls percentile dice (2d10, one die set as the "tens" and one die set as the "ones"; a result of "00" equalling 100) and compares the result to the column corresponding to their Echelon on the ARG! (Action Resolution Graph).

The ARG! provides one of 5 colour results, or Phases, which determine if and how well a character succeeds at the attempted GEST. A Green, Blue, or Red Phase result indicates success, while a Yellow or Purple Phase result indicates failure.

GEST Rolls are primarily modified in two ways: Phase Shifts(PS) and Echelon Shifts (ES). A Phase Shift is applied after the GEST is rolled, and alters the Phase result. An Echelon Shift, on the other hand, is applied before a roll, and alters the Echelon used for the GEST . (For example, a character with Typical Agility who receives a +1ES would roll on the Good Echelon column on the ARG!) A GEST roll may also be modified by the Difficulty of the action attempted, as set by the GM. IF the Difficulty of a GEST is below the Echelon used for the GEST, a Green Phase result is all that is needed to succeed. To succeed at a GEST where the Difficulty is equal to the Echelon used, the player must roll a Blue Phase result. If the Difficulty is above the Hero's relevant Echelon, the player would need a Red Phase result to succeed.

EXAMPLE To continue with our previous scenario, Robin Hood is trapped beneath an overturned tree trunk weighing close to 600lbs, so the GM sets the Difficulty of Robin's GEST as Exceptional. As this is one Echelon higher than Robin's Might Echelon, he would need a Red Phase result on his GEST to succeed.

Normally, any Difficulty that is more than one Echelon above the relevant Attribute is considered impossible, though ultimately it is left up to the determination of the GM, who may instead impose an additional modifier to the roll. Any GEST that's difficulty is 2 or more Echelons below the player's relevant characteristic might be considered automatically successful, with no need to roll (again at the discretion of the GM).

An Opposed Roll occurs when a Hero is attempting a GEST and another character is activelly attempting to resist or otherwise prevent them from succeeding. For an Opposed Roll, the Difficulty of the GEST is determined by the relevant Trait of the opponent/defender. EXAMPLE Robin Hood, managing to escape from the fallen tree, must now race to Maid Marian's location before the Sheriff arrives. Unfortunately, to reach Marian, Robin must make his way past a group of King's Guardsmen posted on the main road. Wanting to avoid a fight (so he can save his energy for the inevitable clash with the Sheriff), Robin decides to try and trick the Guards into letting him pass. Taking a moment to disguise himself beneath a peasant's cloak, Robin attempts to convince the Guardsman that he is merely a villager passing through on his way home. The GM decides this will require a Wits GEST, with the Guard's Intelligence setting the Difficulty. In this case, the guards are all of Normal Intelligence, meaning that Robin only needs a Green Phase result to succeed. If the GM decided the guards were not particularly bright (Puny Intelligence), he might declare that Robin does not even need to roll a GEST. When a player MUST succeed at a GEST, they may spend Arete to modify the results of the roll. Arete is spent on a 1:1 basis to increase the result of a percentile roll. All Heroes start with an initial pool of Arete points equal to their Psyche and during play a Hero may earn Arete by acting heroically or lose Arete by acting unheroically.

TRAITS

A GEST roll may also be affected by a character's Traits. Traits are characteristics that define a character's unique talents, skills, and quirks. Traits may provide two kinds of modifiers to a roll, depending on whether they are applied actively or passively. If a character is attempting a task that specifically employs one of their Traits (such as a character with the Trait Science! attempting to mix a chemical compoun), they are actively using that Trait. Actively employing a Trait allows the player to modify the relevant GEST result by one colour result (a Phase Shift).

EXAMPLE Robin Hood possesses the Trait Ride. Say he were to attempt a complicated horseback maneuver, such as riding down a sheer cliff-face. The GM may call for an Agility GEST, and as this is an active use of his riding Trait, Robin's player could then increase the result of the GEST by one Phase.

On the other hand, Traits provide a passive bonus in situations where the Trait does not directly apply, the Trait is used to supplement an action primarily employing another characteristic, or during an Opposed Roll. A passive bonus from a Trait provides an Echelon Shift (ES) before the roll, meaning the player rolls the relevant ability as if it were an Echelon higher (or lower, depending on the Trait and circumstances) than their current rating.

EXAMPLE Let's say Robin Hood's aforementioned horse were to become spooked by a phantom and Robin attempts to calm it down before he's thrown from the saddle. The GM calls for a Courage GEST and allows Robin's player a +1ES to their roll to represent how their Ride Trait implies experience dealing with the moods of horses. Thus, Robin rolls the GEST as if he possessed Fantastic Courage.

Traits may be Doubled (x2) or, in extremely rare cases, Tripled (x3), providing increasingly better modifiers to a roll.

EXAMPLE Robin Hood is famed worldwide for his Archery skills, which border on the inhuman. His Archery Trait is doubled (Archery x2), providing Robin with either a +2 Echelon Shift or a +2 Phase Shift whenever he uses that Trait!

Several characteristics in Phaserip take on the role of, and may be employed as, Traits during the game. These include a character's Origin, Archetype, Calling, and Occupation.

SECONDARY ATTRIBUTES While a Hero's Primary Attributes are generally not altered during play except for temporary modifiers, Secondary Attributes may change often over the course of a game. Secondary Attributes include Stamina, Psyche, Renown, Resources, Arete and Continuity.

STAMINA is an abstract measure of a Hero's capacity to sustain, absorb, or avoid physical injury or Fatigue. Stamina is represented by both an Echelon (based on an average of a Hero's Physical Attributes) and a pool of points (equal to the sum of a Hero's Physical Atrribute Echelon Ranks).

EXAMPLE Robin Hood possesses Exceptional (4) Daring, Legendary (5) Agility, Good (3) Might, and Exceptional (4) Durability, thus his Stamina Echelon is Exceptional ([4 + 5 + 3 + 4] /,4, the result taken as the Echelon Rank), and his Stamina pool is 16 (4 + 5 + 3 + 4).

PSYCHE is an abstract evaluation of a Hero's mental equilibrium, emotional stability, and capacity to cope with Stress. Psyche is represented by both an Echelon (based on an average of a Hero's Mental Attributes) and a pool of points (equal to the sum of a Hero's Mental attribute Echelon Ranks).

EXAMPLE Robin Hood possesses Exceptional (4) Wits, Normal (2) Intelligence, and Uncanny (6) Courage, thus his Psyche Echelon is Exceptional ( [4 + 2 + 6] / 3), the result taken as the Echelon Rank), and his Psyche pool is 12 ($ + 2 + 6).

RESOURCES is an abstract measure of a Hero's financial stability, personal wealth, and economic class. A Hero's Resources are represented by an Echelon that is used to determine if a Hero can afford a particular item or service.

RENOWN is an approximation of how well-known and popular a Hero is, and their general reputation for honesty and fair play. Renown is represented by an Echelon that may increase or decrease during play depending on a Hero's actions, and a pool of points. Renown influences the reactions of other characters to the Hero.

ARETE is a pool of points that are earned for acting heroically or selflessly, or lost for acting selfishly or immorally. Arete points are spent to modify GEST rolls..

CONTINUITY is a pool of points representing a Hero's experience and consistency. Continuity points may be used to improve or expand upon a Hero's characteristics or for Retcons (rerolls) of failed GESTs.

Renown, Arete and Continuity are referred to as Ephemeral Traits because they vary so often between and during games, and are thus not included in character write-ups for the game. Arete is awarded frequently throughout play, Renown is awarded once a day (in game), while Continuity is awarded at the end of a game session. SPECIAL ATTRIBUTES

The third category of Attributes are Special Attributes, which are unique to each Hero and iare divided into Advantages and Disadvantages.

ADVANTAGES include suoerhuman powers, gadgets, and vehicles employed by a Hero, as well as allies, contacts, and headquarters.

DISADVANTAGES are hindrances or obstacles to a Hero's success and are categorized as either Limitations or Weaknesses. A Limitation impedes a Hero's efforts while a Weakness causes them harm.

At this point you are now familiar with 90% of the game's rules. The following chapters will expand upon and go into more depth concerning the proceeding concepts, before we delve into Combat. However, new players need only read this section and the Combat Primer before they are ready to chose a Hero and begin play.

DEFINITION OF TERMS Area Arete The ARG! Attribute Loss Combat Effects Continuity Damage Echelon Rank Echelons Echelon Shift (ES) Fatigue GESTs Initiative The MaCE Mental Attributes NOn-Prize Opposed Rolls Page Panels Phase Result Phase Shift (PS) Physical Attributes Power Level Primary Attributes Retcon Secondary Attributes Shift Echelon Speed Stress Trait Levels Traits

PART I: PROTAGONISM

ECHELONS

Every Attribute is rated by a single-word descriptor or adjective called an Echelon. Echelons are the standard measure of potency or effectiveness used in Phaserip, quantifying everything from time to distance to physical strength.

There are 10 Standard Echelons, ranked accordingly: Puny, Normal, Good, Exceptional, Legendary, Uncanny, Fantastic, Amazing, Incredible, & Unearthly. For the most part only these Echelons are used to describe or define a Hero's characteristics, howver there are additionally a number of Shift Echelons beyond this scale. Below Puny are Feeble and Abysmal, describing descending degrees of (in)competance. Above Unearthly are Planetary, Stellar, Galactic, Cosmic, and Beyond, designating increasing levels of potency and used to describe powerful universal forces. The Shift Echelons are so-called as its possible for Heroes to temporarily increase or decrease their Echelons to these levels for a GEST via ES modifiers.

Certain actions are designated as requiring a Hero to posses a minimum Echelon in an Attribute to attempt. For example, A Hero must possess at least Fantastic Agility to attempt to dodge a bullet at close range. In such cases shifting to that Echelon does not grant the Hero the capacity to perform that feat, as it merely represents an increased chance of success.

ECHELON ABBV. RANK DESCRIPTION ABYSMAL AB - 2 Impaired FEEBLE FB - 1 Significantly Below Average

PUNY PU 1 Below Average NORMAL NM 2 Average GOOD GD 3 Above Average EXCEPTIONAL EX 4 Significantly Above Average LEGENDARY LG 5 Peak Human UNCANNY UC 6 Enhanced FANTASTIC FA 7 Low Superhuman AMAZING AM 8 Superhuman INCREDIBLE IN 9 High Superhuman UNEARTHLY UN 10 Godlike

PLANETARY PL 20 Power equivilant to that of a planet STELLAR ST 40 Power equivilant to that of a star GALACTIC GA 60 Power equivilant to that of a galaxy COSMIC CS 80 Power equivilant to that of a universe BEYOND BY 100 Nigh-Omnipotence

UNDER THE HOOD: Rather than definitive measures, Echelons represent a range of values, similiar to the weight classes of certain professional sports. Echelons are presented as broad categories to facillitate common sense judgements on a case by case basis and because the very nature of Heroism dictates that characters are constantly pushing and redefining their limits.

ATTRIBUTES

PRIMARY ATTRIBUTES DARING

Used to determine a Hero's success in Close Combat. Used to determine a Hero's success in Evading attacks. Used to dtermine a Hero's ability to perform multiple attacks or other Combat Stunts. Used to determine the Secondary Attribute Stamina.

PUNY The Hero is meek, avoiding confrontations or physical conflict whenever possible. Pop-Culture Examples: Dr. Venture, Professor X

NORMAL The Hero can throw a punch when necessary Pop-Culture Examples: Doctor Strange,

GOOD The Hero ipossesses some informal fighting experience or basic self-defence training. Pop-Culture Examples: The Human Torch,

EXCEPTIONAL The hero possess fighting abilities equivilant to that of a trained soldier or martial artist. Pop-Culture Examples: The , The Spirit

LEGENDARY The Hero is a combat specialist or possessed of superior natural talent. Pop-Culture Examples: Hellboy, The Hulk

UNCANNY The Hero possess superior natural talent and training or experience. Pop-Culture Examples: Spider-man,

FANTASTIC The Hero possesses superior natural talent combiined with extraordinary training and experience. Pop-Culture Examples: Brokk Sampson, Nick Fury

AMAZING The Hero is deadly, the ultimate human fighting machine. Pop-Culture Examples: , Captain America

INCREDIBLE The Hero possess superhuman fighting capabiility combined with lifetimes of experience. Pop-Culture Examples: Wolverine,

UNEARTHLY The Hero is nigh-invincible, possessing incalculable combat prowess. Pop-Culture Examples: Thor, Yoda

AGILITY

Used to determine a Hero's success in any action that requires physical coordination such as catching an object, climbing a wall, or handling a vehicle. Used to determine a Hero's success in Ranged Combat. Used to dtermine a Hero's success in Dodging attacks. Used to determine the Secondary Attribute Stamina.

PUNY The Hero is clumsy and slow to react. Pop-Culture Examples: Inspector Gadget, The Maxx

NORMAL The Hero possesses the average coordination and reflexes of a human adult. Pop-Culture Examples: Hellboy, The Tick

GOOD The Hero possess dexterity equivilant to an athlete or someone who engages in regular athletic activities. Pop-Culture Examples: Kitty Pryde, Zatanna

EXCEPTIONAL The Hero is notably adroit with intensive training in dexterity or accuracy. Pop-Culture Examples: Green Lantern, The Human Torch

LEGENDARY The Hero possess physical coordination equivilant to that of an Olympic athlete. Pop-Culture Examples: , Wolverine

UNCANNY The Hero possesses peak human coordination and balance, equivilant to that of an Olympic acrobat or circus aerialist, allowing them to walk tightropes with ease and dodge arrows at close range, Pop-Culture Examples: Batman, Daredevil

FANTASTIC The Hero possesses coordination beyond the normal limits of the human body, allowing them to dodge bullets at close range or catch an arrow in flight. Pop-Culture Examples: Black Panther, Wonder Woman

AMAZING The Hero is capable of acrobatic maneauvers that seem to defy the limits of the humanoid structure, allowing them to dodge lasers or multiple bullets at close range. Pop-Culture Examples: Plastic Man, Spider-man INCREDIBLE The Hero possesses reflexes so acute that their thoughts and actions are practically simultaneous, allowing them to dodge rapid laser fire at close range or catch bullets. Pop-Culture Examples: The Silver Surfer, Superman

UNEARTHLY A Hero with coordination and reflexes of this magnitude percieves their surroundings as near-motionless and their reactions border on prescience. Pop-Culture Examples: The Flash, Quicksilver MIGHT

Used to dtermine how much weight a character can lift. Used to determine the Damage a Hero inflicts in Close Combat. Used to determine a Hero's success in Clinch combat. Used to determine a Hero's success in Blocking an attack. Used to determine the Secondary Attribute Stamina.

PUNY The Hero is physically weak, incapable of lifting the bodyweight of a human adult. Pop-Culture Examples: Arthur Dent, Kitty Pryde

NORMAL The Hero possesses the typical strength of a healthy human adult. Pop-Culture Examples: Doctor Who, Zatanna

GOOD The Hero possess strength equivilant to that of a professional athlete. Pop-Culture Examples: The Flash, Green Lantern

EXCEPTIONAL the Hero posses srength equivilant to that of an professional weightlifter. Pop-Culture Examples: Daredevil, Wolverine

LEGENDARY The Hero possesses peak human strength, equivilant to that of an Olympic weightlifter. Pop-Culture Examples: Batman, Captain America

UNCANNY The Hero possesses inhuman strength, capable of lifting a car. Pop-Culture Examples: , The Beast

FANTASTIC The Hero possesses superhuman strength, capable of lifting an elephant. Pop-Culture Examples: Robotman, Spider-man

AMAZING The Hero possesses superhuman strength, capable of rupturiing a door. Pop-Culture Examples: Hellboy, She-Hulk

INCREDIBLE The Hero possesses titanic strength, capable of lifting a blue whale. Pop-Culture Examples: The Thing, Wonder Woman

UNEARTHLY The Hero possesses godlike strength, capable of crushing titanium or throwing a car half a mile. Pop-Culture Examples: The Hulk, Superman

DURABILITY

Used to determine a Hero's success in resisting the effects of disease, poisons, or gas. Used to determine how quickly a Hero recovers from injury. Used to determine success in Charging attacks. Used to determine a Hero's maximum moving speed over a distance.. Used to determine the Secondary Attribute Stamina.

PUNY The Hero possesses below-average endurance, frail or engaging in little or no regular exercize. Pop-Culture Examples: Dean Venture, Sailor Moon

NORMAL The Hero possesses the typical constitution of a human adult who engages in moderate regular exercize. Pop-Culture Examples: Deadly Girl, Howard the Duck

GOOD The Hero possesses endurance equivilant to that of an athlete. Pop-Culture Examples: Kitty Pryde, Zatanna

EXCEPTIONAL The Hero possesses endurance equivilant to an Olympic athlete who engages in intensive regular exercize. Pop-Culture Examples: Catwoman, The Human Torch

LEGENDARY The Hero's body is conditioned to withstand the greatest amount of pain and injury humanly possible. Pop-Culture Examples: Batman, Daredevil

UNCANNY The Hero possesses enhanced endurance and is somewhat difficult to permanently injure. Pop-Culture Examples: Captain America,

FANTASTIC The Hero possesses a superhuman constitution, capable of weathering attacks from coventional street weaponry. Pop-Culture Examples: Plastic Man, Spider-man

AMAZING The Hero is superhumanly resilient, capable of wethering attacks from millitary-grade weaponry. Pop-Culture Examples: She-Hulk, Wonder Woman

INCREDIBLE The Hero is near-indestructable, able to withstand most poisons, concussions, and temperature extremes. Pop-Culture Examples: Hellboy, The Hulk

UNEARTHLY The Hero is nigh-invulnerable, almost impossible to permanently injure. Pop-Culture Examples: Superman, The Tick

WITS

Used to determine who acts first in combat (Initiative) Used to discover clues and in situations where a Hero "plays a hunch" Used to resist emotion control powers Used to trick or decieve opponents Used to determine the Secondary Attribute Psyche

PUNY The Hero is easily distracted and often caught off-guard Pop-Culture Examples: Space Ghost, The Tick

NORMAL The Hero possesses the typical situational awareness of a human adult. Pop-Culture Examples: Dean Venture, The Hulk

GOOD The Hero possesses above average intuition. Pop-Culture Examples: Green Lantern, Thor

EXCEPTIONAL The Hero is highly observant with an eye for detail. Pop-Culture Examples: The Flash, Mister Fantastic

LEGENDARY The hero possesses a strong empathic sense, extraordinarily sensitive to surroundings. Pop-Culture Examples: Captain America, Wonder Woman

UNCANNY Thero hero possesses exceptional intuition and natural detective abilities Pop-Culture Examples: Spider-man, The Spirit

FANTASTIC The hero is perspicacious, possessing superior situational awareness and skills of observation Pop-Culture Examples:Batman, Sherlock Holmes

AMAZING The Hero possesses senses of animal acuteness, in tune with all surroundings. Pop-Culture Examples: Swamp Thing, Wolverine

INCREDIBLE The Hero is hyper-responsive, possessing sensory awareness far exceeding human limitations. Pop-Culture Examples: Daredevil, Superman

UNEARTHLY The Hero is at one with the universe, perceptive of cosmic and interdimensional fluctuations. Pop-Culture Examples: Doctor Who, Yoda

INTELLIGENCE

Used to determine a Hero's success in operating or creating advanced technology. Used to determine a Hero's ability to solve puzzles and interpret clues. Used to determine a Hero's diligence and general knowledge. Used to determine the Secondary Attribute Psyche.

PUNY The Hero is somewhat simple-minded, tending towards direct approaches to complex problems. Pop-Culture Examples: The Maxx, The Tick

NORMAL The Hero possesses an average intellect and problem-solving abilities equivilant to a high school graduate. Pop-Culture Examples: Hellboy, Wolverine

GOOD The Hero is sharp, possessing the problem solving abilities of an industrious university student. Pop-Culture Examples: Captain America, Green Lantern

EXCEPTIONAL The Hero is gifted, possessing natural scientific aptitude and the ability to build or repair modern technology. Pop-Culture Examples: , Kitty Pryde

LEGENDARY The Hero possesses intellect and reasoning abilities equivilant to a university professor or born genius. Pop-Culture Examples: The Flash, Spider-man

UNCANNY The Hero is a prodigy, possessing an intellect equivilant to a leading authority in the word on an academic subject. Pop-Culture Examples: Batman, Professor X

FANTASTIC The Hero possesses an intellect beyond what is normally encountered on Earth, capable of concieving of scientific or technological concepts far beyond current conventions. Pop-Culture Examples: Buckeroo Banzai, Iron Man

AMAZING The Hero is a super-genius, possessing genius-level proficiency in multiple intellectual disciplines and the capacity to adopt scientific concepts completely foreign to their society. Pop-Culture Examples: Dr. Jonas Venture, Mister Fantastic

INCREDIBLE The Hero possesses the intellectual capacity to master all wordly knowledge. Pop-Culture Examples: Marvelman, The Phantom Stranger

UNEARTHLY The Hero is nigh-omniscient with an encyclopedic and comprehensive mastery of the extent of human knowledge and beyond. Pop-Culture Examples: Doctor Who, The Watcher COURAGE

Used to resist the effects of Fear and Terror. Used to resist psionic or magical will-dominating attacks. Used to determine a Hero's ability to lead, inspire or intimidate others. Used to dtetermine the Secondary Attribute Psyche.

PUNY The hero is timid and weak-willed, easily dominated. Pop-Culture Examples: Dean Venture, Master Shake

NORMAL The Hero is able to confidently confront the typical obstacles of daily life. Pop-Culture Examples: Arthur Dent, Plastic Man

GOOD The Hero is focused and dedicated, able to summon the will to risk their life in hazardous situations Pop-Culture Examples: The Flash, The Human Torch

EXCEPTIONAL The Hero possesses extraordinary self control and can remain calm and collected during a major crisis. Pop-Culture Examples: Black Panther, Hawkman

LEGENDARY The Hero possesses the resolve to conquer any rational fear save death. Pop-Culture Examples: The Hulk, Wonder Woman

UNCANNY The Hero posses sufficient willpower to over-ride self-preservation instincts and enter an obviously unsurvivable battle. Pop-Culture Examples: Superman, Thor

FANTASTIC The Hero possesses unyeilding determination, capable of confronting mystical phenomena with no loss of resolve. Pop-Culture Examples: Conan, Spider-man

AMAZING The Hero possesses an indomitable will, sufficient to confidently assert control over situations with planetary consequences. Pop-Culture Examples: Batman, Captain America

INCREDIBLE The Hero is dauntless, with a will formidable enough to challange intergalactic or interdimensional menaces with no loss of resolve. Pop-Culture Examples: Doctor Strange, Green Lantern

UNEARTHLY The Hero possesses godlike mental resolve, practically impossible to influence or dominate. Pop-Culture Examples: Doctor Who, John Constantine

SECONDARY ATTRIBUTES

STAMINA

Used to determine a Hero's success in actions requiring sustained physical exertion over a period of time. Used to determine a Hero's ability to passivelly defend themselves in combat and avoid serious injury. Used to determine the amount of rest a Hero requires after a period of physical exertion.

A Hero's Stamina Echelon is equal to an average of a Hero's Physical Attributes, rounding to the nearest whole number.

A Hero's Stamina Pool is equal to the sum of their Physicall Attribute Echelon Ranks. This pool is depleted as a Hero takes Fatigue. If a Hero's Stamina Pool reaches zero, they are in danger of taking a mortal wound (see Injury & Healing).

UNDER THE HOOD: At its most abstract, Stamina is a pacing mechanism, guaging how long a Hero will last in a fight before taking a debilitating injury or succumbing to exhaustion. To look at it another way, Stamina points are essentially spent by a Hero to "buy off" the Damage froma successful attack. Bracing against the impact of a blow, blocking, parrying, ducking or dodging at the last moment all tax a Hero's energy reserves. When a Hero runs out of energy, they are succeptible to an attack penetrating their defences. Attacks too powerful for a Hero to counter or sustain inflict wounds, represented byAttribute Loss.

PSYCHE

Used to indicate a Hero's sanity and mental health. Used to determine a Hero's ability to cope with mental strain and emotional trauma. Used to dtetermine a Hero's ability to control their emotions and resist temptations.

Whereas Courage represents a Hero's ability to exert their will over external circumstances and others, Psyche reflects a Hero's ability to exert will over themselves. A Hero's Psyche Echelon is equal to an average of a Hero's Mental Attributes, rounding up.

PU The Hero is slightly disconnected from reality and prone to emotional outbursts NM The Hero is capable of enduring the normal stress of everyday existence GD The Hero's mind is conditioned to withstand stressful conditions such as those faced by firearm and police. EX The Hero is capable of dealing with extraordinary stress as a part of their daily lives, such as undercover agents and world leaders. LG The Hero possesses the mental fortitude to continue normal activities in persistently painful or extremely stressful situations, such as those faced by soldiers during wartime. UC The Hero's mind is conditioned to maintain sanity and self-discipline even under strenuous torture or pain. FA The Hero is accustomed to constantly dealing with the supernatural and alien phenomena while maintaining a solid grip on reality. AM The Hero can mentally endure the constant strain of hostile and taxing conditions such as century-long wars. IN The Hero possesses mental fortitude allowing them to remain secure and confident even as the laws of reality constantly shift around them. UN The Hero possesses godlike mental discipline, capable of weathering attacks on their very souls. A Hero's Psyche Pool is equal to the sum of their Menatl Attribute Echelon Ranks. This pool is depleted as a Hero takes Stress. If a Hero's Psyche Pool reaches zero, they are in danger of developing a Derangement or permantly losing an Echelon of Psyche. (see Injury & Healing).

RESOURCES

An abstract evaluation of a Hero's financial status. Used to purchase items or services. Used to determine a Hero's standard of living.

FEEBLE Reduced circumstances or budgeted allowance. PUNY Lower middle class or student. NORMAL Middle class with salaried employment, GOOD Middle class with professional employment. EXCEPTIONAL Upper middle class, smaill business owner. LEGENDARY Upper class, large business owner or established trust fund. UNCANNY Millionaire or small corporation. FANTASTIC Billionaire, large corporation, or military. AMAZING Small country, multi-national corporation, or military of a major country. INCREDIBLE Major country or megacorp UNEARTHLY Plutonian, nearly lmitless wealth

The Secondary Attributes Renown, Arete, and Continuity are described in PART 2: VS The World. . SPECIAL ATTRIBUTES

ADVANTAGES

There are three categories of Advantages: Powers, Paraphernalia, and Assets.

POWERS include superhuman abilities, psionic and magical talents, and cybernetic or bionic enhancements. Powers are quantified based on whether they are Potent, Frequent and/or Versatile.

If a power causes a large effect in the game, it's considered Potent. If it often or regularly is useful during play, a power is considered Frequent. If a Power may be utilized in a variety of way or produces numerous effects, it is considered Versatile.

MINOR POWERS are neither Potent, Frequent, nor Versatile, rather subtle, specific, and limited. MODERATE POWERS are either Potent, Frequent, or Versatile. MAJOR POWERS are either Potent and Frequent, Potent and Versatile, or Frequent and Versatile. MEGAPOWERS are Potent, Frequent, and Versatile. PARAPHERNALIA include unique gadgets, weapons, and gear employed by the Hero. Paraphernalia are assigned Echelons based on their Material Strength and may also be assigned Echelons for their various functions or benefits as well as Gadget Traits, and are dealt with in more depth in Part IV: Tools of the Trade.

ASSETS are edges or assets that a Hero possesses or has access to but are not inherent or carried on their person. This includes vehicles, headquarters, allies, and animal companions.

DISADVANTAGES

There are two categories of disadvantages: Limitations and Weaknesses.

LIMITATIONS impede or hinder a Hero's efforts,

WEAKNESSES are either physical vulnerabilities or moral flaws possessed by a Hero. TRAITS

Traits define a Hero's unique talents, skills, and quirks. Traits are not assigned Echelons, rather they modify the Echelons of Attributes for specific GESTs. Traits provide two possible modifers to a GEST roll depending on whether they are used actively or passively.

If a Triat specifically or directly relates to a task the Hero is attempting, that is considered an active use of that Trait and provides a Phase Shift modifier to the GEST roll's result. If a Trait is indirectly or generally relates to a task a Hero is attempting, or another character is actively attempting to prevent the Hero from succeeding at the task (see Opposed Rolls), that is considered a passive use of that Trait and provides an Echelon Shift modifier to the Attribute used for the GEST. A player must choose before the GEST roll is made whether to apply either an active modifier or passive modifiers to a GEST. Negative modifiers still apply to a GEST if a Trait is used activelly. Only one Trait may be actively employed to any single GEST, however multiple Echelon Shift modifiers may be "stacked" or added together to adjust the Echelon employed for the GEST.

Traits are divided into 7 overall categories: Standard Traits, Talents & Specialities, Special Traits, Complications and Ineptitudes. This division ia primarily for ease of use during character creation & reference during play than any specific mechanical distinction. Standard Traits are shared by all Heroes & define a number of their basic qualities such as their Origin, Archetype, Calling, and Occupation. Talents are generally broad in scope and assume comptetance in a wide variety of related activities. Coversely, Specialities are narrow in scope and refer to a specific skill or knowledge. If a Hero possesses a Speciality and the relevant Talent, both modifiers may be applied to any GEST utilizing the Speciality. Special Talents are unique aptitudes, backgrounnds, supernatural talents or quirks possesses dy a Hero. Complications are flaws and hindrances that affect a Hero in specific circumstances, while Ineptitudes define a specific lack of competance in a skill.

TRAIT LEVELS

By default any Talent or Speciality possessed by a Hero is assumed of Journeyman level, indicating a professional level of training, education, or experience, & provides a single Es or PS modifier to a GEST. If a Trait is Doubled (x2), it is considered of Master level, indicating the proficiency of a leading expert in the world , and provides a +/- 2 ES or PS to a GEST. Rarely, a Trait is Tripled (x3), or considered of Grand Master level, indicating perfection in a discipline or inhuman competancy. At this Trait Level a Hero recieves a +/- 3 ES or PS to a GEST.

Alternately, a Trait may be taken at Apprentice level, typically when a Hero is learning a new skill. At this Trait level a Hero recieves no modifier, but it may cancel out one negative modifier point, and removes any penalties for attempting a GEST Unskilled (see below).

Optionally, a Trait may be denoted as Experienced (x) representing extensive familiarity and practical application over an extended period of time. A Trait designated as Experienced provides an additional +1 ES towards passive uses of that Trait, but does not modify active uses or PS.

STANDARD TRAITS

ORIGINS

ADEPT The Hero's physical or mental capacities are honed to the peak of human ability. Pop-Culture Examples: Batman, Remo Williams, Sherlock Holmes

ALIEN The Hero is not native to our planet or dimension & possesses extraterrestial physiology. Pop-Culture Examples: Doctor Who, Howard the Duck, Superman

ALTERED Once a normal human, the Hero's physiology was transformed by some unique occurance. Pop-Culture Examples: The Flash, The Hulk, Spider-man

ANOMOLY The Hero developed superhuman abilities naturally, via genetic mutation or heredity. Pop-Culture Examples: Gen 13, Liz Sherman, The X-Men

AWAKENED Enlightenment or expanded consciousness granted this Hero abilities beyond human ken. Pop-Culture Examples: Doctor Strange, John Constantine, Merlin

ENHANCED The Hero's abilities are modified or augmented by advanced technology. Pop-Culture Examples: Inspector Gadget, Iron Man, Robocop

LEGEND The embodiment, avatar, or reincarnation of a mythic deity or euhumerized Hero from folklore. Pop-Culture Examples: Hercules, Robin Hood, Thor

SIX-OF-ONE The Hero is an ordinary man or woman with no superhuman abilities or tech. Pop-Culture Examples: Buck Rogers, Indiana Jones, The Spirit

SUPERNATURAL The Hero was altered by occult powers or belongs to a mythic race. Pop-Culture Examples: Ghost Rider, Hellboy, Red Sonja

SYNTHETIC An artificial life-form, the Hero was built rather than born. Pop-Culture Examples: Astroboy, Robotman, The Vision

OPTIONAL: SECRET ORIGIN

ARCHETYPES

Archetypes are recurrent and iconic character types commonly emboidied by Heroes. A Hero's Archetype suggests some of the abilities they might possess. Not every Hero need fit an Archetype, just as not every Hero that shares an Archetype with another possesses the same advantages and disadvantages. Archetypes may also be taken as Special Traits. In addition to or instead of an Archetype, a Hero may possess an Arcana, corresponding to one of the major arcana of the Tarot. Arcanas are explained in depth in the Magic rules.

THE ACE is a natural pilot or driver, dashing, thrill-seeking and magnificently capable when travelling at high speeds. As a Trait, The Ace provides a bonus to any GESTs related to operating or maneauvering a vehicle. Pop-Culture Examples: "Ace" Rimmer, The Rocketeer, Tank Girl

THE AGENT Is the archetypal superspy, working for a covert division of the government. As a Trait, The Agent provides a bonus to any GESTs related to espionage. Pop-Culture Examples: Archer, James Bond, Nick Fury

THE AMAZON is the iconic warrior-woman, intelligent and powerful. As a Trait, The Amazon provides a bonus to any opposed GESTs against a male opponent. Pop-Culture Examples: Red Sonja, Wonder Woman, Xena

THE ANIMAL is the embodiment of a wild creature or totemic spirit of nature. As a Trait, The Animal provides a bonus to any sense GESTS. Pop-Culture Examples: Beast Boy, Manimal, Wolverine

THE ARCHER is a sagittarian quick-shot, master of the bow & arrow. As a Trait, The Archer provides a Bonus to any Trick Shots made with a bow and arrow or crossbow. Pop-Culture Examples: , Hawkeye, Robin Hood THE BOFFIN is a super-scientist and gadgeteer who regularly invents and utilizes supertech. As a Trait, the Boffin provides a bonus to any gadget or tech GESTs. Pop-Culture Examples: Buckeroo Banzai, Night Owl, Iron Man

THE BRICK is the bulky strong man or muscle, a powerful and massive bruiser. As a Trait, The Brick provide a bonus to any Might GESTs. Pop-Culture Examples: Brokk Sampson, Hellboy, The Hulk

THE CAPE is the classic true-blue, four colour superhero powerhouse with godlike abilities and a saint-like devotion to using their powers for the greater good. As a Trait, Cape provides a bonus to Renown GESTs and any attempt to inspire others. Pop-Culture Examples: Apollo, Superman, Thor

THE COWL is the dark counterpart of The Cape, a night-time avenger that strikes at evil from the shadows.As a Trait, The Cowl provides a bonus to any intimidation GESTs. Pop-Culture Examples: Batman, Lobster Johnson, Rorshach

THE DAREDEVIL ia a quick-witted whirlwind with ninja-like acrobatic skills.As a Trait, The Daredevil provides a bonus to any Agility GESTs related to coordination. Pop-Culture Examples: Gatchaman, , Spider-man

THE ELEMENTAL is the embodiment of an essential force of nature, often one of the classic elements. As a Trait, the Elemental provides a bonus to any Stamina GESTs. Pop-Culture Examples: The Human Torch, Johann Kraus, Swamp Thing

THE ELEMENTALIST is the weilder or manipulator of some form of energy or primal force. As a Trait, The Elementalist provides a Bonus to any Power Stunt GESTs. Pop-Culture Examples: Liz Sherman, Starfire, Storm

THE EVERYMAN is an average Joe or Jane, possessed of no extraordinary abilities or tech. As a Trait, The Everyman provides a bonus to any Fear GESTs. Pop-Culture Examples: Arthur Dent, Rick Jones, Rory

THE FIST is a master of martial arts or hand-to-hand combat. As a Trait, The Fist provides a Bonus to any Martial Arts Stunt GESTs. Pop-Culture Examples: Black Widow, Iron Fist, Kato

THE GHOST is an invisible or intangible phantom that take a surreptitious approach to crime- fighting. As a Trait, The Ghost provides a bonus to any Stealth GESTs. Pop-Culture Examples: The Invisible Woman, Kitty Pryde, Shrinking Violet

THE HUNTER is dedicated to tracking down and eliminating a specific threat to humanity. As a Trait, The Hunter provides a bonus to any opposed rolls vs their chosen prey. Pop-Culture Examples: Buffy the Vampire Slayer, Blade, Mister Monster

THE LAMP weilds a unique item of unimaginable power. As a Trait, The Lamp provides a bonus to any GEST when the item is not in the character's possession or use. Pop-Culture Examples: Adam Warlock, Aladdin, Green Lantern

THE MAGUS is a mystical master of the supernatural, weilding magical powers. As a Trait, The Magus provides a bonus to any Occult GESTs. Pop-Culture Examples: Doctor Strange, Harry Dresden, Zatanna

THE MENTALIST possesses psychic talents, tapping into the hidden potential of the human mind. As a Trait, The Mentalist provides a Bonus against any will-domination attacks. Pop-Culture Examples: Lain, Professor X, Saturn Girl

THE PARAGON is a model of excellence and virtue, the paladin or white who are legends in their own time. As a Trait, The Paragon provides a bonus to any Leadership GESTs. Pop-Culture Examples: Captain America, King Arthur, The Middle Man -

THE SAVAGE is a ferocious and barbaric Hero raised outside of civilization. As a Trait, The Savage provides a bonus to any GEST while in their natural environment. Pop-Culture Examples: Conan, Sheena the She-Devil, Tarzan

THE SHAPE possesses a maleable physique or alterable form, so theat their whole body becomes- a tool or weapon. As a Trait, The Shape Provides a bonus to any Blocking or Shielding GESTs. Pop-Culture Examples: , Mister Fantastic, Plastic Man

THE SIDEKICK is the stalwart companion or brash hero-in-training apprenticed to an established Hero. As a Trait, The Sidekick provides a bonus to any Assisted GESTs. Pop-Culture Examples: K9, Robin, Wendy Watson

THE SWIFT is the iconic speedster, running faster than mortal ken. As a Trait, The Swift provides a bonus to any movement GESTs. Pop-Culture Examples: The Flash, Quicksilver, The Whizzer

THE TRAVELLER is a cosmic vagabond, a wandering god, No one planet or universe is big enough for their adventures, and they explore the vasdtness of time & space. As a Trait, The Traveller provides a bonus to knowledge GESTs. Pop-Culture Examples: Doctor Who, Metron, The Silver Surfer

THE TRIDENT is the Atlantean Hero of the seas, hailing from under the waves. As a Trait, The Trident provides a bonus to any GESTs while under water. Pop-Culture Examples: Abe Sapien, Aquaman, The Sub-Mariner -

CALLINGS

A Hero's Calling is their primary motivation for performing daring deeds, facing overwhelming odds, and put their life on the line to stand up for truth, justice. and making the world a better place. A Calling is a Hero's raison d'Etre, driving force, & quite often the subject of a mantra.

The ADVENTURER lives for excitement & challenge. Pop-Culture Examples: Finn & Jake, Plastic Man

The ASIMOV "programmed" to be a Hero. Pop-Culture Examples: Astroboy, Robocop

The AVENGER dedicated to the pursuit of justice at all costs. Pop-Culture Examples: Batman, Daredevil The BEAST struggles between a human and inhuman nature. Pop-Culture Examples: Hellboy, Wolverine

The CRUSADER a valint warrior or messengerr for a cause. Pop-Culture Examples: Professor X, Wonder Woman

The CURSED an outcast, unable to live a normal life. Pop-Culture Examples: The Demon, The Hulk

The EXPLORER exalts in the joy of discovery and travel. Pop-Culture Examples: Doctor Who, Mister Fantastic

The GUARDIAN the protector of a people or place. Pop-Culture Examples: Doctor Strange, Green Lantern

The LEGACY follows a long line or tradition of Heroes. Pop-Culture Examples: The Phantom, Starman

The LOST trapped in a world they didn't create. Pop-Culture Examples: Buck Rogers, Adam Strange

The PATRIOT embodies the ideals of a nation. Pop-Culture Examples: Captain America, The Shield

The REBEL struggles against an evil and oppressive authority. Pop-Culture Examples: Longshot, Mister Miracle

RESPONSIBILITY an acute awareness of the burden of power. Pop-Culture Examples: Spider-man, The Strobe

A Hero's OCCUPATION dileanates what they do for a living and functions as a Speciality during play. It is not necessary for a Hero to purchade additional Talents or Specialities that are logically implied by their Occupation. A Player is free to chose any Occupation for their Hero they find appropriate, though it should in some way befit their Attributes. Adventuring Occupations are those that imply a full-time career as a Hero without a seperate source of income. In such cases the player should define where their Resources come from, whether a trust fund, inheritence, or sponsorship from a government or private party.

TALENTS & SPECIALITIES A Hero's Talents and Specialities indicate skills and natural proficiencies possesed by the Hero.

ACADEMICS Specialities: Anthropology, Archaeology, Geography, History, Law, Linguistics, Mathematics, Politics, Psychology, Research, Sociology, Xenology

ACROBATICS Specialities: Aerobatics, Aquabatics, Brachiate, Funambulism, Parkour, Tumbling ART Specialities: Cook, Craft, Dance, Fashion, Illustration, Music, Photography, Poet, Sculpt

ATHLETICS Specialities: Climb, Ride, Run, Skate, Sports, Swim, Surf, Throw, Wrestling

CHARM Specialities: Carouse, Etiquette, Leadership, Savoir-Faire, Seduction, Taunt

CHICANERY Specialities: Bluff, Disguise, Hide, Forge, Lock-Pick, Pickpocket, Sneak

CIRCUS Specialities: Animal Training, Clown, Escapology, Sleight-of-Hand, Tightrope

FIGHTING Specialities: Aerial Combat, Blind Fighting, Fisticuffs, Martial Arts*, Underwater Combat

MILITARY Specialities: Artillery, Command, Demolitions, Firearms, Tactics

OCCULT Specialities: Cryptozoology, Demonology, Folklore, Myth, Parapsychology, Theology

SCIENCE! Specialities: Astronomy, Astrophysics, Biology, Botany, Chemistry, Exobiology, Genetics, Medicine, Meteorology, Microbiology, Physics, Quantum Mechanics

SKULDUGGERY Specialities: Arson, Burglary, Death Traps, Intimidation, Larceny, Poisons, Torture

SLEUTH Specialities: Espionage, Forensics, Interrogation, Puzzles, Stealth, Trail

SURVIVAL Specialities: Fishing, Forrestry, Hunting, Mountaineer, Streetwise, Tracking, Traps

TECH Specialities: Computer, Cybernetics, Electronics, Hacking, Mechanic, Macguyver, Repair, Robotics

VEHICLES Specialities: Astronavigation, Boating, Drive, Mecha, Motorcycles, Pilot, Submarine, Tank

WEAPONS Specialities: Archery, Fencing, Swords, Weapon Specialist* SPECIAL TRAITS

ALTER EGO GEARHEAD MEDITATION AMPHIBIOUS GENRE SAVVY MIMICRY ANIMAL KEN GIFT OF GAB OMNIDEXTERITY ATTRACTIVE GREEN THUMB POLYGLOT BOOKWORM GUN BUNNY QUIRK* COMBAT SENSES HIVE MIND ROYALTY DEXTEROUS IMMORTAL TOTAL RECALL FARMBOY JACK-OF-ALL-TRADES UNDEAD FAST_DRAW KEEN SENSES WEAPONS MASTER FEY KENSEI VOICE OF AUTHORITY FLEE! MARKSMAN VOICE OF THE HIVE

COMPLICATIONS

AMNESIA LAST OF A KIND ANACHRONISM NAIVE AQUATIC OBESE BUTTERFINGERS OLD CLONE PHOBIA* COMPULSION* SCARY HARD LUCK TEMPER IMPAIRED SENSE* UGLY INHUMAN YOUNG

INEPTITUDES

Besides the listed complications, a Hero may possess an Ineptitude, representing an inherent lack of ability or capacity to learn any appropriate Speciality or Talent. This is expressed with a negative Trait level. For example, a Hero with Tech -1 would be hopeless with operating mechanical devices, while a Hero with Swim -1 cannot keep afloat in water. When a situation arises requiring a GEST that's directly related to a Hero's Ineptitude, the player may chose to automatically fail and recieve a NonPrize of 10 Arete, or else make the attempt with a PS modifier to the GEST's result. If an Ineptitude indirectly applies to a GEST, it imposes a negative ES modifier.

TRAIT COMPARISONS

Say there are 4 characters: one with the Talent Academics, one with the Academic Speciality Law, one with the Occupation Lawyer, and one with the Occupation Police Officer. The Academics Talent suggests a character may possess a basic understanding of the legal system in their country, without a lot of specific knowledge or personal experience. The Speciality Law, however, indicates a great deal of expertise in the legal system. The occupation Lawyer implies the same level of expertise as the Speciality Law with a superior understanding and experience with court procedures. On the other hand, the Occupation Police Officer suggests some basic knowledge of the legal system overall and specifically as it applies to police procedures and due process; not the extensive knowledge implied by the Traits Law & Laywer, though slightly more relevant than than the character with the Academics Talent.

PART II: VS THE WORLD

PANELS

Most of the time during a game, the GM will simply narrate the options available to the Heroes, inform them of the results of their actions or call for GESTs, and only keep a rough recornd of time elapsing. Sometimes, however, situations arise where many things are happening at once or time is of the essence and each second counts. In such cases time is broken down and organized into Panels and Pages.

A Panel is defined as a frozen moment in time encapsulating a significant short-term event. A Panel is equivilant to a panel of a comicbook, an illustration from a story, or a drawing from an animated scene. A frozen moment of time encapsulating a significant short-term event.

A Page is the total Panels of all characters involved in the action. Most charcters will have 1 Panel to act in a Page, and once each character resolves their Panel, a Page ends and the next begins. Certain actionsare designated as taking place at the end of a Page, in which case they are resolved after the last character to act in that page's Panel is concluded and before the first Panel of the next Page takes place.

There is not set time period covered by a Panel or Page, this is dictated by circumstances and GM discretion, but as a general rule of thumb, a Panel represents around 3 - 9, with an average of 6, seconds of time.

AREAS

In Phaserip, distance is measured in Areas. 1 Area is roughly equivilant to the size of a city block (42 sq yds or 38 meters sq) outside, or inside, a hotel room, office, or subway terminal, though this is considered flexible, as with time in Panels.

The number of Areas a Hero can move in one Panel is determined by their Speed.

GESTS

A gest or geste, rom the Latin gesta, is a term of Middle English origin meaning "a feat, deed, or exploit". In medieval France a Chanson de Geste was a "Tale of Adventure or Romance".

Phaserip uses GEST as an acronym for "Gauge of Extraordinary Skill or Talent". A GEST roll is made whenever a character is attempting to do something out of the ordinary. Driving a car down to the supermarket, for example, would not require a GEST; driving a car in a high speed chase while being fired upon, would.

PROCEDURE 1. Determine the relevant Attribute and Echelon.2. Add or subtract any modifiers to the roll from Traits or circumstances.3. Roll percentile dice.4. Cross reference the result with the appropriate Echelon column of the ARG! 5. Success is determined by the Phase Result

The Phase Result determines the success or failure of the attempted action.There are five potential results: Purple Phase Result a critical failure or "botch" (No, and...) Yellow Phase Result a failure (No) Green Phase Result a success (Yes, but...) Blue Phase Result a major success (Yes) Red Phase Result a critical success (Yes, and...)

A GEST roll may be modified by the Difficulty of an attempted action. The Difficulty is expressed as Echelon and is determined by the GM. If there is no set Difficulkty then a Green Phase Result is all that's needed for success. Depending on the Difficulty, a GEST may require a Blue or even Red Phase Result just to succeed.

If the Difficulty is one or more Echelons below the Attribute used for the GEST, then a Green Phase Result is sufficient for success. If the Difficulty is equal to the Echelon of the Attribute used for the GEST, then a Blue Phase Result is needed for success. If the Difficulty is 1 or more Echelons above the relevant Attribute, then the GEST requires a Red Phase Result to succeed.

The GM may, in certain circumstances, declare based on The Difficulty that a GEST is either Automatic and requires no roll to succeed, or Impossible, making the roll redundant. The general rule of thumb is that any GEST of a Difficulty 3 or more Echelons below the relevant Attribute is automatically successful, while any GEST of a Difficulty 2 or more Echelons above the relevant Attribute is considered Impossible. This restriction is never imposed in a situation where the outcome of a roll determines if a Hero will live or die.

Once the appropriate Attribute to use for the GEST is established, a player should determine if any of their Hero's Traits apply to the attempted action., and whether a Phase Shift or Echelon Shifts are applied to the GEST.

ES modifiers to a GEST come from two sources: Traits and circunmstances. Circumstantial modifiers are determined by the GM based on specific envioronmental conditions.

LAW OF DIMINISHING RETURNS A cap of +/- 3 ES is applied to all passive modifiers to a GEST from Traits, after negative modifiers have been countered. This limit does not include nor apply to circumstanial modifiers.

OPPOSED ROLLS are GESTs made when two or more characters are in contest or the success of one character's GEST is dependent or highly influenced by the failure of their opponent's GEST. Combat is the most common application of Opposed Rolls and is dealt with in the following chapter.

Unless an opponent is Outlassed (see GESTs), only passive modifiers (ES) are applied to Opposed GESTs. Positive Modifiers or bonuses shared by opponents cancel each other out, according to the following guidelines:

If both opponents share the same or an equally applicable Trait, neither receives a modifier. If both opponents share an applicable Trait, but one opponent possesses a higher Trait level, the difference is applied as a bonus to the more skilled opponent. If one opponent possesses an applicable Talent & the other an applicable Speciality, only the opponent with the Speciality recieves a modifier.

OUTCLASSING occurs when one combatant or contestant is vastly superior or skilled in comparison to their opponent. A character is considered Outclassed if there is a difference of 3 or more between the Echelons of the Attribute employed for the GEST. A combatant who Outclasses their opponent may apply an active modifier from a relevant Trait.

ASSISTED GESTS are msde when two characters are helping each other in performing a action, whether it's researching a crime or breaking down a door. The Hero or the character with the highest Echelon Rank rolls with the following modifiers: If the assisting character's Echelon is 2 or more below the Echelon used, add +1 ES to the GEST. If the assisting character's Echelon is 1 below the Echelon used, add +2 ES to the GEST. If the assisting character's Echelon is equal to the one used for the roll, add +3 ES to the GEST. If more than one character is assissting, these mofifiers are cumulative.

ENDURANCE GESTS use Durability and are made to resist the effects of exhaustion. Generally speaking, a Hero may engage in regular or light activity for a period of time determined by their Stamina Echelon before requiring rest.

STAMINA ECHELON REST

ABYSMAL Every other Panel. FEEBLE 2 Panels every 3 Panels. PUNY 2 Panels every minute (10 Panels). NORMAL 2 Panels every 5 minutes (50 Panels) GOOD 2 Panels every 10 minutes (100 Panels) EXCEPTIONAL 2 Panels every half an hour. LEGENDARY 2 Panels every hour. UNCANNY 1 Panel every 3 hours. FANTASTIC 1 Panel every 6 hours. AMAZING Normal sleep. INCREDIBLE Infrequent sleep or hibernation. UNEARTHLY Never tires due to self-generating energy.

A Hero may engage in Intense activity such as combat, chasing an opponent, swimming, or using powers, etc., for a number of Panels equal to their Stamina Echelon Rank, at which point they must make an Endurance GEST. A Green Phase Result is needed for success, indicating the Hero may continue for an equal length of Turns before making another Endurance GEST. Failure indicates the Hero must stop for one Panel to catch their breath. The second Endurance GEST requires a Bue Phase Result, success inndicating the Hero may continue an equal length of turns, and Failure meaning the Player must cease activity for 2 Panels. The third Endurance GEST requires a Red Phase Result , with failure indicating the Hero must rest for 3 Panels. After a number of additional Panels equal to the Hero's Stamina Echelon Rank, the Hero must cease activity for 1d10 Panels.

INFLUENCE GESTS are made when Heroes attempt to pursuade NPCs to do something, including attempts to intimidate, seduce, or lead others. The player should describe in detail the Hero's approach and from that determine the appropriate Attribute to use.

If attempting to trick or manipulate a target, a Wits GEST is made with the opponent's Intelligence setting the Difficulty. If attempting to empathize or appeal to a target's emotions, a WITs GEST is made with the opponent's Wits setting the Difficulty. If attempting to reason or appeal to a target rationally, Intelligence is used with the opponent's Intelligence setting the difficulty. If attempting to dominate or intimidate an opponent, Courage is used with the Opponent's Courage setting the difficulty.

Otherwise, a Hero may use their Renown to make a plain request of a character, with the Difficulty determined by the target's Predisposition.

Every NPC has a Predisposition of either Friendly, Nuetral, Wary, or Hostile, that determines their reactions to the Hero.

Friendly NPCs require only a Green Phase Result to influence. Nuetral NPCs require a Blue Phase Result to Influence. Wary NPCs required a Red Phase Result to Influence. Hostile NPCs will do nothing to aid the Hero unless it benefits themselves.

INFLUENCE GEST CIRCUMSTANTIAL MODIFIERS

The NPC benefits +2 ES The NPC could get in trouble -2 ES The NPC would be put into peril -3 ES An item is requested of up to Gd Value -1 ES An item is requested of ip to Legendary Value -2 ES An item is requested of Uncanny or above Value -3 ES A requested item is unlikely to be returned -2 ES

MIGHT GESTS are made when a Hero needs to lift, hoist, push, or pull a great amount of weight.

ABYSMAL 10 lbs FEEBLE 50 lbs PUNY 100 lbs NORMAL 200 lbs GOOD 400 lbs EXCEPTIONAL 600 lbs LEGENDARY 800 lbs UNCANNY 1 ton FANTASTIC 10 tons AMAZING 50 tons INCREDIBLE 75 Tons UNEARTHLY 100 Tons

POWER GESTS use the Echelon of a Hero's Power or ability instead of an Attrtibute. There are times when a Hero may use a Power in a some way it was not originally intended or to produce an unusual effect which is referred to as a Power Stunt. (see Arete).

Most Powers have a Range, defining their area of effectiveness. Some are designated as "Touch" meaning the Hero must be in physical contact with the target of the Power. If a Power does not have a defined Range, it is determined by the Power's Echelon.

ABYSMAL Touch FEEBLE 3 ft or 1 m PUNY 1/2 an Area NORMAL 1 Area GOOD 2 Areas EXCEPTIONAL 3 Areas LEGENDARY 5 Areas UNCANNY 10 Areas FANTASTIC 15 Areas AMAZING 20 Areas INCREDIBLE 35 Areas UNEARTHLY 55 Areas

RESOURCE GESTS are made when a Hero wishes to purchase an item or service, and is the equivilant of making a credit check, inquiring into the balance of a bank account, or shaking the piggy bank. Such purchases are always considered over and above a Hero's standard living expenses such as rent, utlities, and food. One Resource GEST may be attempted each week.

Every item & service in the game is assigned a Cost Echelon that sets the Difficulty for a Resource GEST. Ordinarily, a lone Hero cannot purchase an item with a Cost Echelon higher than their Resources without assistance (see Tools Of The Trade).

SKILL GESTS are made when a Hero is directly utilizing or employing one of their Talents or Specialities. The Attribute used for the GEST is determined by the Trait. Generally the appropriate Attribute is obvious and the GM will assign it based on common sense, though theTrait descriptions in Appendix B provide defult guidelines.

UNSKILLED Often a Hero will attempt tasks for which they possess no relevant Traits. Normally this simply means the default Attribute's Echelon is used unmodified; Heroes are assumed to be multi- competant & need not, for example, possess the Athletics Trait to climb a tree or the Vehicles Trait to drive a car (assuming a modern setting). In certain cases, however, especially when a task implies or requires specialized knowledge or training, the GM may impose an Unskilled penalty (standard penalties for using a Trait unskilled is provided in the descriptions of relevant Traits in Appendix B. COMBAT!

COMBAT PRIMER

PHASE 1: DECLARATION OF WAR

Before a Page of combat begins, each player describes their Hero's intentions and the GM decides the intentions of any NPCs participating in the combat. Combatants may choose to attack, adopt a Defensive Tactic, or perform a non-combat action..

PHASE 2: ORDER OF BATTLE Panels of combat are resolved in sequence according to each character's Initiative. A combatant's Initiative defaults to their Wits Echelon Rank, and characters act in order from highest to lowest Initiuative. Characters of equal Wits Rankings act simultaneously.

PHASE 3: ROLLING THE BONES

Pre-combat GESTs are resolved first, including characters who are moving, talking, or attempting any other non-combative actions, as well as any rolls for Defensive Tactics.

There are three types of Defensive Tactics utilized in Phaserip: Dodging, which uses Agility for the Combat GEST; Evasion, which uses Fighting for the Combat GEST; and Shielding, which uses Might for the Combat GEST.

Finally, rolls for attacks are made, with the type of attack determining the Attribute used for the Combat GEST. Close Combat attacks use Daring for the Combat GEST; Ranged attacks use Agility; Clinch Combat attacks use Might, and Charging uses Durability for the Combat GEST.

Combat GESTS for attacks or Defensive Tactics are made as regular GESTS, howevert the Phase Result is compared to The Matrix of Combat Effects (MaCE) to determine the outcome or repercussions.

PHASE 4: ARS LONGA, VITA BREVIS

Successful attacks cause Damage to opponents based on the type of Attack. Unarmed Attacks inflict Damage equivilant to the attacker's Might Echelon Rank. Melee and Thrown weapons inflict Damage equal to theirMaterial Strength. Ranged weapons inflict Damage according to their Damage Rating.

There are two types of Damage: Acuate and Obtuse. Acuate Damage is inflicted by sharp, edged, or piercing weapons. Obtuse Damage occurs from unarmed attacks or blunt weapons.

PHASE 5: EYE OF THE STORM

As a Page of Combat ends, any nercessary Stamina rolls are made, and any Combat Effects incurred are managed. COMBAT GESTS are made for Attacks and Defensive Tactics, with the Attribute used determined by the type of attack attempted or tactic employed. The Phase Result of the Combat GEST is then compared to The MaCE to determine if any Effects are caused.

OUTCLASSED OPPONENTS Normally, no Difficulty Echelon is applied to an attack, but the Daring Echelons of opponents are compared and if one Opponent outlasses another, they may actively utilize any combat Traits that ap-ply as well as add the difference to their Initiative.

INITIATIVE is the order in which combatants perform their actions. Initiative is determined by two factors: a character's Wits Echelon Rank and what action(s) they are attempting. Non- Combat actions and Defensive Tactics are resolved before attacks.

A combatant may alter their intended action at any time before their Panel, especially if another character's action makes their intentions obsolete. Changing actions requires a Blue Phase Agility GEST and imposes a -1 ES penalty to any GESTs made that Page.

A Hero can Sieze Initiative against an opponent acting before them by calling for an Initiative Roll. An Initiative Roll involves both combatants rolling a d10 and adding their Wits Echelon Rank to the result, with the highest combined result acting first (ties go to the Opponent with the highest Wits, then Agility, then Daring, then most Arete). If the combatant who called for the Initiative Roll rolls a '1', then they are Caught Flatfooted and can take no actions that Page.

MULTIPLE ACTIONS A Hero can perform one combat action and one non-combat action or 2 non-combat actions in a Panel. If two non-combat actions are attempted, the Difficulties of the GESTS may be increased according to the following guidelines:

If both actions would be considered Automatic GESTs, they both may be performed in a Panel with a single Green Phase Result GEST. If the tougher action requires a Green Phase Result, both actions will require Blue Phase Results to succeed. If the tougher action requires a Blue Phase Result, both GESTs will require Red Phase Results to succeed. If an action requires a Red Phase Result to succeed, no other actions may be performed during the same Panel.

A combatant can make multiple attacks in one Panel providing they succeed at a Daring GEST made during the Pre-Combat Phase. The Difficulty of this GEST is considered Legendary for 2 attacks in a Panel, or Amazing for 3 attacks in a single Panel. All multiple attacks are made at a -1 ES penalty. If the Daring GEST is failed, only one attack is made at -3 ES. DEFENSIVE TACTICS

It's easy to strike an opponent who is simply standing and facing their attacker, trading blows like a Rock'Em Sock'Em Robot, which is why most combatants who lack Invulnerability will put some effort into not getting hit. Whereas a Hero's Stamina represents an abstraction of a Hero's inate ability to avoid harm through trained reaction and linstinctual reflexes, adopting a Defensive Tactic represents an active attempt to anticipate attacks and avoid injury.

DODGING is a Defensive Tactic wherein the combatant is constantly moving, ducking, weaving, and leaping, hindering any Close or Ranged attacks. A Hero who is Dodging may take only 1 other action that Page, including making an attack, and the second action recieves a -2 ES penalty.

Dodging characters use Agility for the Combat GEST, and may score a Result of 0, -2, -5, or -7, which indicates the ES penalty to any attacks made against them that Page.

EVASION is a Defensive Tactic whereupon a combatant is biding their time and cautiously sizing up their opponent, waiting for the right opportunity to strike. Evasion is only effective in Close Combat and uses Daring for the Combat GEST. A combatant who is evading may take no other actions that Panel and if both opponents are evading, no combat GESTs are made that Page- the combatants are simply circling each other warily and trading a series of cautious feints, parries, and blocks. An Evading character may attempt to Intimidate or Taunt their opponent into attacking.

A combatant who is evading may score a result of OPEN, EVADE, +1 or +2. An OPEN result indicates that the Hero unfortunately maneauvered themselves into a disadvantageous position or mis-stepped and left themselves exposed. Their opponent recieves a +1 PS modifier to a single consecutively-following attack. An EVADE Result indicates the Hero avoided all attacks that Page. A +1 or +2 result indicates that not only did the Hero avoid all attacks but also maneauvered themselves into an advantageous position or identified a temporary weakness in their opponent's defences, granting them a bonus to a single consecutively-following attack the next Page . SHIELDING is a Defensive Tactic whereby a combatant attempts to meet force with force and use their own Might as a form of "armour" against an attack. This tactic is often employed to protect team-mates and innocent bystanders. Ballistic, Energy, and Charging attacks cannot be blocked in this manner. Shielding is only effective against Acuate attacks whose MS is 2 or more Echelons below the Hero's Durability (+ Armour). A combatant can change their intended action to shielding at any time before their Panel with no ES penalty unless they are also moving into position.

A combatant who is shielding uses Might for the Combat GEST and may score a result of -5, -3, -1, or + 1, which is applied directly to the Hero's Might Echelon Rank, the total result treated as armour for that Page.

CLOSE COMBAT includes hand-to-hand fighting, martial arts, or attacks with melee weapons. The Combat GEST is resolved on the ARG! using the attacker's Daring and the Phase Result is compared to The MaCE, using the column definied by the type of attack.

OBTUSE ATTACKS, made unarmed or with a blunt object, may score a MISS, POW!, BASH, or SLAM result. A combatant scoring a HIT rinflicts Damage equal to their Might or the Material Strength (MS) of the weapon used.

ACUATE ATTACKS, made with sharp, edged, or piercing weapons, may score a MISS, SLASH, STAB, or PIERCE result. The Damage from an Acuate Attack is equal to the MS of the weapon used .

PULLING PUNCHES Combatants making Obtuse attacks may choose to reduce the amount of Damage inflicted. This intention must be announced before the Combat GEST is made, but other than that there is no restriction on how low the Damage from an attack my be reduced. Damage from Acuate Attacks cannot be reduced.

RANGED COMBAT includes the use of thrown weapons, firearms, projectiles, or any weapon that does not require the attacker to be within reach of their opponent. The Combat GEST is resolved on the ARG! using the attacker's Agility and any modifiers, the Phase Result then compared to The MaCE, using the column definied by the type of attack.

THROWN ATTACKS, made by tossing or hurling a weapon or object at an opponent, use either the Obutuse Thrown (if the projectile is a blunt object) or Acuate Thrown (if the projectile is sharp or edged) row of The MaCE.. Obtuse Thrown Attacks may score a MISS, POW!,, or BASH result, while Acuate Thrown Attacks may score a MISS, SLASH, STAB, or PIERCE result.

BALLISTIC ATTACKS are those made with a firearm, bow, canon, or any other projectile- firing weapon. Ballistic weapons typically "fire" in a direct line from the attacker to the target, up to a number of Areas determined by a Weapon's Range. Combatants employing ballastic weapons may score a MISS, POW!, BULLSEYE or PIERCE result. Damage from a HIT is determined according to the weapon used.

ENERGY ATTACKS, made using Powers or super-weapons, may score a MISS, SHOCK, ZAP!, or NUKE result. The Damage from a HIT is dictated by the energy source or the Power Echelon.

FORCE ATTACKS, made by Powers or weapons capable of producing a physical manifestation of concussive power, nay score a MISS, POW!, BASH or SLAM result.

Combatants making Energy or Force Attack may reduce the Damage, but not cancel the Effect.

RANGE

A weapon's Range is the maximum disitance that an attack can travel and still effectively hit its target and inflict Damage. Ballistic weapons have listed Ranges. For each Area travelled, the effectiveness of all Ranged Attacks are reduced by -1 ES.

Thrown Attacks can be made at a maximum Range determined by the attacker's Might:

ABYSMAL 3 ft or 1 m AMAZING 8 Areas FEEBLE 1/2 an Area INCREDIBLE 9 Areas PUNY 1 Area UNEARTHLY 10 AreaS NORMAL 1 Area PLANETARY 15 Areas GOOD 2 Areas STELLAR 20 Areas EXCEPTIONAL 3 Areas GALACTIC LOS LEGENDARY 5 Areas COSMIC LOS UNCANNY 6 Areas BEYOND Infinite FANTASTIC 7 Areas

POINT-BLANK RANGE A ranged weapon fired at a target that is less than 6 feet or 2 m away recives a +1 PS bonus to the Combat GEST.

MOVING TARGETS are harder to hit. A -1 ES penalty is applied to any ranged attack against an opponent moving up to 5 Areas that Page; a -2 ES penalty applies to ranged attacks against an opponent moving up to 10 Areas that Page; and a -4 ES penalty is applied to ranged attacks on opponents moving faster than 10 Areas that Page. An exception to this is if the moving character is making a Charge against the attacker, in which case the attack recieves no penalty.

COVER Generally, Ranged Attacks proceed in a direct line from attacker to target, potentially passing through any intervening obstacles or structures. A projectile cannot pass through an obstacle with an equal or higher MS; thrown weapons cannot pass through an obstacle with a higher MS than the attacker's Might - 1 ES. Physical projectiles lose momentum as they pass through obstacles, while Energy and Force Attacks concurrently lose accuracy. For each obstacle between the attacker and their target, physical projectiles lose 1 Area of Range, while Physical, Energy and Force Attacks lose -2 ES from the Combat GEST's result. Energy Attacks inflict Damage on intervening structures first, the remainder applied to the target.

CLINCH COMBAT refers to attempts to wrestle, restrain, or otherwise grapple an opponent. Before a combatant can enter Clinch combat, they must first get a hold of their opponent and bring them into close physical proximity. Depending on the circumstances, this may require an Agility GEST with the Phase Result cross referenced with the GRAB row of The MaCE. A MISS indicates the attacker wasd unable to get a hold of their opponent, and may take no other actions that Page. A combatant gets a hold on an opponent with lower Might on a TAKE result, and gets a hold on an opponent of equal or greater Might with a SNATCH result. A BREAK result indicates the attacker not only got a hold on their opponent, but also inflicts Damage equivilant to their Might -2 ES. GRAPPLE, an attempt to hold and restrain an opponent, uses Might for the Combat GEST and may result in a MISS, HOLD, or LOCK. A MISS indicates the attacker was unable to keep a solid hold on their opponent, and may take no other actions that Page except another GRAB attempt. A HOLD indicates the attacker established a solid grip on their opponentand the defender's actions are limited, though not fully reduced or prevented (any action deemed possible by the GM incurs a -2 ES penalty). A LOCK indicates the attacker has placed their opponent in a possition that completely restrains them from action. A combatant who beings a Page of combat with an opponent in a LOCK may inflict up to their Might -1 ES in Damage without need of a Combat GEST, as long as the defender isn't able to escape.An opponent in a HOLD or LOCK may counterattack at -2 ES.

ESCAPE, an attempt to break free of a HOLD or LOCK, uses MIGHT for the Combat GEST, though in some circumstances the GM may allow Agility to be substituted. This may result in a result of MISS, FREE, or REVERSE. A MISS indicates the combatant was unable to free themselves from the HOLD or LOCK and may take no further actions that Page. A combatant scoring a FREE result successfully escaped from a HOLD or reduced a LOCK to a HOLD. and may take one additional action that Page at -2 ES. A REVERSE indicates that the Hero is free of the Hold or Lock, but also in a position to immediately counterattack with s +1 ES modifier, or place their opponent in a HOLD.

CHARGING is a form of Attack wherein a combatant uses their momentum to hurl their body at an opponent as a weapon. The attacker's Durability is used for the Combat GEST and may result in a MISS, BASH, or SLAM. The Combat GEST receives a +1 ES bonus to Damage for every Area moved through during the Charge. A MISS indicates the attacker failed to hit their opponent and continues to move in a straight line up to half their Speed (rounding up). Any change in direction or attempt to halt after the first Area is passed in a charge requires an Agility GEST modified by -1 ES for every Area passed. The number of Areas passed during a Charge additionally apply as a negative modifier to a Defender's roll vs SLAM.

COMBAT EFFECTS

BASH The attack does Obtuse Damage according to the attack type x 2, and the defender must Roll v Stun. If the Damage exceeds the defender's Stamina, a Roll vs Kill is made.

BREAK (GRAB) The target is caught, but Obtuse Damage equal to the attacker's Might -2E is additionally inflicted. This Damage may not be reduced without the expenditure of Arete.

BULLSEYE The attack does Damage according to the weapon employed. The Bullseye result is necessary if a Hero is aiming for a particular part of a target, or anytime a target is less that one foot sq in size.

FREE (ESCAPE) Successful escape from a HOLD, or reduces a LOCK to a HOLD.

HOLD (GRAPPLE) The Target's actions are limited with a -2 ES penalty to any possible GESTs.

LOCK (GRAPPLE) The defender's actions are completely restrained.

MISS The attack failed to connect with an opponent or penetrate their defences.

NUKE An overwhelming surge of energy flows through the target's body, inflicting Damage according to the energy's Echelon x2. If the defender takes any Damage, an automatic STUN result of KO is inflicted and the target must Roll vs KILL.

PIERCE The attack does Acuate Damage according to the weapon used x2. If the defender takes any Damage, they must Roll vs KILL.

POW! The defender takes Damage as defined by the type of attack.

REVERSE (ESCAPE) Successful escape from a HOLD or LOCK, and may counterattack with a +1 ES.

SHOCK The attack does Damage according to the energy's Echelon, +1 ES against armour. If the target takes any Damage, they must Roll vs. STUN. SLASH The defender takes Acuate Damage as defined by the type of attack.

SNATCH (GRAB) Successful grab of or from an opponent of equal or greater Might.

STAB The attack does Damage according to the weapon used, +1E against armour.. If the target takes any Damage, they must Roll vs. STUN.

TAKE (GRAB) Successful grab of or from an opponent of lesser Might.

ZAP! The attack does Damage according to the energy's Echelon, +2 ES against armour. Even if no Damage is taken, the defender must Roll vs STUN.

KILL A Roll vs Kill is a Durability GEST, the Phase Result compared to the KILL row of The MaCE, yielding a result of NO, CLEFT, SMITE or FATALITY. A NO indicates the defender takes no further injury. A result of CLEFT, if scored with an Acuate or Energy attack, indicates the defender suffered a grevious wound and immediately takes Durability Loss. A result of SMITE indicates the defender suffered a massive trauma and immediately takes Durability Loss. A FATALITY indicates instant death. The defender does not pass Go, does not collect $200.

SLAM The defender takes Damage as defined by the type of attack and must immediately make a Roll vs SLAM, a Durability GEST, comparing the Phase Result to the SLAM row of The MaCE, yielding a result of NO, STAGGER, SMACK, or BOOM! • A NO indicates the defender takes no further injury. A STAGGER result indicates the defender is knocked back a few fett or down to one knee, but is fully capable of engaging in combat the next Page. A SMACK indicates the defender is knocked into an ajacent Area. A BOOM! indicates

STUN A Roll vs STUN is a Durability GEST, the Phase Result compared to the STUN row of The MaCE, yielding a result of NO, DAZE, or KO. • A NO indicates the defender takes no further injury. A DAZE result indicates the defender is unable to take any actions for 1 Page. A K.O. indicates the defender is knoicked unconscious for 1d10 Pages.

COMBAT OPTIONS

An AMBUSH is an attack set up at a certain location in attempt to catch a target or group by surprise. Any Arete is bid when the ambush is set up, not made. As soon as any character enters that location the attack occurs, with a +1 ES. The defender takes a -2 ES penalty to their Initiative and must make a Wits GEST oto take any actions that Page.

A BLINDSIDED combatant is taken by surprise, either because they're distracted, struck unawares from behind, or their opponent is playing possum . A Blindsiding attack recieves a +2 ES bonus to the Combat GEST, and the defender cannot modify any Roll vs SLAM, STUN, or KILL with Arete.

A BOWLING ATTACK is a variation on a Charge Attack wherein a Hero curls themselves into a ball and rolls themselves at an opponent at high velocity. Bowling can only be done up to an Area and recieves no bonus to attack, but any success forces an opponent to make a Roll vs SLAM. Requirement: Acrobatics or Tumbling

A COMBINED ATTACK may be used when a single Hero is unable to pierce an opponent's armour or forcefield, but two or more allies striking at the same spot might affect the foe. All allies must possess Might within one Echelon of each other, & the highest Might is taken as 1 Echelon higher.

DOUBLE-TEAMING is a form of combined attack whereupon one attacker holds the target while an ally strikes them. The first attacker must get a HOLD or a LOCK on the target, and the second attacker then recieves a +2 ES bonus, but on a MISS result a second Combat GEST is made as if attacking their ally.

A FASTBALL SPECIAL is a Charging maneauver wherein one character uses a less powerful ally as a missile weapon. The thrower thus must be capable of lifting their team-mate without requiring a Might GEST. The Combat GEST uses the thrower's Agility and Damage is inflicted by the thrown attacker based on Durability or the attack type, with the attacker gaining benefits as per a Charge Attack. Requirement: Fantastic Might

A GROUNDSTRIKE is a maneauver used by characters with energy projection powers to inflict concussive (Obtuse) Damage, the intention being to bowl over an opponent and do Damage with the debris brought up by the attack. If the Material Strength of the ground or floor is less than the Damage inflicted, the target takes Damage equal to the MS. If the ground/floor is particularly thin, the attack may open a hole, causing the tasrget to fall through (Agility GEST to avoid). The Phase Result of the Power GEST is compared to the Force row of The MaCE. Requirement: Energy Projection HOLDING FIRE is a tactic used if a Hero has Iniitiative and chooses to hold off their attack until their opponent is in the best position to injure. At any point after their Initiative they can declare their attack, including at the point that an enemy strikes.

LURING is a tactic whereupon a Hero makes themselves a target in order to encourage their opponent into attacking. The attacker recieves a +2 ES bonus, but at the moment of attack, the defender can pull a Defensive tactic of their choice. If the attack misses, the lured opponent will hit whatever was directly behind the lurer (player's choice).

A MULTI-ATTACK is an attempt to hit a group of opponents with one attack. A single Combat GEST is made at -4 ES, and the results are applied to all targets in the area. Obviously this is only possible with certain types of attacks, including Thrown Attacks, Energy Attacks, and the use of certain Powers. Requirement: Legendary Daring

NEUTRALIZE is a Trick Shot wherein an attacker attempts to shoot a weapon out of an opponent's hand rather than cause Damage. A Red Phase Result does not induce a Roll vs KILL but does inflict Damage. Requirement: Firearms, Gun Bunny, or Marksman

RICOCHET is a Trick Shot or Thrown Attack wherein a Hero makes an attack by reflecting a projectile off another object before striking the opponent, allowing a Hero to attack a foe's back or catch them off- guard. This requires a BULLSEYE or Blue Phase Result, and the target must make a Wits GEST or they are considered Blindsided. Requirement: Gun Bunny, Throw, or Weapon Speciality

A SHOCKWAVE is a variation on the Groundstrike that uses a Hero's physical power . The attacker's Might must be at least 2 Echelons higher thgan the ground/floor's MS. The Hero strikes the ground, sending a shockwave that travels up to two Areas in any direction the Hero chooses, attacking any characters in the path as if by a Charge Attack using the attacker's Might. No Damage is caused by the shockwave, but targets may still be Stunned or Slammed as if Damage was inflicted. Incidental Damage from the enviornment may be incurred, however. Requirement: Fantastic Might

SHOOT TO STUN is a Trick Shot wherein the shooter attempts to graze an opponent in such a way as to knock them uncounscious rather than cause Damage. A MISS indicates the target is not struck, while a Fumble induces a PIERCE result. Requirement: Firearms, Gun Bunny, or Marksman.

A SWEEP ATTACK is a variation on a Multi-Attack employing a long or large physical object, swung or rolled in an attempt to strike as many opponents as possible. A successful attack does standard Damage -2 ES to all targets, but any character who takes Fatigue or whose Might is 2 Echelons or lower than the attacker must Roll vs SLAM.

OPTIONAL: HIT LOCATION

If necessary the location of a Hit can be determined randomly by consulting the 'ones' die result of the Combat GEST. A Hero can alter the Hit Location result by one point for every Phase Result they reduce their Combat GEST's by.

1 - 2 LEG (1 - right leg, 2 - left leg) 3 - 4 ARM (3 - right arm, 4 - left arm) 5 - 6 TORSO (5 - crotch, 6 - pelvis) 7 - 9 CHEST (7 - stomach, 8 - ribcage, 9 - heart) 10 HEAD (or neck, if specified)

THE DUEL

While the preceeding combat rules were designed to provide a structured and streamlined approach to handling the chaos and confusion of a large battle between groups of combatants, the Dueling rules are an optional method of handling a dramatic battle between two opponents.

During a Duel one Combat GEST is made per Page, while Panels are resolved by way of the Combat Bid.

PROCEDURE

Phase 1: Initiative is determined at the beginning of the first Page of a Duel, but each subsequent Page Initiative goes to whichever combatant did not roll the Combat GEST for the previous Page. An Initiative Roll is always made at the start of a Duel, each combatant rolling 1d10 and adding their Wits Echelon Rank to the result. Ties go to the character with higher Agility. The Initiative winner may chose to go second, the loser has no choice.

Phase 2: The combatant with Initiative declares an action and bids a Difficulty Echelon. Their opponent can either call for a roll at the current Difficulty, or describe a counter action and bid a higher Difficulty Echelon. This exchange continues until a combatant forces their opponent to roll or the Difficulty reaches Unearthly. The Combat Bid can be of any amount up to a combatant's Daring Echelon Rank at one time and never surpasses Unearthly. A combatant can defend and counterattack with a single Echelon bid until the Difficulty surpasses their Daring, after which it counts as a multiple action. A combatant can string together up to two actions with a minimum bid of 1 Echelon per action, though this incurs a penalty of -1 ES to the final combat GEST, if that combatant is the one who rolls. Whichever combatant makes a bid of Unearthly, their opponent choses who rolls the Combat GEST. The minimum bid for a Power Stunt or Martial Arts Stunt is 3 Echelons.

Phase 3: Resolution takes place once one of the opponents rolls the Combat GEST and Damage is accounted for as normal. At this point either combatant may call for a Recess, granting both opponents a Page of rest. If the other opponent does not agree, they may press the attack and immediately make a Combat Bid.

MASS COMBAT

PHASE I: STRATEGY Before the battle, players are given a list of the forces at their disposal, which are then grouped into Units. Players may decide how many soldiers make up a given unit, based on the size of the army at their disposal, the amount of ground that needs to be defended or taken, and/or whether the units will be engaging in Melee (close combat) or Sniper (ranged combat) attacks. This is also a good time for the players to come up with an overall battle plan.

Each Unit is assigned a Strength and Morale Echelon. The Strength Echelon is based on the average Daring of the soldiers composing it, while he Morale Echelon is equal to the average Courage of the soldiers comprising the Unit.

PHASE II: MOVEMENT Any given Unit may move a number of Areas per Panel equal to the Speed of the slowest member of the Unit -1 Echelon. This penalty may be mitigated if the Unit has a Leader. A unit cannot move past an enemy unit within 1 Area without engaging and defeating that Unit in Melee. PHASE III: HEROISM Heroes act first, decided if they are going to be leading a charge (Melee) or standing back and firing on the enemies (Sniper). Heroes engaged in Melee roll Daring GESTs, while Snipers roll Agility GESTs, and the Phase Results of these rolls are compared to the chart below.

PHASE RESULT MELEE SNIPER The hero wades into battle Pincushion! The hero is and is overwhelmed by his caught exposed to enemy PURPLE foes, suffering 3 fire, suffering 3 ranged counterattacks and a roll vscounterattacks and a roll vs STUN STUN The hero picks off a few The hero is brave but foes but is under heavy outmatched, adding +1 to fire, adding +1 to their YELLOW their side's Battle GEST, side's Battle GEST but but suffering 2 suffering 2 ranged counterattacks counterattacks The hero manages to pick The hero holds his own, off several foes, adding +2 adding +2 to their side's GREEN to their side's Battle GEST, Battle GEST, but suffering 2 but suffers 1 ranged counterattacks counterattack. The hero valiantly The hero puts down a dominates the field, adding number of foes, adding +2 BLUE +3 to their side's Battle to their side's Battle GEST GEST and suffering only 1 while avoiding any counterattack counterattacks. The hero gloriously The hero rains hellfire on overwhelms his the enemy, adding +3 to foes, adding +5 to their their side's Battle GEST and RED side's Battle GEST while is unscathed by taking no counterattacks! counterattacks.

A COUNTERATTACK is an automatic hit from the most common weapon wielded by the enemy in that type of combat, whether melee or ranged. Counterattacks do not induce Combat Effects unless a Hero's Stamina is surpassed or they fumble their roll. If an enemy force does not have the capability or is not engaging in Sniper attacks, then any such counterattacks are ignored and a Sniping character receives a +1 Phase Bonus to their roll.

Normally, during mass combat, a character cannot go after specific foes (Villains). However, a Hero engaged in Melee with the same Unit as a Villain may spend 50 Arete to maneuver into position to engage a Villain in single combat, which is played out according to the standard close combat procedures. Note that Charging Attacks and Clinch Combat are too impractical during a Battle to be effectively employed.

PHASE IV: BATTLE! The leaders of the opposing armies both make Battle GESTS, based on their Intelligence modified by any appropriate Traits and the following list of Battle Modifiers:

For every Villain/Hero or major foe -1 fighting for the opposing side If the opposing side has superior -1 to -3 weaponry or armour If the opposing side is protected by -5 major fortifications If the opposing side outnumbers their -1 to -3 opponents If the opposing side is composed of -2 supernatural foes or opponents that cause fear For any tricks, surprises, or effective -1 to -3 strategies employed by the opposing side

Once all the modifiers have been calculated, including any bonuses from the Heroes' Melee or Sniper rolls, and the Battle GESTs are made, the results are compared to The Battle Chart:

PURPLE YELLOW GREEN BLUE RED PURPLE TIE (-2) +1 +2 +3 +5 YELLOW -1 TIE (-1) +1 +2 +3 GREEN -2 -1 TIE +1 +2 BLUE -3 -2 -1 TIE +1 RED -5 -3 -2 -1 TIE (+1)

Both sides must then make a Casualty GEST for each Unit in their army, based on that Unit's Strength modified by the results of the Battle Chart. The winner of an exchange receives a +1 Phase result to these rolls. This bonus does not occur in the case of a TIE.

The Unit has been wiped out (any PURPLE Heroes with the Unit are captured) The Unit has suffered severe casualties YELLOW (3/4 or 75% of the Unit) The Unit has suffered major casualties GREEN (1/2 or 50% of the Unit) The Unit has suffered minor casualties BLUE (1/4 or 25% of the Unit) RED The Unit is unscathed, with no casualties PHASE V: MORALE The loser of an exchange must additionally make a Morale GEST for each Unit. If this roll is failed, that Unit is ready to retreat. The leader of the army can force them to continue fighting with a successful Courage GEST (or if retreat is impossible), but that Unit receives a -1 Phase Shift penalty to all subsequent Casualty GESTs for the remainder of the battle.

INJURY & HEALING

Whenever a Hero potentially takes injury, either from a successful attack against their person or hazardous circumstances, this is expressed as a Damage Echelon Rank. Damage is mitigated by a a Hero's Stamina Pool. IF the Damage Echelon Rank is less than a Hero's current Stamina Pool, then it is counted as Fatigue and reduces the Hero's Stamina Pool. by that amount.

If a combatant makes a successful attack against an opponent, they inflict Damage according to the attack type. Unarmed attacks typically inflict Damage equal to the attacker's Might Echelon. Armed attacks usually inflict Damage equal to their MS or Damage Rating. Powers generally inflict Damage according to their Echelon Rank.

\When a Hero takes Damage that surpasses their Stamina Pool, they immediately make a Roll vs KILL. If the result is NO, the Hero is stunned for 1d10 Pages. After this time is elapsed, the Hero must make a Durability GEST to regain consciousness. A failure indicates they remain unconscious another 1d10 Panels before given the chance to rll again. Each subsequent Durability GEST

REGAINING CONSCIOUSNESS A Hero recovers Stamina equal to their Durability Echelon Rank upon regaining consciousnes. If an attack inflicts Damage that surpasses a defender's Stamina Pool, they must make a Roll vs KILL. I

DURABILITY LOSS A Hero suffering Durability Loss loses 1 Echelon from their Durability Attribute per Page; if their Durability drops to Abysmal, they slip into a coma the following Page. A -2 ES penalty is applied to all GESTs attempted by a Hero who has lost Echelons of Durability. A Hero can stabalize their Durability for one Page by spending 50 Arete. A Hero can gain a second Durability GEST by spending 100 Arete. If another character comes to the aid of an injured Hero, Durability Loss is halted. Aid can be as simple as checking to see if the victim is okay.

ATTRIBUTE LOSS In certain circumstances, a Hero can avert Durability Loss by losing Echelons from other Primary Attributes, as fits the nature and location of the injury. Attribute Echelons lost in this manner do not begin to heal until all Echelons of Durability are first recovered.

IMPAIRMENT Its possible to lose Attribute Echelons permanently if a Hero's Durability drops below Puny: for each Attribute that's lost Echelons, make a GEST, failure indicating that 1 Echelon is permanently lost from that Attribute.

ARMOUR directly reduces the Damage from an attack by it's Echelon Rating. Armour is detailed in depth in Section IV: Tools of the Trade. CHaracters with high Durability possess Natural Armour of 1 Echelon for every Echelon of Durability above Exceptional. Natural Armour is only totally effective against Obtuse and Force Attacks, it is only half effective (rounding down) against Acuate Attacks and has no effect on Energy Attacks.

ET IN ARCADIA EGO...

There are 3 "states of death" in Phaserip. Coma, Mostly Dead, and Dead-Dead.

A Hero who slips into a Coma immediately makes a Psyche GEST, with failure indicatingthe Hero is in a coima indefinitely and only outside factors will change this situation.. A Green Phase Result indicates the Hero may make a Courage GEST conce a week and will exit the coma on a Red Phase Result. A Blue phase result indicates the Hero can make a Courage GEST once every other day and will exit the coma on a Red Phase Result. A Red Phase Result indicates the Hero will awaken from the coma in 24 hours.

A Hero who recently perished and whose body is still intact, is considered Mostly Dead for the small window of time during which their soul is still tehthered to their corporeal form. While it would literally take a miracle, it is possible to revive a Hero in this state. This period usually lasts around a week or up until the body is embalmed, but may be extended by spending 50 Arete a day.

A Hero who is Dead, Dead, has slipped the mortal coil and their soul has passed on to the great beyond (see Continuity).

RECOVERY

Ten Panels after a Hero takes Fatigue, they recover a number of Stamina Points equal to their Durability Echelon Rank, as long as they are conscious and not taken any further Damage during that time. Further Stamina is recovered, equal to the Hero's Durability Echelon Rank, every hour that a Hero is not engaged in intense physical activity or taken further Fatigue. Bed rest or doctor's care doubles this rate.

Lost Attributes recover at a slower rate; 1 Echelon is recovered every week a Hero spends in light activity, increased to 1 Echelon per day if the Hero is hospitalized.

REACTIVATION

Robots and artificial life-forms that take Fatigue equal to or above their Stamina Pool and lose all their Durability Echelons are not dead in the conventional sense and may be rebuilt if most of their vital systems and parts are still intact. This requires an Intelligence GEST of a Difficulty equal to the synthetic's highest Attribute Echelon and takes a period of time equivilant to the synthetic's highest Attribuite Echelon Rank taken as days, adding an additional day for every Power possessed by the synthetic.

ARETE

The ancient Greeks, who first conceived of the concepts of Heroes and heroism, also coined the term Arete. Roughly translated, Arete means the virtue or excellence of a thing. This notion of excellence is intrinsically linked to the fulfillment of purpose (telos) or function (ergon), just as Arete alters in meaning depending on the thing to which its applied. As every thing possesses its own particular Arete, the Arete of a man is different from that of a horse or a table, for instance. Buddhists use the Sanskrit word Kusala to represent the same association of goodness with the skill of being a good person.

Both Plato and Aristotle made efforts to define the Arete of men. To the ancient Greeks, courage and strength in the face of adversity were qualities all men aspired to, as were the quieter virtues of dikaiosyne (justice) and sophrosyne (self-restraint). Arete is thus identified with what enables a person to live well or successfully.

In Phaserip, Arete refers to that indefinable quality that sets apart a Hero from an ordinary person. More than that, it is the energy of the universe, of life itself, what drives a person or species towards their evolution and destiny. It is known by many names across the world, including Karma, Wyrd, Chi, Quintessence, Mana, Spiral Power, or simply "The Force".

As a Hero adventures they gain and lose Arete. Arete is rewarded for heroism and, more abstractly, for a Hero being true to themselves (Hence the Arete that may be earned from a Hero's Complications). A Hero may also lose Arete for acting unheroically or amorally. This balance of rewards and penalties is a gauge of well a Hero is performing when compared to an "ideal" Hero.

Arete is additionally a resource that a Hero may draw upon to ensure the success of certain actions and perform heroic feats. Before undertaking any GEST, a Hero may announce that they are spending Arete on the roll. Just in making this declaration, the Hero is commited to spending at least 10 points of Arete, regardless of the result of the GEST. Once the GEST is made, Arete is spent to increase the result of the roll on a 1-for-1 point basis. Arete is also spent to perform Stunts.

Arete rewards and penalties are awarded immediately following the completion of a task, with the exception of combat, whereupon Arete is awarded only at the end of a battle.

Heroes also possess an inherent reserve of Arete that refreshes daily based upon their Psyche and modified by certain Traits. This Arete is dependent upon a Hero getting the necessary rest and is not cumulative. if a Hero's curent Arete pool is larger than their daily Arete award, this same amount is retained until spent or lost; if a Hero's current Arete pool is less than their daily allotment, then it is increased to that amount upon the Hero's awakening the following day.

One of the most common method of gaining Arete for a Hero is to stop or prevent crimes and defeat or apprehend criminals, whether this refers to specifically illegal activities or crimes of morality. In fact, morality or summum bonum ("the greater good") often takes presedence over the temporal legal systems of any given society. Perhaps more importantly, a Hero also gains Arete for saving lives.

Of course, morality is a tricky subject. The morals of one society or historical era may be drastically different than the morality of another society, or an individual. To a certain extent, a Hero defines morality for themselves. This is conceptually linked to a Hero's Calling.

To make matters simple, Phaserip assumes its own ethical strictures based upon those evinced most commonly in the super hero genre and my own personal ideas. Since there is no way this could be universal, and admittedly derives from the biases of the modern western culture from which the superhero genre was born, these rules are offered with the caveat that a gaming group can decide how to structure the Arete reward and penalty system for themselves if they find that the options presented conflict with their own worldviews.

That said, even the guidelines presented here are open to a necessary amount of interpretation on a case by case basis. In fact, posing moral dillemnas to Heroes is one of the more entertaining and engaging aspects of any adventure story.

Virtue in Phaserip is based upon 3 basic princliples: Honour, Justice, and Responsibility. These principles are inherently intertwined and recursive, any one implicitly linked to t VFEDC3he others.

The concept of Honour is essentially tied to the notion of living well or correctly. It is concerned primarily with the behaviour of the Hero themselves, and includes the value of honesty, fair play, and integrity. Heroes hold themselves to a higher personal standard than the villains they fight; to live the virtues that they espouse. They abstain from selfishness, vindictiveness, and prejudice, striving to lead by example and live magnanimously. Put another way, honour is the pursuit of agathon, defined by Aristotle as a life that involves the exercise of the highest faculties (noesis), fulfilling a person's telos (purpose). An important aspect of honour is that it is an end in itself, aimed or valued purely for its own sake, rather than as a means to anything else.

There are two categories of Justice: distributive and retributive (or rectificatory), the former referring to the fair and equal distribution of benefits and burdens, and the latter referring to the idea of seeking to balance an injustice by regaining an equality that an injustice overturned. Justice is essentially the idea that all people, all life, is valuable and deserves equal and fair treatment. It is perhaps the most black and white of all the principles, as it very simply dictates that there is a moral balance in the world that can, especially between individuals, become umbalanced and often requires redress. The line between justice and revenge is often hard to distinguish, though justice is pursued primarily for the purpose of righting a wrong or portecting society, whereas revenge is motivated primarily by retribution and a selfish desire to punish others. Phaserip takes an oblique view of punishment. The assumption of Phaserip is that criminals are apprehended or imprisoned primarily to protect society and to attempt to rehabilitate the maladjusted, not to inflict a "punishment" on the criminal.

Responsibility encompasses moral liability, social accountability, and duty, as well as the burden of power. The extraordinary abilities that set Heroes apart from others come with the price of an obligation to use their powers for the good of Mankind."Normal" people don't dress in spandex and run around the city interrupting crimes and making citizen's arrests, not because they lack the courage and moral rectitude so much as that it would be a suicidal. A Hero's capacity to accomplish deeds that sets them apart from the crowd also implies an onus to do what others cannot for the good of society. ARETE AWARDS

STOPPIING OR PREVENTING CRIME Heroes recieve Arete for preventing a crime from being commited, stopping a crime in progress or apprehending the culprit of a crime. Ther various of categories of crime include: Conspiracy, Destruction, Misdemeanors, Robbery, Theft, Treason and Violence. Each carries a specific award of Arete points, listed below. These categories are described in more detail in Section IX: Villainy.

Conspiracy (Local) 25 Robbery 25 Conspiracy (National) 30 Theft 10 Conspiracy (Global) 50 Treason 25 Destruction 20 Violence 50 Misdemeanor 10 Other Crimes 10

APPREHENDING CRIMINALS Heroes often are not present when crimes are committed and the best they can do is bring the perpetrator to justice, hopefully with enough evidence to secure their arrest and conviction (though the Hero still keeps the Arete award even if the villain is released due to a court decision). Bringing a villain to justice carries a base Arete award of 10 points of Arete, but a GM may adjust this depending on the nature of the culprit's offences.

DEFEATING VILLAINS In additon to any other rewards, a Hero additionally recieves Arete for defeating an opponent, based on the foe's Power Level x 10.

RESCUES To a Hero, all life is sacred, including that of villains. Saving the life of any sentient being awards a Hero 50 points of Arete. Each additional life simultaneously saved awards an additional 25 points, with a maximum award of 200 Arete for saving a group of people.

CHARITABLE WORK A Hero may additionally earn Arete by devoting time to charitable work, including making personal appearances at fundraising events, giving inspirational speeches in public or for a classroom, performing community service, or giving donations to nonprofit causes. This reward for public appearances is equal to the Hero's Renown Echelon Rank x 5, while the reward for charitable donations is equal to the Resources Echelon Rank of the amount x 5.

PERSONAL ARETE AWARDS Heroes who possess a secret identity or attempt to maintain some semblance of a personal life outside of their heroic adventures may have a number of obligations that are also a potent source of Arete. Earning Arete is this manner consists of making personal commitments and following through on them(10), as well as a weekly award for ongoing daily commitments such as employment, school, and family (25).

ARETE PENALTIES

ALLOWING CRIMES At times a Hero may chose not to interfere or lack the ability to prevent a crime occuring. This garners Arete loss equivilant to the award for arresting the criminal(s).

COMMITING CRIMES If a Hero engages in illegal activities they lose twice the Arete of the listed reward for stopping/preventing the crime, even if there are extenuating circumstances or the Hero is being controlled by outside forces.

DEFEAT If a Hero is soundly defeated in battle with a foe this reflects badly on a Hero and carries a penalty of 20 Arete if it happens in private, 30 if it happens in front of witnesses.

PROPERTY DESTRUCTION` Battles between super-powered opponents can often leave a path of destruction in their wake. For every Area that takes Damage, every Hero involved loses 5 Arete.

PERSONAL ARETE PENALTIES If a Hero fails to uphold a personal commitment or sustain their regular obligations to work , school, or family, this carries a standard penalty of 10 Arete, along with any logical in-game consequences. Leaving early froma commitment carries a penalty of 5 Arete.

MURDER This highest penalty in the game is reserved for the crime of taking another sentient being's life. Deliberate murder is the most heinous of crimes. If a Hero willfully and maliciously ends the life or another, they lose all Arete they currently possess plus 100 points (see Atonement). Accidentally killing an opponent whose Power Level exceeds the Hero in combat carries a loss of all Arete, but no further penalties, as does a Hero willingly allowing an opponent to die when they could prevent it.

ATONEMENT If a Hero's Arete drops to negative points due to Arete penalties, they do not earn their daily allowance of Arete until the balance has been restored to zero or higher.

SPENDING ARETE Arete provides a number of benefits and may be spent by a Hero to produce a variety of Effects.

MANIPULATING DIE ROLLS Whenever making a GEST roll, unless explicitly stated otherwise, a Hero has the opition of spending Arete to influence the result. A player must announce beforehand that they intend to spend Arete on the GEST. By stating this, the Hero is obliged to spend at least 5 Arete points, regardless of the result of the GEST (or their remaining Arete, if less than 5 points).

MODIFYING COMBAT RESULTS A Hero may at any time choose to reduce any Combat Effects potentially inflicted by an Obtuse attack, but other forms of attack do not normally allow a Hero to reduce the Combat Effect. A Hero may, however, reduce the Effect of these attacks by spending Arete. If the Hero announces this intention before the GEST is made, an expenditure of 25 Arete will reduce the result by one Phase, though by announcing this intention a minimum of 25 Arete must be spent regardless of the GEST's result. If not announced beforehand, a Hero may still reduce the effect by one Phase by spending 50 Arete points.

SERENDIPITY Often in heroic tales, no small part of a Hero's success comes from a a number of happy coincidences. To simulate this, a GM may allow players to spend Arete to create small alterations or add small details to the game environment. These should have some logical basis and are subject to strict GM approval. For example, if a Hero is in a laboratory the player might ask "how much Arete would it cost me to find a conveniently left lab-coat and badge I can throw on as a disguise?" , or a Hero who is stumped investigating a crime may ask "how much Arete would it cost for a witness to suddenly come forward with new information?". The Arete cost for such conveniences is up to the GM, based on the likelihood of the occurance and the advantage it grants the Hero. A likely and reasonable request such as finding a beaker of acid in a laboratory might cost 5 -10 points, whereas an extremely coincidental occurance such as finding silver bullets for sale at a pawn shop might tax the Hero as much as 100 Arete. A GM should feel free to ban any such requests if they disrupt the game or the GM feels the Heroes are relying on them too much.

POWER STUNTS There are times when a Hero may use a Power they possess in a way it was not originally intended or to create an unusual effect. For example, a character with speed powers vibrating so quickly that they are able to pass through solid objects, or a Hero possessing electrical powers using them to manipulate an electronic machine. When a Hero wishes to attempt a Stunt, the player should describe the effect and how they are using their power to accomplish it. The GM ultimately decides if it's possible, then the Hero must spend 100 Arete to try try the Stunt, over and above any Arete used to manipulate the GEST's result.

The Difficulty of the Power GEST depends on whether the Hero has attempted the Stunt before. If the Hero has never tried the Stunt before, a Red Phase Result is required. If the Hero has Tried the Stunt up to 3 times, a Blue Phase Result is needed. If the Hero has tried the Stunt 3 times or more, a Green Phase result is all that is needed.

Once a Hero has performed a Stunt 9 times or more, it is considered a permanet part of their bag of tricks and no Arete investment is necessary nor is a GEST necessary to determine if the Stunt is possible.

CONTINUITY

RENOWN

An abstract evaluation of a Hero's reputation in their normal environment. Used to determine the reactions of other characters or large groups of people to the Hero. Used to determine how authorities and governments regard the Hero.

Renown is represented by both a pool of points and an Echelon, the Rank of which is equal to the current total of the pool divided by 10 (rounding down). Heroes gain or lose points of Renown depending on how they act in public. It is possible for a Hero's Renown to fall below zero into negative numbers, at which point it becomes Infamy. PART III: SAVING THE PLANET

EARTH

MOVEMENT:Walking, Running, Sprinting, Climbing, Crawling PHENOMENA: Quicksand DISASTERS: Earthquakes, Mudslides

WATER

MOVEMENT:Swimming PHENOMENA: Whirlpools DISASTERS: Floods, Typhoons

AIR

MOVEMENT:Flying, Gliding PHENOMENA: Lightning DISASTERS:Hurricanes, Storms, Tornados

FIRE

PHENOMENA: DISASTERS:Forest Fires, Volcanos ENERGY Atomic, Electricity, Radiation FORCES Gravity, Magnetism, Sonics ELEMENTS Light, Shadow, AXIOMS Chaos, Death, Justice, Time

PART IV: TOOLS OF THE TRADE

PART V: BACK TO NATURE

PART VI: SUPERNATURE

PART VII: SUPERSCIENCE

PART VIII: PLAYING GOD

TYPES OF CITIES: Anachronistic, Dystopian, Futuristic, Gothic, Mythic, Pulp Noir, Retrofuturistic, Romantic PART IX: VILLAINY

PART X: BRAVE NEW WORLDS

APPENDIX A: CHARACTER CREATION

APPENDIX B: TRAITS

APPENDIX C: ADVANTAGES APPENDIX D: DISADVANTAGES APPENDIX E: EQUIPMENT APPENDIX F: ARMS & ARMOUR APPENDIX G: VEHICLES APPENDIX H: HEADQUARTERS APPENDIX I: CHARTS

CHARACTER SHEETS