top of page

STEP 1: Alignment

  In this step you get too choose from three different alignment types; Sidekick,Henchman,and Anti-Hero.

a%20robin_edited.jpg

A

Sidekick 

 These are your good guys, super hero, protagonist. They always do what's right and never hide from evil.

Lawful good / neutral good

bonuses;  

+1 DEX 

 

Proficient @ Investigation checks,

 

Persuasion checks, Acrobatic checks

Every 5 Rounds Fable will drop -1 unless a good deed is done

When Fable meter is full = x2 when healing

sidekick
Anchor 1
a%20quin_edited.jpg

B

 Henchman

  These are your bad guys, super villains

antagonist. They always do what's evil

Lawful evil /  neutral evil

 bonuses;

 +1 STR 

Proficient @ , Deception checks, Intimidation checks, Athletes

 

Every 5 Rounds Fable will drop +1 unless a evil deed is done

When Fable meter is full = x2 damage on Xtra Damage dice rolls

henchman
a deadpool.jpg

C

Anti-Hero


  These are the guy on the fence of

 

being a bad guy but yet, they could be

 

consider a good guy. No ones what

 

they'll do next (most of the time they

 

don't even know them selves)

 Choatic good/evil  /  Neutral Neutral

bonuses;

 +1 INT,WIS OR CHA (only pick one) 

 

Proficient @ Survival checks, Perception checks, Stealth checks

This Fable meter will never move on their own 

when your fable is at 0, nothing happens but when its at +5 you do x2 damage on Xtra Damage dice rolls and when its at -5 you get x2 on healing

of course its backwards!!! 

anit

STEP 2: Class

  In this step you will choose a class, which determines where your powers came from and how did you get your powers or do not have powers at all. Each choice comes with stat points as well.

Organic

  This class means you were born with no powers at all, and you still have no powers at all.(examples; Batman, Nightwing, the Punisher etc...)

-You are immune to being Stunned LCE

 -You canNOTuse Aggressive Specials and/or Passive Specials as a Combat type (step 5)

 -You can not fly unless you have a vehicle

 BONUSES;

 Xtra Damage dice = against Natural Class, 

 +1 in Proficiency Score = while using Melee and Range type attacks

Material capacity maximum: STRx15

 STR +1                       

 DEX +1                    

 CON +0

 INT +2

 WIS +1

 CHA +0

a classd.jpg

D

organic

Genetically Altered

  This class means something happened to you, after you were born, that made genetically enhanced in some way.(example; Wolverine, Deadpool, Spiderman, Monkey D. Luffy etc...)

  -You are immune to any type of poison LCE

  -

  BONUSES;

 Xtra Damage dice = against Organic Class

 +1 in Proficiency Score = while using Melee and Aggressive Specials

Material capacity maximum: STRx10

STR +0

DEX +1

CON +2

INT +0

WIS +0

CHA +1

 

 

a gen.jpg
gene

E

Mechanically Enhanced 

  This class means there is some type of technology representing your power.(examples; Ironman, Cyborg etc..)

-You are immune to Bleed out LCE

 BONUSES;

 Xtra Damage dice = Genetically Altered class

  +1 in Proficiency Score  = while using Range and Passive Specials

Material capacity maximum: STRx12

STR +1

DEX +1

CON +0

INT +2

WIS+0

CHA+0

a mec.jpg
machanic

F

Natural Powers 

 

This class means that you were born with your powers, and your power comes from within.(examples; Superman, X-Men etc..)

-You are immune to -Speed LCE

 BONUSES;

 Xtra Damage dice = against Mechanical class 

 +1 in Proficiency Score = while using Aggressive and Passive specials

Material capacity maximum: STRx10

STR +0

DEX +0

CON +1

INT  +0

WIS +2

CHA +1

a super.jpg
natural

G

GO TO NEXT PAGE TO CONTINUE WITH STEP 3!!

bottom of page