Professional Documents
Culture Documents
4E Superheroes
4E Superheroes
Classes
Brain (warlock)
Brains gain power though some focus either arcane or technological by using their intellect, knowledge
and skill.
Role: Support
Favored Power Source: Martial, Tech or Artifact
Key Abilities: Intelligence, Wisdom, Charisma
Defense Bonus: +2 Fortitude and Will
HP at 1st Level: 10 + Constitution score
HP per Level Gained: 4
Healing Surges per Day: 3 + Constitution modifier
Heroic Surges per Day: 2 + Wisdom modifier
Trained Skills: Athletics, Insight…From the class skill list below, choose 3 more trained skills
Class Skills: Science, Arcana, Mechanics, Perception, Heal
Build Options: Heroic: Inventor, Occultist, Iron Monger – Villainous: Mastermind, Mad Scientist
Class Features: Uncanny Invention, Innate Knowledge, Eidetic Memory
Class Powers: Amazing Attribute (Intelligence, Wisdom and Charisma), Jury Rigging, Enigma Device,
Masterful Creation, Imbue Power, Ultimate Focus
Favored Iconic Powers: Stretching, Powered Armor, Magic, Gadget
Sample Heroes: Iron Man, Reed Richards, Dr. Strange
Brawler (Fighter)
Brawlers are melee combatants, close quarters fighting, and usually tough to some degree.
Role: Defender
Favored Power Source: Martial and Primal
Key Abilities: Strength, Dexterity, Constitution
Defense Bonus: +4 Fortitude and + 2 Reflexes
HP at 1st Level: 25 + Constitution score
HP per Level Gained: 12
Healing Surges per Day: 7 + Constitution modifier
Heroic Surges per Day: 1 + Wisdom modifier
Trained Skills: Athletics, X…From the class skill list below, choose 3 more trained skills
Class Skills: Acrobatics, X, X, Perception, Heal
Build Options: Heroic: Brute, Acrobat, Weapon Master – Villainous: Monster
Class Features: X, X, X, X
Class Powers: Amazing Attribute (Strength, Dexterity and Constitution), Durable, X, X
Favored Iconic Powers: Fighting, Recovery, Resilience
Sample Heroes: Spider-Man, Luke Cage, Wolverine
Marksman (ranger)
Marksmen are masters of ranged combat, the opposite of a Brawler, less tough more firepower.
Role: Striker
Favored Power Source: Martial, Tech and Energy
Key Abilities: Dexterity, Constitution, Wisdom
Defense Bonus: +2 Fortitude and Reflexes
HP at 1st Level: 20 + Constitution score
HP per Level Gained: 10
Healing Surges per Day: 6 + Constitution modifier
Heroic Surges per Day: 1 + Wisdom modifier
Trained Skills: Athletics, Perception…From the class skill list below, choose 3 more trained skills
Class Skills: Acrobatics, X, X, X, Heal
Build Options: Heroic: Gun Slinger, Archer, Blaster – Villainous: none
Class Features: Quick Shot, X, X, X
Class Powers: Amazing Attribute (Dexterity, Constitution and Wisdom), Bullseye, X, X
Favored Iconic Powers: Fighting, Recovery, Resilience
Sample Heroes: Hawkeye, Banshee, Punisher
Sentinel (rogue)
Sentinels rely upon their multitude of skills to get things done along with their uncanny fighting.
Role: Striker
Favored Power Source: Martial and Tech
Key Abilities: Dexterity, Intelligence, Wisdom
Defense Bonus: +2 Fortitude, Reflexes and Will
HP at 1st Level: 15 + Constitution score
HP per Level Gained: 6
Healing Surges per Day: 5 + Constitution modifier
Heroic Surges per Day: 1 + Wisdom modifier
Trained Skills: Athletics, Perception…From the class skill list below, choose 3 more trained skills
Class Skills: Acrobatics, Insight, Bluff, X, Heal
Build Options: Heroic: D etective, Crusader, X – Villainous: Assassin
Class Features: Fearsome, Die Hard, X, X
Class Powers: Amazing Attribute (Dexterity, Intelligence and Wisdom), Ultimate Skill, X, X
Favored Iconic Powers: Fighting, Gadget, Cross Class Power
Sample Heroes: Daredevil, Moon Knight, Black Widow
Visionary (Cleric)
Visionaries serve a Cause (like a deity) and use their talents to inspire and protect.
Role: Leader
Favored Power Source: Martial, Energy, Psionic
Key Abilities: Constitution, Dexterity, Charisma
Defense Bonus: +2 Fortitude and Will
HP at 1st Level: 20 + Constitution score
HP per Level Gained: 10
Healing Surges per Day: 7 + Constitution modifier
Heroic Surges per Day: 2 + Wisdom modifier
Trained Skills: Athletics, Perception…From the class skill list below, choose 3 more trained skills
Class Skills: Acrobatics, Insight, Bluff, X, Heal
atriot, Company Man, X – Villainous: Anarchist
Build Options: Heroic: P
Class Features: Inspiring, Relentless, Awe, Endure
Class Powers: Amazing Attribute (Constitution, Dexterity, Charisma), Fame, For the Cause, Divine
Intervention
Favored Iconic Powers: Psionic Powers, Fighting, X
Sample Heroes: Captain America, Professor-X, X
Causes: All leaders must serve a cause no matter what their alignment is. This cause is what causes
them to be inspirations and to push on beyond their capable limits.
Heroic Causes: Super Patriot, Advocate, Agency
Villainous Causes: Megalomania, Greed, Power
Avenger (Paladin)
Avengers fight for the greater good, always doing right and gifted with powerful defenses.
Role: Defender
Favored Power Source: Martial, Energy, Magic
Key Abilities: Strength, Constitution, Charisma
Defense Bonus: +2 Fortitude and Will
HP at 1st Level: 30 + Constitution score
HP per Level Gained: 15
Healing Surges per Day: 8 + Constitution modifier
Heroic Surges per Day: 2 + Wisdom modifier
Trained Skills: Athletics, Insight…From the class skill list below, choose 3 more trained skills
Class Skills: Acrobatics, X, X, X, Heal
Build Options: Heroic: X , X, X – Villainous: Destroyer
Class Features: Iconic, X, X, X
Class Powers: Amazing Attribute (Strength, Constitution, Charisma), X, X, X
Favored Iconic Powers: Flight, Resilience, Boost, Healing
Sample Heroes: Sun Guy, Thor, X
Races (origin)
Alien ()
Ancient (Tiefling)
Android ()
Deviant ()
Human (human)
Magi (Eladrin)
Powers
Class Powers – each class has base powers to choose from that only that class can access.
Iconic Powers – Iconic powers are special powers that can not be set by class and have unique effects.
A hero can only have a few iconic powers, but each comes as a cluster of sub-powers.
Causes
Agent – You are loyal to the causes of an agency that determines your cause for you
Super Patriot – you are dedicated to a way of government and fight for its causes
Order – you seek to bring peace and order to the chaos of the world and/or universe
Justice – you employ justice for those who can not making the world or universe a safer place
Protection (of the Weak) – You defend those who can not defend themselves at all costs
Truth – You are a seeker of truth and live by a code, you are often called a boy scout
Villainous Causes
Deception – You are a master of trickery and lies and deceive to push your agenda
Super Patriot – as above but for an evil empire or your own empire
Megalomainia – You seek grand scheme after grand scheme and often threaten cities, worlds and
universes
Greed – You want cash and lots of it anyway you can get it
Power – you seek power over others and to flaunt that power, power comes no matter the cost to
others
Chaos – You seek anarchy and disruption to the peace and order of the natural world
Destruction – You are only here to destroy and bash things into ruin
Distance
1 Square in the rules descriptions is considered an area of 25 x 25 feet or 5x5 actual squares.
Movement is this reduced. 1 square is 5 feet so you can simply note that there are 5 squares in one
area and you can move anywhere in those 5 squares on your move.
Minions
Anyone below your level and not a super is considered a minion. This will entail most normal people,
but recall that a thug can be up to level 10 and still be normal so for street-level heroes this means
they may often fight normal people with possibly some type of power usually through technology and
that they will still be minions if their level is less than the street-level heroes level.
So if a level 10 Street-Level Spider-Man was attacked by 3 well armed (with super killer rifles) and had
flight via a jet pack (technically making them a superhero) but were level 5 agents, they count as
minions to Spider-Man, but if they were level 10 henchmen working for Doc Oc, they count as
superheroes to Spider-Man. If a Level 12 Luke Cage assisted, the henchmen would count as minions to
Cage.
AC
AC is replaced by Fortitude, Reflexes and Will, AC is no longer used. Armor adds to Fortitude saves for
example. All attacks are made against one of those defenses.
Power Scaling
Powers scale up in power as you level up. Adding a rank to a power means that you do more damage
for example. To represent this you have a higher level bonus at each tier that scales up your powers
effects. All powers will list effects that scale which are normally range, damage, duration, area and
resistance. You can choose not to scale up an aspect of a power and instead use the scale to raise
another aspect. Example, if you don’t want damage increased by your full level, it can remain at ½
your level and instead range can go up to your full level (x2) by using its scale up plus the damage scale
up. If you scale up to the next tier, your damage can only scale up to your full level not full + ½ and
your range cannot scale up at all. You can only add one extra scale to a powers aspect.
Problem is that some lower level characters can have powers, street-level does not mean you can’t
have powers, only that you are limited in your growth and potential power. This is why all possible
powers are available at level 1-10 and level 20+ only expands those powers with level 30 adding new
cosmic level powers and expanding on existing ones making them cosmic level.
Street-Level – You are a common man that is above human potential (level cap 10)
Example: Daredevil
Paragon – you are a very powerful superhero capable of amazing feats (level cap 20)
Example: Spider-Man
Epic – Universe traveling, planet crushing, city devouring power houses. All the way to the Epic Tier
(level cap 30)
Example: Silver Surfer
Cosmic – These beings are beyond statistics and traits and are never PC’s. They have no level limits and
can usually do just about anything within the bounds of their Concept.
Sample Powers
Durable (Brawler)
At-Will * Martial
Action: automatic
Range: self
You are much tougher than a normal person and gain +5 to your Fortitude saves.
Webs (Street-Level)
At-Will * Insect Power, Primal, Ranged Grapple
Action: Standard
Area: any shape (cone, radius, cube) up to the powers range
Range: 3 squares (unless otherwise noted)
You can generate webs that disintegrate after 1 hour and have the following abilities:
Immobilize: You can entangle a target by wrapping them in webs. Make a Ref save to avoid. If caught
webs strength is your Power Scale + 20. A strength roll vs. the web strength breaks you out as a
standard action.
Shield: You can make a thick shield of web that adds +4 to your Fort.
Web Line: You can make a long line of web to swing on. You can travel 5 Squares per turn + your
power scale.
Web Zip: You can shot a web at a target and sling yourself adding to your normal movement rate. You
gain +3 squares of movement.
Projectile: You can fire balls of solid web that do crushing damage equal to 1d8.
Spider-Man
Level 1
Class: Brawler (Ref)
Race: Human
Str: 45 Int: 19
Dex: 50 Wis: 15
Con: 24 Chr: 22
Healing Surge: 15
HP: 35
Fort: +10 (+5)
Ref: +20 (+7)
Wil: +7
Skills: Science (+5), Craft (+3), Intimidation (+1), Knowledge (City) (+4), Acrobatics (+5), Athletics (+5)
Feats: Lightning Reflexes, Uncanny Dodge, Last Ditch Defense, Taunt
Class Feats:
Uncanny Defense (+2 Ref Save)
Class Powers:
*Amazing Strength: +35
*Amazing Dexterity: +40
*Leaping
*Durable: +5 Fort
Iconic powers
Insect powers (spider):
Spider Sense: Can’t be surprised, make notice roll to sense direction, +5 Ref
Webs: Str 20, range: 3 squares, any area (swing, entangle, shield)
Web Net (Encounter): create a huge web net to catch objects of larger sizes
Web Strike (enc): web enemy, pull toward them and do acrobatic attack +5 damage, +2 to
hit
Web Slam (enc): web enemy and lift and slam them into the ground +3 damage and knock
down
Wall Crawling: walk on sheer surface at move rate and strength.