
Supers, corps, and criminals rule the ruins of a broken world. Power is currency. Loyalty is cheap
Played | 11 times |
Cloned | 0 times |
Created | 45 days ago |
Last Updated | 5 days ago |
Visibility | Public |

Description
Capes are the costumed 'heroes' and 'villains' who emerge in cities caught between law and chaos. Often new to their powers, they are reckless and unpredictable, driven by emotion and a desire for fame or revenge. Their abilities range from minor telekinesis to erratic pyrokinesis, and they often fight with a chaotic style that reflects their inexperience.
Size | |
Type | |
CR | 2 |
XP | 450 |
Languages | Common, Street Cant, Basic Science Jargon |
Armor Class | 13 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Erratic Strike
Make a melee attack with a weapon or unarmed strike. On a hit, it deals 1d8 + 2 damage.
Unpredictable Power
Once per turn, the Cape can attempt to use a random power. Roll a d6 to determine the effect: 1) Minor Telekinesis (move an object up to 10 lbs), 2) Pyrokinesis (deal 1d6 fire damage in a 5 ft. radius), 3) Enhanced Strength (advantage on one Strength check), 4) Random Mutation (roll on a mutation table), 5) Fumble (lose their next action), 6) Dramatic Pose (gain advantage on the next attack).