The Capes

Capes vs Cloaks Lite Sample heroes Eight registered, public. Levels 1-2
Registered, public, and accountable to somebody. The law knows their faces, which cuts both ways.

Meteor Man

Cape · Level 1
Andre Okafor The Skyline Legion
Meteor Man cover art

The city’s newest headline. Grudge: the developer who bulldozed his old gym.

60
Combat
50
Brawn
40
Reflex
40
Will
HP 50
Energy 40
  • Blast: meteors called down from the sky, 50 ft, 2d8, 3 Energy.
  • Flight: 120 ft per move, 1 Energy/round.
  • Force Field: 10-point buffer, 4 Energy.
Tactics: Raise the Force Field the moment trouble starts, then rain meteors from a full 50 ft. Stay airborne, out of arm’s reach; Energy is his real armor, so he saves 3 for Rolling With the Punch.

Aegis

Cape · Level 1
Renata Cole City Watch (suspended)
Aegis cover art

Beat cop turned living shield. Cause: the beat she swore to protect, badge or no badge.

55
Combat
60
Brawn
40
Reflex
35
Will
HP 60
Energy 35
  • Blast: aegis beam, 50 ft, 2d8, 3 Energy.
  • Flight: 120 ft per move, 1 Energy/round.
  • Invulnerability: shrug off 2 per hit, always on.
Immovable (natural Brawn 60)
Tactics: Wade in and trade: 60 HP behind Invulnerability wins any same-Level slugfest. She can’t Roll With the Punch, so every point of Energy goes to beams and second actions. Her one bad night: Phantasm ignores armor.

Skylark

Cape · Level 1
Priya Sandhu Unaffiliated (the tower still takes her calls)
Skylark cover art

Fastest thing over the skyline. Cause: every passenger on every flight.

55
Combat
45
Brawn
60
Reflex
40
Will
HP 45
Energy 40
  • Blast: sonic-boom shockwaves, 50 ft, 2d8, 3 Energy.
  • Flight: 120 ft per move, 1 Energy/round.
  • Super-Stat (Reflex): +10, already counted above.
Reflex 60: slower attackers swing at disadvantage
Tactics: Stay airborne and skirmish at range: anyone with Combat under 60 swings at her at disadvantage. When the enemy focuses her, spend the action to Dodge and let the bruisers hold the line. Save-based attacks ignore her speed; scatter when the mentalist points.

Double Take

Cape · Level 1
Kellan Moss (which face is anyone’s guess) The Agency, Licensing Division
Double Take cover art

The agency’s licensed man of a thousand faces. Grudge: someone out there is wearing his.

55
Combat
45
Brawn
50
Reflex
40
Will
HP 45
Energy 40
  • Blast: standard-issue stun pistol, 50 ft, 2d8, 3 Energy.
  • Disguise: any body he’s seen, 2 Energy/10 minutes.
  • Utility Belt: the right tool, once per day.
Wins capers before they become fights
Tactics: Skip the fight: walk in wearing the right face carrying the right tool, and the vault is open before anyone rolls initiative. If it comes to blows anyway, stun shots from range, Reflex 50 in cover, and an exit he scouted on the way in.

Proxy

Cape · Level 2
Naomi Adeyemi The Agency, Field Division
Proxy cover art

Licensed to be whoever the case needs. Cause: the witnesses nobody else will stand next to.

72
Combat
32
Brawn
52
Reflex
52
Will
HP 37
Energy 57
  • Blast: service sidearm, non-lethal loads, 50 ft, 2d8, 3 Energy.
  • Disguise: any body she has studied, 2 Energy per 10 minutes.
  • Super-Stat (Combat): +10 Combat, already counted above.
Level 2 · +2 to every stat
Tactics: Walk in as someone they trust and leave with the witness before anyone reaches for a weapon. If it does turn, Combat 72 hits almost anything. She has the thinnest frame on the roster to hit back, so she takes short fights and wins them early.

Briar

Cape · Level 2
Callum Yates City Parks Authority (seconded)
Briar cover art

The park fights back, politely. Cause: the green spaces the city keeps selling off.

77
Combat
42
Brawn
47
Reflex
32
Will
HP 47
Energy 37
  • Blast: a whipping bramble lash, 50 ft, 2d8, 3 Energy.
  • Animal/Plant Control: crows. One enlisted within 30 ft, 2 Energy/minute.
  • Mind Push: 10 ft, 5 Energy.
Level 2 · +2 to every stat
Tactics: Put the crows on the biggest threat for advantage, then never miss. Combat 77 is the best gun on either roster. Energy 37 is the whole problem: two pushes and he is done, so the birds do the work and he saves the pushes for the moment a fight becomes a stampede.

Lodestone

Cape · Level 2
Imani Reyes City Watch, Negotiations
Lodestone cover art

She talks first because she can afford to be wrong. Cause: the standoffs that do not have to end in a body bag.

62
Combat
47
Brawn
52
Reflex
37
Will
HP 52
Energy 42
  • Blast: a concussive palm strike, 50 ft, 2d8, 3 Energy.
  • Invulnerability: shrug off 2 per hit, always on.
  • Telepathy: read intent for advantage, 60 ft, 2 Energy.
Level 2 · +2 to every stat
Tactics: Read the room before the first punch: the opening attack lands with advantage and she already knows who is bluffing. Then stand in front of everyone: always-on Invulnerability means she cannot Roll With the Punch, so count the hits and end it inside six rounds.

Bedrock

Cape · Level 2
Teddy Nowak Firehouse 12
Bedrock cover art

Goes in when everyone else is coming out. Cause: everyone still inside the building.

62
Combat
47
Brawn
42
Reflex
47
Will
HP 52
Energy 52
  • Blast: a shoulder-carried pressure hose, 50 ft, 2d8, 3 Energy.
  • Invulnerability: shrug off 2 per hit, always on.
  • Utility Belt: the right tool, once per day.
Level 2 · +2 to every stat
Tactics: The most boring hero on the roster and the hardest to remove: soak two off every hit, hose them down at range, and let the belt solve the one problem the fight was actually about. He does not win fast, he wins last.