The Cloaks

Capes vs Cloaks Lite Sample heroes Eight masks the city argues about. Levels 1-2
Vigilantes, villains, anti-heroes. Nobody knows their faces, and nobody agrees on whether that is a problem.

Nightwire

Cloak · Level 1
Marco Vega The dockworkers leave the lights on for him
Nightwire cover art

Vigilante gadgeteer of the dockyards. Cause: the dockworkers the syndicate bleeds.

60
Combat
45
Brawn
45
Reflex
40
Will
HP 45
Energy 40
  • Blast: shock-lines, 50 ft, 2d8, 3 Energy.
  • Blink: teleport 30 ft, 2 Energy.
  • Telekinesis: launched grapple-wires hurl debris, 2d6 at 30 ft, 2 Energy.
Tactics: Hit and vanish: shock-lines while Energy is rich, grapple-wire debris (cheaper) when it runs thin. Blink out of every grab, corner, and cage, because nothing on the docks holds him. Never stand still in the open.

Madame Wraith

Cloak · Level 1
Dr. Elodie Marsh Formerly of the Ashgrove Institute
Madame Wraith cover art

Mentalist. Anti-hero on her good days. Grudge: everyone who called her mad.

55
Combat
40
Brawn
35
Reflex
60
Will
HP 40
Energy 60
  • Blast: spectral shear, 50 ft, 2d8, 3 Energy.
  • Mind Push: 10 ft, 5 Energy.
  • Phantasm: their worst fear, 60 ft, 2d8 straight to HP, 3 Energy.
Bottomless (natural Will 60)
Tactics: Point Phantasm at whoever looks toughest, since fear ignores armor, shields, and grit entirely. Save Mind Push for when she’s outnumbered and turn the biggest fists on their friends. Bottomless means she can always afford one more nightmare.

Riptide

Cloak · Level 1
Tomas Ferro The Harbor (self-appointed)
Riptide cover art

The harbor gang left him for drowned. He disagrees. Grudge: obvious.

60
Combat
55
Brawn
40
Reflex
35
Will
HP 55
Energy 35
  • Blast: crushing water-hammer fists, arm’s reach, 2d8, 3 Energy.
  • Blink: dissolve and reform 30 ft away, 2 Energy.
  • Invulnerability: shrug off 2 per hit, always on.
Tactics: Close the distance and grind: water-hammer fists behind Invulnerability win long brawls. Blink to reach a fleeing target or slip a grab, never to retreat. He can’t Roll With the Punch, so count the hits he can eat and pick fights he can finish.

Halo

Cloak · Level 1
Avelina Cruz The Choir (cast out)
Halo cover art

The voice in your head that knows what you did. Cause: the lost souls the choir gave up on.

50
Combat
45
Brawn
35
Reflex
60
Will
HP 45
Energy 60
  • Blast: searing light, 50 ft, 2d8, 3 Energy.
  • Force Field: 10-point buffer, 4 Energy.
  • Telepathy: read intent for advantage, 60 ft, 2 Energy.
Bottomless (natural Will 60)
Tactics: Read the enemy before the first punch: her opening blast comes with advantage. Force Field early, searing light steadily, and outlast everyone. Will 60 is the deepest Energy pool in the room and her Second Wind refills all of it.

The Hush

Cloak · Level 2
Sable Ibarra No known associates
The Hush cover art

Rooms go quiet before she does anything at all. Grudge: the people who taught her what fear was for.

52
Combat
52
Brawn
57
Reflex
37
Will
HP 57
Energy 42
  • Blast: a dry, sourceless crack of pressure, 50 ft, 2d8, 3 Energy.
  • Phantasm: their worst fear, 60 ft, 2d8 straight to HP, 3 Energy.
  • Utility Belt: the right tool, once per day.
Level 2 · +2 to every stat
Tactics: Phantasm goes through armour, shields and grit alike, so she opens on whoever looks hardest to hurt. Energy 42 buys about three nightmares, and Reflex 57 keeps her out of reach long enough to spend them well.

Nocturne

Cloak · Level 2
Yusuf Demir The rooftops, mostly
Nocturne cover art

Arrives as a shape you argue about later. Grudge: a verdict that went the wrong way and stayed there.

47
Combat
42
Brawn
52
Reflex
57
Will
HP 47
Energy 62
  • Blast: a downdraft that hits like a thrown car door, 50 ft, 2d8, 3 Energy.
  • Flight: 120 ft per move, 1 Energy/round.
  • Phantasm: their worst fear, 60 ft, 2d8 straight to HP, 3 Energy.
Level 2 · +2 to every stat
Tactics: Stay airborne and out of arm’s reach, and let fear do the damage armour cannot stop. Energy 62 is four or five Phantasms, more than most fights need. Anyone who cannot reach the sky loses slowly.

Stray

Cloak · Level 2
Ines Duarte The tunnels under the old market
Stray cover art

Never alone, never once seen alone. Cause: everything the city decided was disposable.

52
Combat
32
Brawn
52
Reflex
62
Will
HP 37
Energy 67
  • Blast: a swarm that arrives a half-second before she does, 50 ft, 2d8, 3 Energy.
  • Animal/Plant Control: rats. One enlisted within 30 ft, 2 Energy/minute.
  • Telepathy: read intent for advantage, 60 ft, 2 Energy.
Bottomless (natural Will 60)Level 2 · +2 to every stat
Tactics: HP 37 leaves her no room for a mistake, so she never takes a hit she can avoid: read the intent, put the swarm on whoever is coming for her, and open with advantage. Bottomless means her Second Wind refills all 67 Energy, so she outlasts people who should have killed her twice.

Jumpcut

Cloak · Level 2
Milo Fenn Wanted in three districts
Jumpcut cover art

Was never standing where you swung. Grudge: a debt someone else signed his name to.

77
Combat
37
Brawn
52
Reflex
42
Will
HP 42
Energy 47
  • Blast: a point-blank shot from wherever he just wasn’t, 50 ft, 2d8, 3 Energy.
  • Blink: teleport 30 ft, 2 Energy.
  • Super-Stat (Will): +10 Will, already counted in Energy above.
Level 2 · +2 to every stat
Tactics: Combat 77 and HP 42: he hits like the boss of the fight and folds like a henchman. Blink out of every grab and never stand in the open. The Super-Stat is there purely to buy two more shots before the Energy runs dry.