The Roster

Capes vs Cloaks Lite Sample heroes Eight Capes, eight Cloaks
Pre-generated heroes built and ready to play.
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Level
16 heroes

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.

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.