The Janitor

Janitizes things.


d12+8 Strength
d12 Vigor
d12 Agility
d6 Spirit
d4 Smarts

16 xp

0 Charisma
10" Pace (6" base, 4" Leaping), +1d6" Run
8 Parry (2 base, 6 Fighting)
15 Toughness (2 base, 6 Vigor, 6 armor {negates 4 ballistic AP}, 1 Edge); +4 vs ranged
12.5 ton Load Limit, 80 ton Max Weight

Attack: Fighting d12 x2, Fighting d12-2 (off-hand)
Damage: 1d12+2d6+1d4+10

Attack: Shooting d12
Damage: 2d6
Range 10/20/40, RoF 1, Shots 24

Stun Gun
Attack: Shooting d12
Damage: -
Range 5,10,20, RoF 1, Shots 12, Weight 1
Notes: When a target is hit, he must make a Vigor roll or be stunned. Failure means he’s Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual. A raise means he revives instantly and is not Shaken.

Clueless (Major)
Your hero isn’t as aware of his world as most others. He suffers –2 to Common Knowledge rolls.

Overconfident (Major)
There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.

All Thumbs (Minor)
Some people just aren’t good with modern devices. Characters with this drawback suffer a -2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die (regardless of his Wild Die) means the device is broken. The damage usually requires a Repair roll at –2 and 1d6 hours to fix.

Illiterate (Minor)
Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him. Illiterates can’t read or write in any language, by the way, no matter how many they actually speak.

Super Strength 8 [18 PP]
+8 str, Not Today
Once per session, the character can substitute the super attribute for any other attribute roll (not skill rolls). A super strong character might use Strength to Soak damage (grabbing the attacker’s fist as it comes in) or a super intelligent one might use Smarts to break free of an ensnare (finding the thread that unravels the whole thing).

Super Skill 10 [10 PP]
+10 skill points

Super Agility 4 [8 PP]
+4 agi

Super Vigor 3 [6 PP]
+3 vig

Attack, Melee 2 [6 PP]
+2d6 unarmed damage, Multiple Attacks

Extra Actions 1 [3 PP]
This power allows a hero to take one additional action per round with no multi-action penalty. He could take two actions at no penalty, for example, or three actions at –2 to each. It does not affect movement.

Super Spirit 1 [2 PP]
+1 spi

Leaping 1 [1 PP]
2" vertical, 4" horizontal, free action

Super Pocket [1 PP]
Has any maid equipment he may need, as well as other equipment he may own, whenever he needs it.

Arcane Background [Super Powers] (free)

The Best There Is [Super Strength] (hindrances)
This hero has one very potent power. Her Power Limit with one power is half her maximum Power Points, rounded up.

Extra Power Points [Novice] (hindrances)
5 extra Power Points.

Brawny (0xp)
Requirements: Novice, Strength and Vigor d6+
Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.

Brawler (5xp)
Requirements: Novice, Str d8+
Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.

Two-Fisted (10xp)
Requirements: Novice, Agility d8+
A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty.

Martial Artist (15xp)
Requirements: Novice, Fighting d6+
This character is highly trained in hand-to-hand fighting. With a successful unarmed attack, he adds +1d4 to his Strength roll (as if he were using a small weapon).

Fighting d12 [Agility]
Shooting d12 [Agility]
Throwing d12 [Agility]
Stealth d12 [Agility]
Knowledge (Chemicals) d12 [Smarts]


Pistol, Range 10/20/40, Damage 2d6, RoF 1, Shots 24, Weight 2
Notes: AP 2. Power packs cost $20 and weigh .25 pounds each.

Stun Gun, Range 5,10,20, Damage -, RoF 1, Shots 12, Weight 1
Notes: When a target is hit, he must make a Vigor roll or be stunned. Failure means he’s Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual. A raise means he revives instantly and is not Shaken.

Combat Armor: These suits include a full jumpsuit, helmet, load-bearing harness for a backpack or other gear, boots, and gloves. The vest (5 lb) and helmet (2 lb) may also be worn separately. Combat armor adds +6 Armor and negates up to 4 points of AP from ballistic attacks (but not energy or melee). (12 lb)

Riot Shield: Riot shields like those typically given to the police or paramilitary troops act as large shields (see Savage Worlds). Modern composite materials add +4 Armor versus ranged attacks instead of the +2 provided by those of earlier eras. (5 lb)

Super Karma
Super powered characters are larger than life, with faults and responsibilities as great as their miraculous powers. For this reason, supers may take one additional Major Hindrance during character creation. This can be used normally, or to grant them 5 extra Power Points at Pulp and Street Fighter level, or 10 for Four Color heroes and up. These bonus points do not increase the character’s total for purposes of determining his Power Limit.

Example Weight Damage (page 11)
Parking Meter 50 Str+d10
Large rock 100 Str+d12
Boulder 200 Str+d12+1
Lamp post 400 Str+d12+2
Large Tree 1000 Str+d12+3
Statue 1 ton Str+d12+4
Car 2 tons Str+d12+5
Truck 4 tons Str+d12+6
City Bus 8 tons Str+d12+7
Tank 16 tons Str+d12+8
Double tonnage for each point of Strength above d12+8 (so d12+9 is 32 tons, etc).
Note: Anything of 1000 pounds or more is generally considered a Heavy Weapon.

Future Considerations
Super Strength (power)

Super Skill (power)
More Fighting!

Attack, Melee (power)
More damage, armor piercing, heavy weapon, reach.

Leaping (power)
Death From Above, Bounce

Extra Actions/Limbs (power)

Parry (power)

Absorption (power)

Toughness (power)

Armor (power)

Deflection (power)

Regeneration (power)

Super Edge (power)

Uncanny Reflexes (power)

Wall Walker (power)

Stealth Suit: These lightweight, cushioned,
jet-black body suits add +2 to Stealth rolls. (5 lb, $600)

Extra Power Points [Seasoned]
Extra Power Points [Veteran]
Extra Power Points [Heroic]
Extra Power Points [Legendary]

Mighty Blow (edge)
Requirements: Wild Card, Seasoned, Fighting d10+
When dealt a joker, the character doubles his total damage when making a
successful Fighting attack this round.

Take the Hit (edge)
Requirements: Novice, Vigor d10+
These bruisers are good at rolling with
punches, are lucky, have fate on their side,
or are perhaps just really tough. They add +2
to Soak rolls made to eliminate wounds.

Bruiser (edge)
Requirements: Seasoned, Brawler
When the bruiser gets a raise on his bare-handed
Fighting attack, he rolls a d8 instead of a d6.

Frenzy (edge)
Requirements: Seasoned, Fighting d10+
Frenzied fighters make fast and furious melee attacks,
sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a –2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Fighting attack though it may target any two foes adjacent to
the hero (Wild Cards roll two Fighting dice and one Wild Die).
The –2 penalty is subtracted from all attacks.
A character armed with two weapons still only makes one
extra attack.

Improved Frenzy (edge)
Requirements: Veteran, Frenzy
As above but the character may ignore the –2 Frenzy

Improved Martial Artist (edge)
Requirements: Veteran, Martial Arts, Fighting d10+
The character now adds +d6 to his bare-handed

Ambidextrous (edge)
Requirements: Novice, Agility d8+
Your hero is as deft with his left hand as he is with his right.
Characters normally suffer a –2 penalty when performing
physical tasks with the off-hand (characters are assumed to
be right-handed). With this Edge, your warrior ignores the –2
penalty for using his off-hand (see page 75).

Sweep (edge)
Sweep allows a character to make a single Fighting attack
and apply it against all currently adjacent targets at a –2
penalty (friends and foes alike—be careful). Resolve each
damage roll separately. The attack is applied immediately
when rolled and only affects targets adjacent at that time.
A character may not use Sweep in the same round she
uses Frenzy, nor may she Sweep more than once per round,
or with a second weapon held in another hand. In effect, the
hero may only perform Sweep once per action unless she
somehow gets two entire actions (perhaps under the effects
of a spell or power, for example).

Improved Sweep (edge)
Requirements: Veteran, Sweep
As above but the hero may ignore the –2 penalty.

Nerves of Steel (edge)
Requirements: Wild Card, Novice, Vigor d8+
Your hero has learned to fight on through the most intense
pain. He may ignore 1 point of wound penalties.

Improved Nerves of Steel (edge)
Requirements: Novice, Nerves of Steel
The hero ignores 2 points of wound penalties.

Hard to Kill (edge)
Requirements: Wild Card, Novice, Spirit d8+
This adventurer has more lives than a truckload of cats.
When forced to make Vigor rolls due to Incapacitation, he may
ignore his wound modifiers. This only applies to Vigor rolls
called for to resist Incapacitation or death (see page 68). He
still suffers from wound modifiers for other Trait rolls normally.

Harder to Kill (edge)
Requirements: Veteran, Hard to Kill
Your hero is tougher to kill than Rasputin. If he is ever
“killed,” roll a die. On an odd result, he’s dead as usual.
On an even roll, he’s Incapacitated but somehow escapes
death. He may be captured, stripped of all his belongings,
or mistakenly left for dead, but he somehow survives.

Fleet-Footed (edge)
Requirements: Novice, Agility d6+
The hero’s Pace is increased by +2 and he rolls a d10
instead of a d6 when running.

Block (edge)
Requirements: Seasoned, Fighting d8+
Warriors who engage in frequent hand-to-hand combat
are far more skilled in personal defense than most others.
They’ve learned not only how to attack, but how to block
their opponent’s blows as well. A fighter with this Edge adds
+1 to his Parry.

Improved Block (edge)
Requirements: Veteran, Block
As above, but the hero adds +2 to his Parry.

Combat Reflexes (edge)
Requirements: Seasoned
Your adventurer recovers quickly from shock and trauma.
He adds +2 to his Spirit roll when attempting to recover from
being Shaken.

Counterattack (edge)
Requirements: Seasoned, Fighting d8+
Fighters with this Edge know how to respond instantly to an
enemy’s mistakes. Once per round, the character receives
one free Fighting attack against one adjacent foe who failed
a Fighting attack against him. This attack is made at –2, and
the Counterattack must be a normal attack (no Disarm, Wild
Attack, or other maneuvers), and may not be combined with
Frenzy or Sweep. It may be used with the Defend maneuver,
but not Full Defense.

Improved Counterattack (edge)
Requirements: Veteran, Counterattack
As above but the character may ignore the –2 penalty.

Dodge (edge)
Requirements: Seasoned, Agility d8+
Some crafty types know how to get out of harm’s way. This
Edge allows them to use cover, movement, and concealment
to make them harder to hit. Unless they are the victim of a
surprise attack and taken completely unaware, attackers
must subtract 1 from their Shooting or Throwing rolls when
targeting them.
Characters who attempt to evade area effect attacks may
add +1 to their Agility roll as well (when allowed).

Improved Dodge (edge)
Requirements: Veteran, Dodge
As above but attackers subtract 2 from their attack rolls,
and the character adds +2 to evade area effect weapons
when allowed.

Elan (edge)
Requirements: Novice, Spirit d8+
When this spirited hero puts his heart into something it tends
to pay off in big ways. When you spend a Benny on a Trait
roll (including Soak rolls), add +2 to the final total.

Extraction (edge)
Requirements: Novice, Agility d8+
When a character normally withdraws from a melee,
his attacker gets a free attack before he does so—a very
dangerous proposition for most. Your hero is adept at retreating
from an engagement.
Make an Agility roll. If successful, one opponent doesn’t get
a free attack anytime you disengage (see page 76).

Improved Extraction (edge)
Requirements: Novice, Extraction
As above but if you succeed with a raise all opponents
currently in melee with the character lose their free attack
as your warrior withdraws.

First Strike (edge)
Requirements: Novice, Agility d8+
Once per turn the hero (if not Shaken) gets a free Fighting
attack against a single foe who moves adjacent to him. This
automatically interrupts the opponent’s action and does not
cost the hero his action if he is on Hold or has not yet acted
this round.

Improved First Strike (edge)
Requirements: Heroic, First Strike
As above but the hero may make one free attack
against each and every foe who moves adjacent to him.

Berserk (edge)
Requirements: Novice
Immediately after suffering a wound (including a Shaken
result from physical damage), your hero must make a Smarts
roll or go Berserk.
While Berserk, his Parry is reduced by 2 but he adds +2 to all
Fighting, Strength, melee damage rolls, and Toughness. The
warrior ignores all wound modifiers while Berserk, but cannot
use any skills, Edges, or maneuvers that require concentration,
including Shooting and Taunt, but not Intimidation.
Berserkers attack with reckless abandon. Anytime his
Fighting die is a 1 (regardless of his Wild Die), he hits a random
adjacent target (not the original target). The attack may hit
friend as well as foe. If there are no other adjacent targets,
the blow simply misses.
The Berserker may end his rage by doing nothing (not even
moving) for one full action and making a Smarts roll at –2.

Nerves of Steel (edge)
Requirements: Wild Card, Novice, Vigor d8+
Your hero has learned to fight on through the most intense
pain. He may ignore 1 point of wound penalties.

Improved Nerves of Steel (edge)
Requirements: Novice, Nerves of Steel
The hero ignores 2 points of wound penalties.

Martial Arts Master (edge)
Requirements: Legendary, Improved Martial Arts,
Fighting d12+
The warrior is deadly with his hands. He adds +2 to his
bare-handed damage every time he takes this Edge, up to
a maximum of five times for a total damage bonus of +10.

Professional (edge)
Requirements: Legendary, d12 in affected Trait
The character is an expert at a particular skill or attribute
(his choice). That Trait becomes d12+1. This Edge may be
selected more than once, but it may never be applied to the
same skill or attribute twice.

Expert (edge)
Requirements: Legendary, Professional in affected Trait
As above, but the Trait increases to d12+2.

Master (edge)
Requirements: Wild Card, Legendary, Expert in
affected Trait
The character’s Wild Die increases to a d10 when
rolling a particular Trait of his choice. This Edge may be
chosen multiple times, though it only affects a particular
Trait once.

Tough as Nails (edge)
Requirements: Legendary
Your hero is a grizzled veteran. Increase his Toughness
by +1.

Improved Tough as Nails (edge)
Requirements: Legendary, Tough as Nails
Increase your hero’s Toughness by another +1.

Weapon Master (edge)
Requirements: Legendary, Fighting d12
Increase your hero’s Parry by +1.

Master of Arms (edge)
Requirements: Legendary, Weapon Master
Increase your hero’s Parry by another +1.


The Janitor

Heroes Anonymous 20XX ruadvin Azzyquemint