Other Milestones

Young Avengers and Runaways book

The Sins of the Parent
When I walk in a room, I can see everyone looking. They’re
trying to figure out if the apple falls far from the tree.
1 XP when your actions demonstrate that you don’t stand for
what your parents believed in.
3 XP when you successfully use your parent’s reputation to
achieve what you want (whether intentionally or not).
10 XP when you defeat a member of your family in front of
the media or when you publically take responsibility
for your family’s criminal acts to protect them.

Born Free
You’re not listening! My super hero team is my family now.
1 XP when you break any kind of rule for the benefit of your
team.
3 XP when you escape from the scrutiny of adult authority
or imprisonment.
10 XP when you put your own freedom in dire peril to protect
a teammate or when you sacrifice a teammate’s freedom
to save yourself.

Hidden Legacy
My grandfather was bashing super villains when heroic ages
were still associated with precious metals.
1 XP when you mention a heroic legacy, secret past, or secret
ability.
3 XP when you use a heroic legacy, secret ability, or your
secret past to aid an ally.
10 XP when you either embrace your link to a heroic legacy
or deny all ties to the victories and shortcomings of
the past generation and sever your connection to this
legacy.

Passionate Heart
It’s just not fair! Why should we always listen to you? You keep
telling us we should follow our hearts!
1 XP whenever you voice your disagreement with an adult
hero.
3 XP when you directly disobey an adult hero to do what you
think is right when lives are at stake.
10 XP when you either go against orders given by an adult
hero in an Action Scene where allies take stress or when
someone suffers or dies because you followed orders.

CHEST DEEP IN MYTH
1 XP when you talk to a mythical figure or talk about your experience with him or her.
3 XP when you deal stress to or take stress from a mythical figure.
10 XP when you either declare yourself a demi-god or wed a monster or deity, or you
abandon the Aegis and heroism to focus on your studies.

PROTECTOR
1 XP when you ask an ally to allow you to take a risk on their behalf.
3 XP when you take stress meant for an ally or bystander.
10 XP when you either take trauma trying to protect a teammate or train a teammate
who you have taken stress for in the ways of Athena, so that they can protect
themselves.

GREW UP FIGHTING ALIENS
1 XP when you mention something crazy that happened in your childhood with Power
Pack.
3 XP when you use your experience as a super hero to aid an ally during a Transition
Scene.
10 XP when you either start a romantic relationship with an alien, try to have a normal
teenage romance with someone from another world, or bring someone who has
not had a heroic upbringing into your life, clinging to them for some sense of
normalcy.

NEW WARRIOR
1 XP when you discuss how things in the New Warriors are different than how they
were in Power Pack.
3 XP when you use Gravity Manipulation to make an asset for one of your New Warrior
teammates.
10 XP when you either leave the New Warriors, in order to start up the Power Pack
again, or lead the New Warriors, using your Power Pack experience to the team’s
benefit.

SEVENTH AND CLIMBING
when you discuss super science.
3 XP when you use Science Mastery to aid an ally during a Transition Scene.
10 XP when you create something that will leave a lasting mark on the world through
super science or find a mentor among one of the top six smartest people in the
world so that you can learn to be a better scientist.

WORLD’S SMARTEST ASSISTANT
1 XP when you give smart advice to an older super hero.
3 XP when you use Science Master, Tech Master, or Cosmic Expert to create an asset
for an older super hero.
10 XP when you either take up a super hero identity so that you can officially be a
side-kick or realize that you are too smart to be an assistant and gather a team
of like-minded teen geniuses

THE DRIVER
when you talk about cool places you’ve been in the Leapfrog or cool maneuvers
you’ve piloted during aerial dogfights.
3 XP when you bail out on the Leapfrog in order to get away from trouble or deal out
stress piloting her in an aerial battle.
10 XP when you either pilot the Leapfrog to its own destruction once and for all and
get a new ship, or make a technical change to the Leapfrog’s specs that changes
the way it works forever.

PET DINOSAUR
1 XP when you talk to Old Lace as someone might talk to his cat or dog.
3 XP when you explain to an ally or enemy that you have a pet dinosaur in order to
either threaten them or to ease their fears.
10 XP when you either use Tech Expert so Old Lace can talk for herself or hand control
of Old Lace over to someone else who will take good care of her.

THE AMULET’S TOLL
1 XP when you discuss difficulties dealing with the amulet.
3 XP when you spend a Transition Scene with a teammate and bring up how difficult
the amulet makes your life.
10 XP when you either uncover the true origin and purpose of your amulet so that you
can gain mastery over it or get rid of the amulet forever and find a new way to
be a super hero.

HARD-NOSED WITH CRIMINALS
1 XP when you threaten a criminal or discuss the best way to bring down a criminal.
3 XP when you inflict physical stress on a criminal.
10 XP when you either bring down a mob with a super villain leader or take over a mob
and become its super villain mob boss.

HAWKEYE TRADITION
1 XP when you talk about a parallel between your current situation and something
Clint Barton went through when he was Hawkeye.
3 XP when you use Special Equipment to create a complication for a foe.
10 XP when you either confront Clint Barton about your claim on his title or choose a
new name, beginning your own tradition.

WELL-TRAINED DAME WITH A BOW
1 XP when you plan how to take down a powerful villain with your teammates.
3 XP when you inflict stress or put a complication on a super villain who has a d12 in
their Power Set.
10 XP when you either declare yourself above your limitations and change one of
your Distinctions to show it or give in to your self-doubt and change one of your
Distinctions to illustrate your lack of confidence.

BETWEEN A KREE AND A SKRULL PLACE
XP when you discuss your hybrid ancestry.
3 XP when you deal out stress to a foe with a Kree, Skrull, or cosmic background.
10 XP when you either choose between your ancestries or declare yourself a bridge
between the two warring worlds and devote yourself to peace between them.

CONFIDENCE SMASH
1 XP when you talk about your limitations.
3 XP when you use your Kree/Skrull Hybrid to create complications for your foes or
assets for your allies.
10 XP when you either gain a super power, or seek out further training so that you can
continue to save the world from super villains.

MIDDLE CHILD
1 XP when you point out something unfair to a sibling or ally.
3 XP when you create an asset for an older or younger sibling to use in an Action Scene.
10 XP when you find peace with your place in the family, or tell your siblings off and
leave Power Pack to join a different super hero team.

SUPER HERO FAN
1 XP when you talk to a super hero and ask them questions about their most famous
exploits.
3 XP when you aid a super hero you adore in a Transition Scene.
10 XP when you either realize that you are just like the super heroes you idolize, or see
the faults in those you idolize and stop putting them on a pedestal.

SECOND IN COMMAND
1 XP when you back up your eldest sibling or leader of your super team.
3 XP when you inflict emotional stress disagreeing with your older sibling or team
leader, or aid a young super hero dealing with the stress of heroic life during a
Transition Scene.
10 XP when you either take over leadership of Power Pack, or leave your current team
in order to join a new super team.

WORLD’S PRESSURE ON A YOUNG GIRL
1 XP when you act dumber than you really are, or hold back some facet of your
intelligence.
3 XP when you use Cosmic Expert or Psych Expert during a Transition Scene to aid a
sibling or during an Action Scene to inflict stress on a foe.
10 XP when you either refuse to waste your gifts and declare that you’ll use every bit
of your intelligence in future adventures, or you find a strong older woman to
be your heroic mentor.

GETTING BETTER
1 XP when you hide your feelings for someone from the rest of your team, or rebuff
the advances of an unwanted suitor.
3 XP when you confess your feelings to your crush, or ask for another’s advice and
acceptance about your feelings.
10 XP when you either accept another’s feelings for you, regardless of what your parents
might have thought of the relationship, or leave your team rather than accept
the rejection of your crush.

PEACEMAKER
1 XP when you talk to a teammate in an effort to head off conflict before it occurs.
3 XP when you aid a teammate during a Transition Scene.
10 XP when you either explode at your teammates, dealing out stress because you’re
unable to handle the pressure of keeping the peace, or take trauma as a result
of maintaining the peace among your teammates.

BRAINY BABY OF THE FAMILY
1 XP when you give sound advice to an older sibling.
3 XP when you use Cosmic Expert, Psych Expert, or Tech Expert to create an asset for
your siblings or allies to use.
10 XP when you show that you’ve grown up by either leaving the team or becoming
the leader of Power Pack.

HOW TO HANDLE BULLIES
1 XP when you warn a bully to stop their behavior.
3 XP when you inflict physical stress on a bully.
10 XP when you either stop someone trying to bully the world, or realize that beating
up bullies is part of a cycle of violence and seek out new ways to protect the
bullied.

NEW NEW WARRIOR
1 XP when you ask a teammate or elder super hero for advice.
3 XP when you create an asset for a teammate.
10 XP when you either take your confidence earned during your tenure on the New
Warriors and join another team or take over leadership of the New Warriors.

YOUNG MUTANT
1 XP when you ask an older mutant about your mutant heritage.
3 XP when you deal out stress protecting a mutant.
10 XP when you either reject your mutant heritage or join an X-team to be with your
fellow mutants.

EVERYONE’S LITTLE SIS
1 XP when you ask an older super hero for advice, or inform them that they are gross
for their romantic activity.
3 XP when you ask an older super hero to aid you during a Transition Scene.
10 XP when you either buddy up with an older super hero and declare yourself their
sidekick, or take a younger super hero under your wing and act as their older
sibling.

PUNCH FIRST, THINK LATER
1 XP when you either warn someone that you’re going to punch them, or talk about
other super heroes and villains you’ve punched in the past.
3 XP when you inflict physical stress on a foe by punching them through something
else.
10 XP when you either save the world by punching out a global level threat with a d12
in a Power Set, or use Preteen Mutant Powerhouse to create an asset so an ally
can take down said global level threat.

BAD ROMANCE
1 XP when you flirt with a young super hero or villain.
3 XP when you aid someone you’re attracted to during a Transition Scene.
10 XP when you either start a relationship with a dangerous teammate, or realize they’re
a threat to the team and take action to kick them out.

RUNAWAY LEADER
1 XP when you give orders to a member of the Runaways.
3 XP when you aid someone in a Transition Scene who took stress taking your orders.
10 XP when you either accept responsibility for the trauma or death of a teammate, or
hand the role of leader off to another young super hero on the run.

ONE FOOT ON LAND, ONE IN THE SEA
1 XP when you talk about your time in Atlantis or your normal upbringing.
3 XP when you deal stress to someone threatening Atlantis or young surface-dwelling
bystanders.
10 XP when you either renounce the surface world for Atlantis, or accept your unique
upbringing and declare yourself the Ambassador of Atlantis to the surface world.

TROUBLED LEADER
1 XP when you give a teammate an order.
3 XP when you create an asset for a teammate to use.
10 XP when you either promote someone else to leader so that you can accept leadership
on a different team, or step down as leader because of your shortcomings

MENTOR
1 XP when you give advice to younger super heroes.
3 XP when you aid a younger super hero during a Transition Scene.
10 XP when you either put a younger super hero in charge so that they can learn how
to lead, or renounce your role as mentor and change your Mentor and Guardian
Distinction to something more fitting.

THRASH THE NIGHT
1 XP when you discuss the apprehension of a criminal.
3 XP when you deal stress to a villain who victimizes the weak and the helpless.
10 XP when you either bring in a major villain to the authorities, or decide to take justice
into your own hands.

LIVING UP TO THE LEGEND
1 XP when you discuss what you think your grandfather would have done in a given
situation.
3 XP when you inflict stress on an enemy who’s making a mockery of the American
Way.
10 XP when you either take over as the new Captain America, or find a way to link
yourself even more intimately with your grandfather’s heroic legacy.

TRUE PATRIOT
1 XP when you question authority.
3 XP when you inflict stress on an authority figure who you see as abusing their power.
10 XP when you either take down an authority figure who was abusing their power, or
join the government and try to make it better from the inside.

NOT ANGRY, JUST PAYING ATTENTION
1 XP when you lose your temper.
3 XP when you control your temper and deal out emotional stress rather than physical
stress.
10 XP when you either give in to your anger and let that be the defining characteristic
of the adult you will become, or declare something about the world that you will
work to change, finding a balance between outrage and activism and letting your
anger drive you to do important work instead.

PUNCH RACISM IN THE FACE
1 XP when you explain to someone the depth of his or her ignorance.
3 XP when you either deal out physical stress to an ignorant hater or aid an ally during
a Transition Scene, to help them understand how to overcome their shortcomings.
10 XP when you either start our own group of like-minded super heroes, or join the
Avengers in order to bring these issues to the forefront of the heroic scene.

FUNNY AND LOYAL
1 XP when you point out your teammates’ shortcomings in good fun.
3 XP when you use Ectoplasmic Form to create an asset for a teammate.
10 XP when your loyalty finally brings you to leadership and you lead the team, or you
leave the team and create your own cartoon-themed team to lead.

MEAN AS AN OLD CARTOON.
1 XP when you say something that shows the mean streak beneath your slapstick
façade.
3 XP when you deal physical stress to an opponent using cartoon-inspired methods
and dark humor.
10 XP when you either show your disregard for human life by killing an opponent,
or realize that your powers are causing you to lose your empathy and ask your
teammates for help in finding your humanity.

MAXIMOFF LEGACY
1 XP when you discuss the history and philosophy of the Scarlet Witch, Quicksilver,
or Magneto.
3 XP when you use your powers to defend mutant-kind.
10 XP when you either renounce your links to the Maximoff family, or gather your own
Brotherhood of Mutants.

SPEEDSTER
1 XP when you talk about how fast you can run.
3 XP when you use your Hyperfast Existence to create an asset for a teammate or a
complication for a foe.
10 XP when you either prove that you’re the fastest mutant on earth or realize that you
have more to learn about speed and take a veteran speedster as a mentor.

BOUNCE
1 XP when you discuss how you used your powers in a creative way in the past.
3 XP when you use Speedball Effect to create an asset for your team or a complication
for your enemy.
10 XP when you either end directly a global threat using the Speedball Effect Power
Set or use your XP to create a new way to use the Speedball Effect.

GOOFBALL
1 XP when you make a joke of a serious situation.
3 XP when you use humor to help a teammate deal with a serious situation during a
Transition Scene.
10 XP when you either set aside humor for an entire act because a situation has become
too serious for laughs or make a joke in the midst of a truly terrible tragedy,
hoping to help cope with the pain through humor.

CONFLICTED
1 XP when you discuss what it means to be a super hero.
3 XP when you either inflict emotional stress on a super hero who disagrees with you
or aid a teammate during a Transition Scene.
10 XP when you either decide on your place in the heroic world, or decide that your
mother was right and leave your father’s legacy behind forever.

LANG LEGACY
1 XP when you discuss what it was like to grow up with your father.
3 XP when you do something you know your father would have disapproved of.
10 XP when you either make peace with losing your father, or declare that you’ll find
him and speak to him, whether through time travel or fighting Death herself.

DESIGNATE DESTINY
1 XP when you discuss the responsibilities that come with your Designate status.
3 XP when you deal physical stress to those who seek to steal or abuse the power of the
Designate.
10 XP when you abandon your current heroics and allies to resume your duties as the Designate,
or decide that you have no place being the Designate and seek out your own destiny.

HONOR THE THUNDER GOD
1 XP when you discuss what Thor would want you to do in a given situation.
3 XP when you use Mystic Expert to summon or hold council with any figures within the Norse
Pantheon.
10 XP when you either take up Mjolnir and take over Thor’s place as the Goddess of Lightning
and Thunder, or turn away from the Asgardians and seek new allies.

RELUCTANT SUPER HERO
1 XP when you talk about what you’d be doing if you weren’t engaged in heroics.
3 XP when you use a Transition Scene to reconnect to your mundane life.
10 XP when you commit to heroics, finding space in your mundane life to be a super hero,
or give up your super hero life and give the Turbo armor to a worthy successor.

TINKERING WITH TURBO
1 XP when you talk about some way you’d like to change your armor or enhance
someone else’s gadgets.
3 XP when you use Tech Expert to either fix a super hero’s armor or fail a Tech Expert
roll to make adjustments to your own and receive a complication related to your
own gadgets.
10 XP when you either create a new power for the Turbo armor, or set the Turbo armor
aside so that you can create a new armor.

KREE MESSIAH
1 XP when you talk to an alien or someone with powers that have cosmic origins.
3 XP when you use Cosmic Expert in an Action Scene.
10 XP when you either create a lasting peace between the Kree and the Skrulls, or set
aside your messianic role to follow a different path.

POWER HOUSE
1 XP when you discuss a battle plan in which you take point, leading the charge.
3 XP when you inflict physical stress on the most potent threat on the battlefield.
10 XP when you either end a global threat with your fists, or find a more subtle way to
save the world.

LOYAL CONSTRUCT
1 XP when you discuss how loyal you’ve been in the past.
3 XP when you deal mental stress to anyone who wants you to betray your teammates.
10 XP when you either stay loyal to your teammates under great duress and know, once
and for all, that you will never betray them, or betray them to a robotic enemy
due to a hidden sub-routine in your Ultron software.

ULTRON LEGACY
1 XP when you talk to a robot, machine, or cyborg.
3 XP when you aid or receive aid from a robot, machine, or cyborg.
10 XP when you either gather a group of synthetic super heroes to prove to the world
that you are not robotic menaces, or gather a group of robots, machines, and
cyborgs to take over the world from the idiotic humans.

AVENGING MENTOR
1 XP when you give a member of the team advice.
3 XP when you create an asset for a teammate to use in battle.
10 XP when you either rename the team, renouncing the legacy of the Avengers, or
leave the team to take your place with the Avengers.

SYNTHETIC LOVE
1 XP when you discuss your feelings for your teammates.
3 XP when you help a teammate recover from stress in a Transition Scene.
10 XP when you either declare your love for a fellow team member, or break off a
romance, unable to put your faith in human emotions.

GOOD BOYFRIEND
1 XP when you talk to your boyfriend or about your boyfriend.
3 XP when you aid your boyfriend in a Transition Scene.
10 XP when you either declare your love for your boyfriend and get married, or end
the relationship, unable to carry on in the face of the team’s conflicts.

SCARLET LEGACY
1 XP when you talk about your potential relationship to the Scarlet Witch.
3 XP when you deny your relationship with the Scarlet Witch or talk to your parents.
10 XP when you either find the Scarlet Witch and confront her about how you came to
be, or deny the relationship, cutting off all ties to that family forever.

LOYAL MATE
1 XP when you talk to your betrothed about the trouble at hand.
3 XP when you aid your betrothed during a Transition Scene.
10 XP when you either officially exchange vows with your betrothed in the proper
marriage rites, or formally break off your engagement, renouncing Majesdanian
love as a waste of time.

SHIFTER
1 XP when you change shape for social reasons.
3 XP when you use your Shapeshifting Power Set to create a complication for an
enemy.
10 XP when you either pretend to be one of your teammates in order to root out traitorous
activity, or pretend to be an Avenger in order to get a teammate out of big,
big trouble.

Fifity State Initiaive Book

Slip the Leash
The C.S.A. has you locked down with a nanochain, but freedom
is so close you can taste it. If you find a way to escape, the good
life can be yours once again.
1 XP when you use excessive force against a target.
3 XP when you get out of control and a Thunderbolts leader
or overseer fires your nanochain.
10 XP when you break free and either return to the life of a
super villain or get brought down hard.

Go Straight
You’re trying to be the good guy, but it can be hard to walk the
line. The instincts that led you to villainy aren’t easy to shake, and
you have to fight to act the hero.
1 XP when you pull your punches to keep from hurting a
target.
3 XP when you betray someone or maim a target.
10 XP when you put your life on the line to protect someone,
or you commit a villainous act that gets you kicked off
the team.

Dismantle the Thunderbolts
Maybe you’re an Anti-Registration hero who doesn’t take kindly
to killers and thieves working for the government. Or maybe you’re
just a Thunderbolt who can’t stand the way the team’s being run.
Either way, the Thunderbolts need to go!
1 XP when you get in a fight or disagreement with a Thunderbolt
or someone calling the shots for the team.
3 XP when you defeat or otherwise neutralize one of the
Thunderbolts.
10 XP when the Thunderbolts capture you, or your actions lead
to the team being disbanded.

It’s Right There In the Name
Leave saving puppies and orphans to the fire department.
If you don’t get paid, what’s the point?
1 XP whenever you demand financial compensation for your
actions.
3 XP when you put a teammate or the team’s goals in jeopardy
because you see a way to get a bigger payout.
10 XP when your mercenary attitude gets you fired from the
team, or you heroically risk yourself without expectation
of payment.

Mo’ Money.
Money can’t buy happiness, but it sure as hell buys a
whole mess of problems.
1 XP when you try to solve a problem by throwing money at
it.
3 XP when your attempt to solve a problem with money blows
up in your face.
10 XP when you give it all up for something simpler or withdraw
from your friends to surround yourself with the
trappings of wealth.

ISSUES
1 XP when you openly discuss the suicide attempt that led to you gaining your powers.
3 XP when you either help an ally during a Transition Scene or ask an ally for help.
10 XP when you either decide to seek out a counselor to deal with your problems or bury
your problems deep within you, knowing that they will cause greater problems
later.

LEARNING ABOUT HER POWER
1 XP when you discuss the Tactigon’s powers.
3 XP when you use the Tactigon to create an asset or complication.
10 XP when you either find the alien race that created the weapon, so that they can
teach you how to use it, or find a human tutor who can help you master your
power.

BURGLAR
1 XP when you talk to someone who works closely with the item you are planning to
steal.
3 XP when you incorporate an ally or enemy into your heist.
10 XP when you either give up the heist in order to bring about some justice or find a
way to do the right thing and get away with the crime.

QUESTIONABLE ETHICS
1 XP when you lie to someone who trusts you.
3 XP when you continue to hold on to a lie even though it will cause heroes to get into
conflicts.
10 XP when you abandon a hero to his enemies for monetary gain, or you break an
agreement in order to save another hero.

FAKE EMOTIONS
1 XP when you pretend to care about something or someone.
3 XP when you show your true sociopathy by inflicting stress on an opponent or ally.
10 XP when you either discover something that truly moves you and then try to find
another line of work or give up on your own humanity and continue killing people
with projectiles for money.

KNOW YOUR TARGET
1 XP when you talk to someone who knows your target intimately.
3 XP when you create a complication for your target by meddling with their personal
life using Menace or Psych Expert.
10 XP when you either kill your target in a single perfect shot or decide that they are
not worth the time of an assassin of your caliber.

BLEEP!
1 XP when you threaten an opponent in a way unbecoming a proper, old-fashioned
super hero.
3 XP when you try to act like a proper super hero and take stress in the process.
10 XP when you either reform your way of life, clean up your act, and begin acting more
like Captain America or **** that nonsense and accept your unique take on super
heroics, putting the **** in Captain **** as only you can.

NOT THE BRIGHTEST STAR IN THE GALAXY
1 XP when you say something stupid.
3 XP when you say something that is actually pretty smart or inflict physical stress on
someone who calls you stupid.
10 XP when you either make peace with your own lack of mental acuity or take concrete
steps to educate yourself and get smarter by seeking out a tutor or mentor.

I’LL FLY AWAY
1 XP when you take flight during an Action Scene.
3 XP when you shut down Subsonic Flight in order to step up a die in another power
in your Aerokinesis Power Set.
10 XP when you either take down the main threat in an Action Scene through flight or
go rogue, deciding not to be a registered super hero because you only wanted
to fly in the first place.

WALLFLOWER
1 XP when your shyness and awkwardness comes across in a scene.
3 XP when you overcome your shyness for a moment to help an ally during a Transition
Scene.
10 XP when you either go into your shell, becoming even more shy and awkward or
become more comfortable with your own skin and declare yourself a super hero
on par with any of the others on your team.

PARTNERS IN CRIME-FIGHTING
1 XP when you talk to your co-workers about a job.
3 XP when you use your Ancestral Katana to create an asset for your co-workers to
use.
10 XP when you hire someone new to join you and Misty in your work or leave the job
for a while in order to chase down other opportunities and adventures.

WAY OF THE MODERN SAMURAI
1 XP when you discuss your family’s heritage.
3 XP when you use your Ancestral Katana to create a complication for your enemy.
10 XP when you either declare yourself a daimyo, gathering other modern samurai
under your leadership to make the world a better place, or set aside the katana,
seeking out other weapons and methods of martial arts mastery.

THE BLOODSTONE CURATOR
1 XP when you explain something mystical to an ally.
3 XP when you use your Mystic Expert to create an asset for your allies.
10 XP when you either open the Bloodstone Library to other heroes or burn these
dangerous books so that they will not be used for evil.

MONSTER HUNTER
1 XP when you discuss hunting an enemy.
3 XP when inflict physical stress on a monster or robot that is threatening humans.
10 XP when you either train someone to take over in the Bloodstone tradition or declare
that you will be the last of the Bloodstone monster hunters.

SARGE
1 XP when you bark an order at someone on your team.
3 XP when you use Combat Expert or Menace Expert to train an ally during a Transition
Scene.
10 XP when your team follows your orders with military precision or you realize that
someone else is more qualified and set yourself as their second-in-command.

TRUE WARRIORS DON’T KILL CHILDREN
1 XP when you insult the New Warriors.
3 XP when you inflict stress on a lazy super hero.
10 XP when you either lead a super team successfully against a global threat, taking
down an opponent with a d12 in their Power Set, or realize that the New Warriors
were doing their best and apologize to each and every one of them.

ENERGY MANIPULATOR
1 XP when you discuss your understanding of your powers.
3 XP when you use your Ball Energy Power Set to create complications, assets, or
stunts.
10 XP when you either seek out someone to teach you how to tap into your unlimited
potential or decide that you are the only one who understands your powers and
refuse to accept anyone’s help or advice about them.

BILLS TO PAY
1 XP when you brag about your own strength, skills, or powers.
3 XP when you pretend to do something heroic so that you can make money.
10 XP when you either come clean about your family’s difficulties and your ties to the
Power Broker and Hydra or decide to become a super heroic mercenary, selling
your powers to the highest bidder.

HELL AND BACK
1 XP when you discuss some crazy aspect of your life experience as if it is entirely
normal.
3 XP when you use Cosmic or Mystic Expert to create an asset or aid an ally during a
Transition Scene.
10 XP when you either take a drastic life choice in order to make your life more normal
or embrace the many crazy turns your life has taken and take yet another, escalating
your odd history.

SON OF SATAN’S EX-WIFE
1 XP when you discuss demons or devils.
3 XP when you deal stress to a demonic force.
10 XP when you either send a demonic force back to hell or summon an infernal power
for your own use.

METAFICTIONAL CRISIS
1 XP when you first link a specific action, situation, or character to a literary reference.
3 XP when you temporarily adopt a new identity, style, theme, or costume after recovering
from being stressed out.
10 XP when you either reject a permanent change in your status quo or embrace it for
good, despite a loss in friends, allies, or resources.

TRAPPED IN A WORLD HE NEVER MADE
1 XP when you point out why the current situation is the way it is because you’re from
another world.
3 XP when your otherworldly origin, different point of view, or strange appearance
aids you in overcoming a threat or challenge.
10 XP when you decide to leave Earth for good via a dimensional portal or gateway, or
close such a gateway after deciding to stay here permanently.

COUNTER FORCE
1 XP when you discuss a shortcoming of the Initiative.
3 XP when you create an asset for members of the Initiative to use.
10 XP when you take a senior position in the Initiative, so that you can be sure that the
organization will be just, or leave and lead a team of rebel super heroes against
the Initiative.

REMEMBER THE WARRIORS
1 XP when you compare a current adventure to something that happened during your
tenure with the New Warriors.
3 XP when you help a young super hero during a Transition Scene.
10 XP when you form a new incarnation of the New Warriors and lead them or when
you join a different team and leave your New Warrior legacy behind.

GRADUATE STUDENT
1 XP when you talk about your graduate work with Dr. Connors.
3 XP when you use your Science Expert to create an asset or complication.
10 XP when you decide be a scientist and use super-science to make someone’s life
better or find a science hero to be your mentor so that you can continue your
education.

LIZARD BRAIN
1 XP when you discuss rending something apart with your claws.
3 XP when you use Menace Expert to threaten an enemy, causing mental stress.
10 XP when you either ask someone for help with your lizard bloodthirst or surrender
to the lizard, taking up your lizard-form full-time, only occasionally turning back
to your human-form.

FLESHY ONES
1 XP when you threaten an organic creature.
3 XP when you help a fleshy ally recover from stress during a Transition Scene.
10 XP when you either decide that humanity is well worth learning from and attempt to
gain empathy or decide that humanity is mad and decide to be a cold, calculating
robot with no emotions that don’t involve beer.

SELF-HATRED OR JUST FUN?
1 XP when you discuss the destruction of equipment, architecture, or robots.
3 XP when you create an asset, complication, or stunt that involves destroying inanimate
objects.
10 XP when you either decide that it’s your duty to hunt down rogue robots or that you
can’t do violence to your comrades anymore.

FORMER COP
1 XP when you talk about an investigation or talk to someone from your life in the
NYPD.
3 XP when you create a complication for an opponent with one of your Specialties.
10 XP when you either bring in an opponent to the appropriate law enforcement agency
or decide that their villainy has made it personal and take justice into your own
hands.

PARTNERS IN CRIME-FIGHTING
1 XP when you talk to your co-workers about a job.
3 XP when you use Business Expert, Crime Expert, or Covert Expert to create an asset
for your co-workers to use.
10 XP when you hire someone new to join you and Colleen in your work or leave the
job for a while in order to chase down other opportunities and adventures.

LASER LEADER
1 XP when you give orders in the midst of an Action Scene.
3 XP when you use your Electromagnetic Projection power set to create an asset for
a teammate.
10 XP when you either declare someone else leader so that you can lead a different
team, or turn down an offer to lead another team in order to stay with Nextwave.

MASTER BLASTER
1 XP when you threaten to destroy someone with your Electromagnetic Projection
power set.
3 XP when you deal out stress to the most significant threat in an Action Scene.
10 XP when you either destroy a global threat with your Electromagnetic Projection
power set or use an Electromagnetic Form power to create a complication that
allows the team to save the day.

LOVE OR JUST MORE MANIPULATION?
1 XP when you flirt with a hero or villain on the team.
3 XP when you use Menace Expert or Psych Master to create an asset for a lover.
10 XP when you either enter into a truly loving relationship or break off your current
affair the moment it stops being advantageous to you.

MIND GAMES
1 XP when you say something to an ally or enemy that plays upon their fears and
shortcomings.
3 XP when you inflict mental stress using Menace Expert or Psych Master.
10 XP when you either decide to stop your pattern of manipulation and abuse and
use your psychiatric skills to heal others or destroy a hero or villain with mental
trauma.

GOLDEN BOY
1 XP when you tell your allies or opponents that your powers come from hard work
and cleaning living.
3 XP when you take stress by using your Selfless Heroism SFX.
10 XP when you either eclipse all memory of the allegations of cheating by saving
the world from a super villain or seek out actual super powers through cosmic
radiation or super science.

GREAT EXPECTATIONS
1 XP when you tell someone that you don’t have any super powers.
3 XP when you best someone who does have powers.
10 XP when you either graduate from the Initiative with your hero license or quit the
Initiative to go back to your extraordinarily ordinary life.

BOUNTY HUNTER
1 XP when you talk about your target and how you plan to bring them in.
3 XP when you create an asset that helps the team capture your quarry.
10 XP when you either bring in an enemy alive who has a d12 in their Power Set or let
someone go because it is the right thing to do.

DASHING MERCENARY
1 XP when you discuss the pay behind a job or flirt with someone.
3 XP when you inflict up a complication on an opponent or ally that allows you to get
away with more money.
10 XP when you either betray your team for a big pay-off or decide that something is
more important than money and leave a big payday on the table so that you can
keep your conscience clear.

“I CAN SEE THEIR FACES!”
1 XP when you talk about what happened at Stamford.
3 XP when you throw yourself into unnecessary danger and take stress due to guilt or
seek out help dealing with your grief during a Transition Scene.
10 XP when you either fully become Penance, vowing to never take off the mask, be
called Speedball or even answer to your given name, or overcome your pain and
put the Penance persona aside.

THE MASKED MARVEL
1 XP when you talk to a younger super hero about his or her own problems.
3 XP when you give support to a younger super hero during a Transition Scene.
10 XP when you either claim your place as a veteran super hero and lead your own
team or decide to put away all super heroism for good and retire.

AMBITIOUS VILLAIN, NEW HERO
1 XP when you discuss the downfall of a hero or villain with at least one d12 in their
Power Set.
3 XP when you deal stress to the most powerful opponent on the battlefield.
10 XP when you either stress out an opponent who has defeated you in the past or help
one of your former foes recover.

SMART HENCHMAN
1 XP when you take orders from another villain.
3 XP when you use Science Expert to create an asset for an ally.
10 XP when you either bring about the downfall of a hero who has a d12 in a power or
decide to betray the villain whose orders you have followed.

HEIR TO AN EVIL EMPIRE
1 XP when you discuss your father’s villainy.
3 XP when you cause stress to your father’s minions or destroys one of your father’s
headquarters
10 XP when you either defeat your father and end his villainy once and for all or gather
your own team and begin your own criminal empire.

THE MASTER
1 XP when you compliment or critique a martial arts technique.
3 XP when you cause physical stress to another martial artist.
10 XP when you either defeat a rival martial artist and offer to take them as a student
or admit that your opponent is your better and declare them as the Master of
Kung-Fu.

ALMOST A HERO, ALMOST A VILLAIN
1 XP when you talk to a hero about villainy or a villain about heroism.
3 XP when you do something (villainous or heroic) that goes against the expectations
of the mission you are currently on.
10 XP when you decide, once and for all, to be either a super hero or a super villain.

SECOND IN COMMAND
1 XP when you back the plan of the current leader of the team.
3 XP when you use your Menace or Psych Expert to help a teammate reform during a
Transition Scene.
10 XP when you either help depose the current leader, so that someone else can take
their place, or finally quit the Thunderbolts.

MY DEAR SWEET SISTER
1 XP when you talk about how your sister would have reacted to a circumstance.
3 XP when you spend time with a woman in a Transition Scene, attempting to fill the
void left by your dead sister.
10 XP when you either get over your sister’s death or devise a plan to beat death and
bring her back.

SON OF HYDRA
1 XP when you talk about the glory of Hydra and how the world needs a violent change.
3 XP when you deal stress to Hydra agents or destroy Hydra property.
10 XP when you either realize that Hydra has made the world worse and renounce your
father’s ways or begin your own sect of Hydra with you as its head.

3, 2, 1…
1 XP when you discuss solving a problem by blowing something up.
3 XP when you use Psionic Time Bombs to create an asset or complication rather than
simply inflicting stress and trauma on your enemies.
10 XP when you either decide that your powers are simple and you will use them to
make things go boom or decide that since your mutant power is linked to your
mind, you will find a way to use your gift for something other than creating
explosions.

UNFLAPPABLE TEENAGER
1 XP when you roll your eyes and declare that you have seen an opponent or situation
before and then describe your last interaction with it.
3 XP when you take stress from something you have never seen before.
10 XP when you either decide that you have indeed seen it all and will never be surprised
again or realize that there are things you have never seen before and need
further training and understanding.

FEAR MONGER
1 XP when you discuss an opponent or ally’s fears.
3 XP when you use someone else’s fear to create a complication.
10 XP when you either use an opponent’s fear to take down an epic opponent with
at least one d12 in their Power Set or help an ally overcome their fear during a
Transition Scene and begin using your powers for healing.

TEENAGER
1 XP when you say something that displays your youth and lack of world wisdom.
3 XP when you use Menace Master or Psych Expert to get out of doing something
difficult.
10 XP when you either refuse to grow up and continue being a child or, through your
super heroics, grow up and become an adult.

HUNGRY SYMBIOTE
1 XP when you talk about how good an ally or enemy might taste.
3 XP when you do stress to an enemy by trying to eat them or threatening to devour
them.
10 XP when you either devour an opponent in public, showing your ugly cannibal side
to your entire team, or break free of the symbiote’s grip, denying its bloody
sustenance from your actions.

OLD SCHOOL THUG
1 XP when you talk to a super villain about a heist or job you worked together.
3 XP when you do stress to a villain you once worked with.
10 XP when you either capture a villain you once worked with or convince them to join
up and become a Thunderbolt.

ARMORED LEADER
1 XP when you give an order to an ally.
3 XP when you train a member of your Team during a Transition Scene.
10 XP when you send someone from your team off to lead their own team or step down
as the team leader because you believe someone else is more qualified.

MILITARY TRAINING
1 XP when you discuss a super heroic act like it is a military deployment.
3 XP when you use your Combat Expert to create an asset for your team or inflict a
complication on your enemy.
10 XP when you either lead a Team directly linked to the military or retire from service
and take up civilian super heroics.

X-Men Book

Can I Join Yet?
You try really hard to show your mentors that you have the
stuff to be a contributing member of the team and hope someday
to become a veteran.
1 XP when you ask if you’re now a member of the X-Men or
you take advice from a veteran currently on the team.
3 XP when you either take stress alongside a veteran member
of the team or create an asset they can use in battle.
10 XP when you are either inducted as a full-fledged member
of an X-team or walk away from the X-Men to form you
own team of mutant freedom fighters.

Genocidal Robots
Your hatred of Sentinels transcends rational thought and
maybe even parallel universes. Nothing brings you more joy than
seeing one being turned into a useless pile of smoldering junk.
1 XP when you either discuss past battles with Sentinels or
make plans to destroy one now.
3 XP when you make an asset designed to destroy a Sentinel
or destroy a means of producing Sentinels.
10 XP when you either wipe out all 0*N*E Sentinels or put
yourself in mortal danger to save the life of a O*N*E
Sentinel pilot.

Disciple of X
Even if Professor X no longer is present, you strive to live by
his standards of tolerance and understanding as key to mutant
survival.
1 XP when you discuss non-violent means of opposing
oppression.
3 XP when you create an asset that helps a mutant overcome
human oppression.
10 XP when you either pledge your life to non-violence as a
means of mutant survival or publicly disavow Xavier’s
teachings and seek another way to serve mutant-kind.

X-Veteran
Never has being the paragon of mutanthood been so heavy a
mantle to wear. You are tasked to make the hard decisions and
choose difficult paths that will affect the future of your kind.
1 XP when you discuss past mutant battles and how they
relate to the conflict at hand.
3 XP when you create a battleplan as an asset for your fellow
mutants to use during an Action Scene.
10 XP when you either leave the mutant team to join a team
of predominantly non-mutant super heroes or gather a
group of mutants for a new purpose.

Academy Professor
Though decimated, there are still many young mutants that
need your help to understand and control their powers. You stand
on the shoulders of past teachers, trying to keep Charles Xavier’s
legacy alive.
1 XP when you relate the current situation to the subject you
teach at the Xavier Institute.
3 XP when you create an asset or resource during a Transition
Scene with some students.
10 XP when you graduate one or more mutants, having prepared
them to go out into the world or you resign your
professorship and leave the academy.

GOLDEN BOY
1 XP when you talk to the media on behalf of mutantkind.
3 XP when you use Business Master to create an asset to benefit mutants.
10 XP when you either create a corporation to benefit all mutants, or buy out a corporation
that is seeking the destruction of mutantkind.

HORSEMAN
1 XP when you discuss your link to Apocalypse.
3 XP when you deny the pull Apocalypse has on your will.
10 XP when you either accept leadership of Apocalypse’s empire, dedicating yourself to his
vision of the world, or declare your link to Apocalypse’s legacy finished and take direct
action to sever it forever.

A BEAST FOR ALL SEASONS
1 XP when you discuss the history of the Mutant Registration Act as it relates to the
Superhuman Registration Act.
3 XP when you help another hero avoid some aspect of the SHRA.
10 XP when you denounce the SHRA in a public forum, or throw in your full support for
its enforcement as a S.H.I.E.L.D. or O*N*E agent.

ONCE AN X-MAN, ALWAYS AN X-MAN
1 XP when you point out how little the original X-Men have changed over the years.
3 XP when you lament to a teammate how much the world the X-Men sought to improve
has changed for the worse.
10 XP when you invite a younger mutant to join the team, or leave the X-Men for the
good of the team.

COP FROM THE FUTURE
1 XP when you talk to a mutant as a police officer would speak to a citizen.
3 XP when you lead an investigation into a mutant-related crime.
10 XP when you either found a law enforcement agency for mutantkind, or join
S.H.I.E.L.D. as a mutant liaison officer.

M
1 XP when you discuss parallels between your timeline and the present.
3 XP when you speak out against mutant bigotry to the press or to a government.
10 XP when you gather a team to destroy any possibility of your timeline coming true,
or go back to your own timeline with a team of mutants in order to liberate it.

OCCASIONAL VILLAIN
1 XP when you openly discuss your villainous past.
3 XP when you create an asset for a villain to use, or for a hero to use in a way that is
morally objectionable.
10 XP when you either seek penitence for your past villainy, or denounce mutant heroes
as hypocrites and start your own team.

REMEMBER THE MORLOCKS
1 XP when you discuss the genocidal slaughter in the Morlock Tunnels.
3 XP when you do emotional stress to a fellow mutant, so that they grow stronger and
do not forget the many mutants who have been killed.
10 XP when you either find vengeance for what was done to the Morlocks, or go back
into the tunnels with a team of mutants and seek to settle the tunnels as a mutant
haven once again.

MUTANT LEADER
1 XP when you give an order to a fellow mutant.
3 XP when you take an order from a mutant you look up to.
10 XP when you either take up leadership of the X-Men, or join a different mutant team.

ONE OF THE MOST POWERFUL MUTANTS
1 XP when you discuss past victories.
3 XP when you discuss past defeats.
10 XP when you either defeat a worldwide threat to mutantkind, or use your powers
to create an asset so that a teammate can defeat that threat.

FROM RUSSIA WITH LOVE
1 XP when you declare your affection for another hero.
3 XP when you spurn the romantic advances of another hero.
10 XP when you abandon your team to save your loved one, or break off your relationship
for the good of the team.

HEROIC SELF-SACRIFICE
1 XP when you first Take the Hit for an ally.
3 XP when you allow another hero to talk you out of a dangerous situation.
10 XP when you choose to either sacrifice yourself for your allies, or you’re the last
man standing.

ONE OF THE 198
1 XP when you talk about the responsibilities of being one of the few mutants left on
the planet.
3 XP when you confess to another hero that you wish you had lost your powers and
could lay down your burdens.
10 XP when you either abandon your responsibilities, to search for a way to give up
your mutant power, or defy a large organization in your defense of the remaining
mutants.

TO ME, MY X-MEN
1 XP when you first lead a team including more mutants than non-mutants.
3 XP when you defeat a foe without any team member ending the scene with stress.
10 XP when you either lead the X-Men to victory over mutant issues, or disband them
in the face of persecution.

MUTANT MERC
1 XP when you discuss payment for a deed.
3 XP when you put aside money and safety to do something noble.
10 XP when you either take up a high paying position no matter the morality behind
what you are paid to do, or find a calling that benefits others besides just yourself.

MYSTERIOUS PAST
1 XP when you discuss a mysterious past with an ally.
3 XP when you use Covert Master, Psych Expert, or Combat Master to help a teammate
uncover details of their mysterious past.
10 XP when you either put the ghosts and mysteries of an ally’s mysterious past to bed,
or decide that the truth is far too dangerous and work to cover up a mysterious
past.

FLESH FROM BONE
1 XP when you discuss using lethal force.
3 XP when you inflict physical stress on an enemy with the intent to kill them.
10 XP when you train someone else to kill, or decide that killing is wrong and vow to
use your powers in non-lethal ways in the future.

SHY
1 XP when you close down a conversation with terse answers.
3 XP when you open up to one of your teammates.
10 XP when you decide that your teammates are not worth your trust and counsel, or
vow to speak your mind and offer your thoughts.

FORMER REAVER
1 XP when you discuss anti-mutant hysteria.
3 XP when you open up about your time as a Reaver.
10 XP when you either seek forgiveness for the terrible things you did as a Reaver, or
seek revenge and gather a team in order to kill all surviving Reavers.

HEALER/KILLER
1 XP when you discuss someone’s affliction and how you can help them.
3 XP when you cause physical stress against an enemy with your mutant power.
10 XP when you either vow to never use your powers to kill, or vow to kill anyone who
threatens mutantkind.

HELLFIRE LEGACY
1 XP when you use your powers to assert your will.
3 XP when your Criminal Past gets you in trouble with allies.
10 XP when you reveal a major betrayal—real or staged—that either costs you greatly
or leads to the ruination of an ally.

ICE QUEEN
1 XP when you point out something noble you’ve done for others.
3 XP when you use extreme or wicked means to a good end.
10 XP when you ask a teammate for forgiveness, or demonstrate that the ends you’ve
achieved justify your means.

MODERN MEDICINE MAN
1 XP when you discuss how technology could help a situation or how magic could
make it worse.
3 XP when you use Science Master or Tech Master to create an asset.
10 XP when you either destroy something dangerous that you helped create or realize
that your technology is causing trouble because it has no soul and begin to use
magic in your technological efforts.

S.H.I.E.L.D. OPERATIVE
1 XP when you discuss past work you have done for S.H.I.E.L.D.
3 XP when you help a mutant evade S.H.I.E.L.D. or other governmental forces.
10 XP when you either take a high ranking position with S.H.I.E.L.D., so that you can make
the word a better place, or vow to never work with S.H.I.E.L.D. again, considering
the organization an enemy to mutantkind.

FROST’S DISCIPLE
1 XP when you put down an ally, or seek out advice from Emma Frost.
3 XP when you let someone know that you are better than him or her.
10 XP when you form a mutant team for Frost to lead, or find the flaws in Frost’s philosophy
and seek out another mutant leader.

LADY’S MAN
1 XP when you flirt with a woman.
3 XP when you help an ally with romantic troubles.
10 XP when you either dedicate yourself to one relationship, or break off a relationship,
ending a romance.

LIVING UP TO THE ICE
1 XP when you discuss how you can use your powers.
3 XP when you take stress when using your powers.
10 XP when you either seek out a mentor to help you unlock your full mutant potential,
or abandon your friends and teammates in your quest to reach your limits.

ORIGINAL X-MAN
1 XP when you discuss your adventures during your first years with Xavier.
3 XP when you rebel against Xavier’s philosophy.
10 XP when you either join a team of mutants who are not the X-Men, or join a nonmutant
superhuman team.

BAD ATTITUDE
1 XP when you are condescending or sarcastic.
3 XP when you show a caring side under the hard demeanor.
10 XP when you either decide your team isn’t worth finessing your foul mouth, or decide
they’re your true friends and worthy of some respect.

SO MUCH POTENTIAL
1 XP when you discuss your mutant powers.
3 XP when you hide how many superhuman abilities you possess.
10 XP when you either decide to seek out a way of unlocking your incredible potential,
or decide to hide your extensive mutant abilities and your potential behind your
snarky attitude.

CHILD OF A LOST CIVILIZATION
1 XP when you express confusion or contempt for the ways of the uncivilized modern
world compared to Nova Roma.
3 XP when you make your Nova Roman heritage the central issue of a confrontation
or conflict.
10 XP when you either deny your heritage or Nova Roma’s existence, or you abandon
your allies to return to Nova Roma.

TECTONIC SHIFT
1 XP when you use Earth Mastery in a die pool and succeed.
3 XP when you use your Lava Eruption SFX and fail, adding to the doom pool.
10 XP when you either cause or stop a natural disaster that threatens many innocent
people.

HOUND
1 XP when you discuss how to hunt down a mutant.
3 XP when you discuss how to get away from someone hunting down mutants.
10 XP when you either gather a group of mutants to hunt down fellow mutants once
again, or gather a group of mutants to help hunted mutants get away from those
who would hunt them down.

OMEGA
1 XP when you discuss your potential power.
3 XP when you hide your potential power.
10 XP when you either seek out other mutants of your power level, in order to make
sweeping changes to the world, or decide to hide your power levels and attempt
to live a humble life.

HESITANT MUTANT
1 XP when you discuss your misgivings about a mutant adventure.
3 XP when you plan a mutant adventure, throwing yourself into your life as an X-Man.
10 XP when you dedicate your life to the Xavier Institute and the X-Men, or gather
together a group of mutants and embark on a different path.

UNSUPPORTIVE FAMILY
1 XP when you discuss your family’s hatred of your mutant powers.
3 XP when you confront an anti-mutant bigot.
10 XP when you either make peace with your family’s bigotry, or exile them from your
life until they can love you for what you are.

BRING THE FUNK
1 XP when you quote song lyrics.
3 XP when you let everyone know what music should be playing during an Action
Scene.
10 XP when you either find a way to blast your music on every battle you participate
in, or decide that music has no place in super heroic fights.

DRY WIT
1 XP when you respond to a situation with sarcasm and wry humor.
3 XP when you treat a situation with dead seriousness.
10 XP when you decide that your humor has no place in this grim world, or vow to inflict
your brother and sister mutants with more of your British humor because they
need it, dammit.

ALL POSSIBLE ROADS
1 XP when you discuss the many possibilities at hand.
3 XP when you lock onto one way forward and refuse to take a safer route.
10 XP when you either accept the counsel of your teammates over your own, or choose
the advice of your other selves over that of your teammates.

LEADS FROM THE FRONT, BACK, AND SIDES
1 XP when you give an order in the midst of battle.
3 XP when you take stress because you are putting yourselves into the most dangerous
parts of the conflict.
10 XP when you either hand leadership over to another member of the team, or leave
the team so that you can lead a different group.

DOPPLEGANGER
1 XP when you ask questions, seeking out information that will help you take someone’s
place.
3 XP when you take someone’s place during a time when they would have made a
significant leadership or romantic decision.
10 XP when you either create an international incident while masquerading as a world
leader or prevent such an incident by using your mimicry.

MUTANT SURVIVAL
1 XP when you discuss the possibility of mutantkind going extinct.
3 XP when you take someone’s place in order to benefit mutantkind.
10 XP when you either take steps towards the destruction of humanity in order to save
your people, or accept that mutant survival is linked to human survival.

ROMANTIC
1 XP when you woo an ally or enemy.
3 XP when you spend a Transition Scene with a romantic entanglement.
10 XP when you either break off a romantic relationship, or seek to enter into a more
permanent partnership and ask your love to marry you.

SWASHBUCKLER
1 XP when you offer quips during deeds of swashbuckling and derring-do.
3 XP when you offer more serious philosophical insights.
10 XP when you save the world with swordplay, or set the sword aside for other ways
to resolve conflicts.

OFFICER OF THE LAW
1 XP when you treat a mutant like a perp.
3 XP when you treat a super hero fight like a crime scene.
10 XP when you either hand in a major mutant villain to local law authorities, or form
a team dedicated to policing mutants in their own nation.

SENTINEL
1 XP when you talk about hunting down a mutant.
3 XP when you overcome your programming to help a mutant.
10 XP when you either find someone who can take out all of your Sentinel programming,
or give in and inflict trauma on a mutant.

BRITAIN’S SISTER
1 XP when you discuss your brother, or talk to your brother about your problems.
3 XP when you either defend your brother’s actions, or get into an argument with your
brother.
10 XP when you either take up the mantle of Captain Britain, or shun your brother until
he treats you with respect and apologizes for his actions.

PSIONIC NINJA SECRET AGENT
1 XP when you discuss how to use covert operations to deal with a problem.
3 XP when you confront a complicated problem head on, without subtlety.
10 XP when you either decide to embrace the way of the ninja assassin or abandon it
for the less-direct methods of the secret agent.

SOFT-HEARTED BRICK
1 XP when you act loud and obnoxious to cover up your soft heart.
3 XP when you give support to an ally.
10 XP when you either trust someone enough to let them in past your hard exterior, or
decide that your soft heart is weak and vow to harden it further.

WORLD-CLASS BRICK
1 XP when you brag about super heroes you could defeat in hand-to-hand combat.
3 XP when you inflict stress against someone with a d12 Strength or Durability.
10 XP when you either defeat a world-class brick (Hulk, Thing, Thor, Colossus, Juggernaut,
etc.), or are defeated by a world-class brick and find humility.

FORMER EVIL MUTANT
1 XP when you discuss your history with the Brotherhood of Evil Mutants.
3 XP when you deal stress to a member or former member of the Brotherhood.
10 XP when you either gather the Brotherhood of Evil Mutants to lead them, or lead a
team against the Brotherhood.

SOUTHERN REBEL
1 XP when you offer someone sass, attitude, or Southern charm.
3 XP when you disobey orders from a prominent mutant leader.
10 XP when you either lead a team of mutants in accordance with current mutant
leadership, or lead a team of mutants against the laws of mutantkind.

ISRAELI SUPER-SOLDIER
1 XP when you discuss the political situation in Israel.
3 XP when you compare the political situation in Israel to the plight of mutantkind.
10 XP when you either dedicate your efforts to aiding the state of Israel, or dedicate
your efforts to aiding mutantkind.

XAVIER’S DREAM
1 XP when you discuss Xavier’s Dream.
3 XP when betray Xavier’s Dream in order to destroy an enemy to mutantkind.
10 XP when you either dedicate yourself to the ideals of Xavier’s Dream, or dedicate
your life to killing all enemies of mutantkind.

MUTANT TERRORIST
1 XP when you threaten anyone you see as making mutantkind’s place in the world
weaker or less stable.
3 XP when you kill or maim a human who speaks out against mutants.
10 XP when you either gather a new incarnation of the Brotherhood of Evil Mutants in
order to take over the world, or curb your bloodlust in order to lead an X-Men
team.

WEAPON X
1 XP when you discuss ops you have done with your fellow Weapon X agents.
3 XP when you separate yourself from a team so that you can do a job the right way.
10 XP when you either kill someone who was associated with the Weapon X Program,
or rescue another Weapon X agent from the clutches of the program.

INNOCENCE AND EXPERIENCE
1 XP when you reminisce about previous adventures.
3 XP when you point out something new and startling.
10 XP when you retire from adventuring for a safer job, or you take an opportunity for
adventure in order to learn something new or experience something different.

STUDENT TEACHER
1 XP when you counsel or support a student.
3 XP when you admit to another instructor that you’re not sure about your new role
as teacher.
10 XP when you leave Xavier Institute to strike out on your own, or when you convince
a student to stay enrolled at the school.

LIBERATED
1 XP when you discuss being imprisoned.
3 XP when you liberate someone who is enslaved or imprisoned.
10 XP when you either dedicate your warrior life to freeing all sentient beings who
are enslaved, or choose to forget your origins, making the Mojoverse seem like
a distant bad dream.

MOJO-MADE KILLER
1 XP when you talk about your home, the Mojoverse.
3 XP when you make an awkward social mistake because of your otherworldliness.
10 XP when you either embrace the emotional expectations of Earthlings, or shun them,
remaining the cold, distant warrior Mojo created you to be.

BANSHEE’S DAUGHTER
1 XP when you discuss your family’s complicated mutant history.
3 XP when you rebel against your family.
10 XP when you either attempt to gather your family together into a team for you to
lead, or disavow your links to your family.

X-FACTOR INVESTIGATOR
1 XP when you discuss an investigation.
3 XP when you break X-Factor’s rules and rebel against the group.
10 XP when you either successfully complete a difficult investigation, or leave the team
to continue pursuing an investigation on your own.

BODYGUARD TO THE STARS, IN THE STARS
1 XP when you talk about security measures.
3 XP when you take stress for your client.
10 XP when you either give up your status as bodyguard, informing your client that
they are on their own, or sign a contract with a new client, pledging to be their
bodyguard.

SIMPLE NAME, SIMPLE PURPOSE
1 XP when you talk about fights you’ve been in.
3 XP when you use your Superhuman Strength to create an asset, power stunt, or
complication.
10 XP when you either take down a villain who also has Superhuman Strength, or save
the world with your own strength.

LEARNING CONTROL
1 XP when you discuss the problems with your powers.
3 XP when you use your powers to create a stunt.
10 XP when you either seek out a hero or villain with electricity-based powers to help
you gain mastery over your powers, or refuse any further aid or instruction in
controlling your powers.

ROUGH CHILDHOOD
1 XP when you discuss something horrid you have seen while living on the streets.
3 XP when you discuss something helpful or wonderful that you saw while living on
the streets.
10 XP when you either put your life on the streets behind you, or leave the Xavier
Institute with a team of mutants you have gathered, in order to make your living
on the streets.

FAITH
1 XP when you discuss the strength to be found in a higher power.
3 XP when you exhibit guilt over your lupine instincts.
10 XP when you either reconcile your religious upbringing with your mutant gene, or
lose your faith and find something to fill that spiritual hole.

WOLF
1 XP when you relate to other humans with instincts that you have taken from your
wolf form.
3 XP when you display your humanity while in your wolf form.
10 XP when you declare your human form as secondary and decide that your truer side
is your inner wolf, or find a shapechanging mentor who can help you reconcile
your human and your wolf forms.

THE BEST AT WHAT SHE DOES
1 XP when you lead your team in battle.
3 XP when you teach a teammate the art of hand-to-hand combat.
10 XP when you either kill an opponent in front of your team, or declare you will never
take another life.

LOGAN’S DNA
1 XP when you stalk an enemy like a predator stalking prey.
3 XP when you take an ally out for a night out on the town.
10 XP when you either find Wolverine and demand he be your mentor, or disavow any
part of Logan’s traditions or legacy and seek out your own path.

Other Milestones

Joe's Necessary Evil Game The_Smeadley