Given just how powerful superheroes can get―igniting suns with their Energy Attacks, restarting the time-stream through pure will, becoming like unto gods on Earth―it’s only appropriate that they should be able to progress past level 20. Levels 21 and beyond are called the Omega Levels. There are two options for playing Omega-level characters.
The easiest way is to multi-class. If you take alternating levels of Soldier, Sneak, and Socialite, for example, you can build a very tough skill-monkey who can appear like magic and knock foes on their asses, which might just resemble a certain millionaire-playboy that we’ve all heard of. Alternatively, a Thinker/Soldier could be an enlightened fighter who is just as capable at diplomacy as combat, like a certain Amazonian we all know and love. A Warrior/Inventor might build a wrist-mounted web-shooter. A Thinker/Martial Artist might be a blind lawyer by day and a vigilante by night. By combining the 13 existing classes in creative ways, you can create a path that leads up to 40th or even 60th level and thus create new flavours of classes that recreate a great number of superhero character types.
The other option is to extend an existing class past 20th level, which takes some work but can satisfy the character-class-purists among you. Players and GMs must work in tandem in order to construct new levels for existing classes. Players should not do it on their own. Alternatively, GMs can build new levels themselves and present them to the players, although there should be some room for negotiation in this case.
Each class’s bonuses follow a pattern. Producing Omega-Level tables for all classes would take up a lot of room, so instead, the table below lists the stats by progression type (poor, fair, good, excellent). Determine which progressions your class’s stats use, and then apply that number to your character. For example, if you’re playing a Soldier, your BAB is “good,” which means that at level 27, your highest attack will be at +27. You’ll notice that BAs don’t grant more than five iterative attacks in a round. We’ve done this because, frankly, doing seven attacks in a round is a nightmare to try to play at the table. However, if you use the optional Full Flurry System, then you calculate your maximum number of attacks based on your total BA, and there is no hard limit on the number of attacks you can have per round.
Class features are a bit more tricky , but they, too, follow a more or less predictable progression. They are awarded at semi-regular intervals: every three or four or five levels. They also increase at a set rate, from +1 to +2 and so on, or from +2 to +4. For every mathematically-predictable class feature you have, just extend the frequency and the increase. For example, Masterminds get Inspiring Presence starting at 3rd level, and it increases by +2 every 5 levels, so you can continue that pattern past 20th level. However, the Sleuth gets Investigative Knack at 2nd, 8th, and 13th level, which is not a regular progression. We occasionally have to break the pattern in order to avoid “dead” levels (levels with no bonus). In Omega levels, you can simply approximate the progression of irregular class features. Investigative Knack is about every 6 levels and the bonus starts at +4 and increases by +2 every time, so you can continue that pattern. Extending a class into Omega levels requires a bit of judgement and a little leg work, but it’s not as hard as it sounds. If you end up with something that’s too powerful, not powerful enough, or just not very fun to play, then adjust it. You always have that option.
Sample Character: Phoenix Maximus
Omega Level Bonuses
|Level||Base Attack / Act Roll||Fort, Ref, Will, Def., & Rep.|