Superhero Class Features

Superhero classes have the same standard features as Core classes, plus a couple of extras. Taking an Occupation, rolling for Hit Points, and receiving both Skill points and Feats are unchanged from Modern rules. Your allotted Skill points are listed with your class. You get 2 feats at character creation and 1 every 3 levels thereafter (3, 6, 9, 12, etc.). Because all superheroes are expected to mix it up in combat a little, all Phoenix classes get the Brawl feat for free at first level. You also get to increase one ability score once every 4 levels, as per standard rules. The two differences are Power Dice and Proficiencies.

Power Dice

At every level, you roll your Power Die much like you would roll your Hit Points except that the Power Die is not modified by an ability score. Like Hit Points, however, you get your full Power Die at first level. Power Dice grant Power Points (much like Hit Dice grant Hit Points). You use Power Points (PPs) to fuel your powers.


At character creation, you get a set number of Proficiency feats (i.e., those feats with the word “proficiency” in their name). These feats can include both weapon and armour proficiencies. For example, the Adventurer gets 4 in total, so she can take 3 weapon proficiencies and 2 armour proficiencies, or 2 of each, but not 4 of each.

There are 7 proficiencies in total, 2 of which are unusually specialised (Exotic Weapons and Powered Armour), which leaves 5. Note that the Warrior and the Soldier, both very weapon-oriented classes, get 6 proficiencies, which means that they can take an Exotic Weapon or Firearm using only their class-granted proficiencies.

  • Armour
  • Armour (powered)
  • Armour (shields)
  • Firearms
  • Weapon (exotic)
  • Weapons (mêlée)
  • Weapons (ranged)


Sample Characters

Each class lists a character that’s in the NPC section and is a sample for that class. They’re examples of what you could do with these classes, but you shouldn’t take them as limitations. Each class has a particular kind of game play in mind, but we encourage you to play the actual abilities any way you like.

“Per Day” and “Per Session” Abilities

Any class feature that is listed as “per day” indicates that once you use the ability, you can’t use it again until you (a) go to sleep and wake up or (b) 24 hours elapse since the last time you used it, whichever comes first. This represents an ability that is so draining that you can only physically and/or mentally expend yourself like that once a day.

“Per session” abilities refer to one day of gaming. You can use this ability once during a gaming session on a particular day. It represents the kind of ability that characters might invoke only once in an issue of a comic book or an episode of a television show. If your gaming day is extra-long for some reason, then GMs can allow you to use a once-per-session ability twice in a session.

Class Feature Types

There are three kinds of class features: Extraordinary, Power-Like, and Super.

Extraordinary (Ex)class featuresare (ostensibly) not outside the realm of realistic possibility, but they are the kind of thing that only a superhero can do. The Adventurer’s Plot Device, for example, is theoretically possible―someone could just be that well prepared―but most people can’t always have the right tool on-hand for every job.

Power-Like (PL) class features duplicate a power and can be affected by the metapowers. This category includes mystical and psionic effects.

Super (Su) class features are outside of the realm of realism, but are so intrinsic to a particular way of looking at the world, which is what classes represent, that they cannot be affected by the metapowers. This includes the Martial Artist’s ability to shift her life force within her body through Unity of Being, for example.


Multi-classing works according to standard d20 rules in Phoenix, with two exceptions. First, multi-class characters have access to all of their Class skills at every level. Second, starting proficiencies don’t “stack” when you multi-class.Instead, when you take a new class, you “top up” your proficiency total to match the new class. If the new class has more Proficiencies, then you gain the difference. If it has fewer, then you make no changes.

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