C APTAIN AMERIC AA product of the American Super Soldier program circa World War II, Steve Rogers has seen it all. He battled Nazis, was frozen until the modern day, joined the Avengers, and then fought everything from aliens to robots to… well, more Nazis. Now, Captain America struggles to bring order to the chaos that is the world after the Great Collide. The world may be in shambles, but the ideas that the red, white and blue represent are eternal.CHECKSRoll 3d10and take the highest result for checks to motivate or inspire, drive a vehicle, and any checks that involve military strategy or combat tactics.Roll 2d10and take the highest result for any checks of athleticism or acrobatics, checks to negotiate or use diplomacy, all defense checks, and attack checks you make unarmed or with your shield.Roll 1d10 for anything else.XPWhenever you take control of a situation and lead a team to victory, gain 1 XP.When a situation becomes more difficult, or you land you and your allies in greater trouble because you refuse to compromise on your morals, gain 3 XP.When you bring true freedom to an oppressed or controlled people, gain 5 XP.YOU BEGIN WITHMighty Shield: You possess an indestructible shield, made from a unique blend of adamantium and vibranium. It is perfectly weighted for throwing, and can be ricocheted around corners and at strange angles. When thrown, it will always return to your hand. You may grant yourself or an ally within 10 feet of you +2 on any defense check; when you use this aspect of the ability, roll 1d10. On a 1-5, shut this aspect of the ability off. Whenever you make a melee attack with your shield, you may push the target 5 feet away from you and move into the space they previously occupied.LEVEL UP CHOICESAvengers Assemble!:When you roll a 10 on an attack check, you may give an ally within 30 feet a free attack to be made immediately. This does not use up their action for the round. If they roll a 10 on that attack check they may give a third ally a free attack, and so on, until the party stops rolling 10s or the entire party has gotten a free attack.Behind the Stripes: When an ally within 30 feet of you fails to fully defend against an attack, you may take the attack instead. You may make your own defense check against it, but at a -2 penalty; you instantly move across the battlefield, leaping between your teammate and the oncoming offense.Bouncing Shield: You can ricochet your shield off of multiple foes before it bounces back to your hand. You suffer a -1 penalty for every additional enemy you hit with a shield toss, rather than the usual -2 for every additional enemy.Charging Star: You rush forward, shield ahead, forcing your way through enemy lines. You move forward 20 feet, dealing damage to any enemies that came within 5 feet of your path. You are immune to floor spikes, isolated fires, caltrops, and other environmental hazards or rough terrain during this movement. If you roll a 6 or higher on the attack check, shut this ability down.Freedom Rings: You refuse to be contained. As a side action you may break out of any shackles, cage, webbing, ropes, or other things that may be restraining you. If you are Freezing, stunned, or otherwise affected with a status ailment that inhibits your movement, you may remove it from yourself as a side action. After you use this ability, roll 1d10; on a 1-5, shut this ability down.Lead by Example: Your allies receive +1 on any non-combat check they make immediately after witnessing you succeed at it.Rally the Troops:You are immune to fear-based damage and the Fear status effect. You cannot be intimidated, bullied, or frightened. As a side action, you can instantly remove the effects of Fear, Charm,Challenge,or Ragein all of your allies. When you do this, roll 1d10; on a 1-5, shut this aspect of the ability down.Soldier On:You may take a moment to get your second wind. As a side action, roll 2d10 and recover the higher die in HP. Shut this ability off the first time it’s used.Super Soldier:You are imbued with the absolute human peak of physical conditioning. You may automatically succeed on a single check of acrobatics or athleticism, such as climbing, swimming, or leaping over a dangerous hazard. After you use this ability, roll 1d10; on a 1-5, shut the ability down. You are also permanently incapable of becoming exhausted or winded--you can run for days without stopping or losing pace, for example.