APTAIN AMERIC  A A   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. CHECKS Roll   3d10    and   take   the   highest   result   for   checks   to   motivate   or   inspire,   drive   a vehicle, and any checks that involve military strategy or combat tactics. Roll   2d10    and   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. XP Whenever 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 WITH Mighty   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 CHOICES Avengers   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   Rage    in   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.