You are on page 1of 40

1

Hero DxD version 1.2 is copyright © 2016 by Jeff Moore


Illustrations are copyright © 2016 by Darrel Miller
Five by Five is licensed by the Creative Commons Attribution 4.0 License CC-BY by Jeff Moore

2
Hero DxD
The Super Heroic Role-Playing Game
by Jeff Moore
with Illustrations
by Darrel Miller

3
Dedication
This work is dedicated to my daughter Kaylee,
Who makes me feel like a superhero.

4
Table of Contents

Table of Contents
Dedication.........................................................................................................................4
Table of Contents...............................................................................................................5
Special Thanks .................................................................................................................6
Playing The Game.............................................................................................................7
Role-Playing with DxD!......................................................................................................7
Which Special Rolls Succeed?............................................................................................8
Die Times Die....................................................................................................................9
The Marvelous DxD roll!....................................................................................................9
Test Difficulty.....................................................................................................................9
Abilities............................................................................................................................10
Resources for accomplishing tasks!................................................................................10
Scoring!...........................................................................................................................12
Testing Abilities to take Action!.......................................................................................12
Flavor Text.......................................................................................................................13
Flavor Text Makes Every Hero Unique!............................................................................13
Character Creation Step by Step!....................................................................................15
Triumphs..........................................................................................................................16
Use Triumphs to improve your Hero!...............................................................................16
252 Examples of Flavor Text............................................................................................17
Examples to inspire your perfect Hero!...........................................................................17
Clobbering Flavor Text Examples....................................................................................19
Grit Flavor Text Examples................................................................................................20
Vigilance Flavor Text Examples......................................................................................21
Zip Flavor Text Examples.................................................................................................22
Grind and Vision Flavor Text Examples............................................................................23
Excelsior Flavor Text Examples........................................................................................24
Nemesis Flavor Text Examples........................................................................................25
Taking Tests.....................................................................................................................26
Simple Tests!...................................................................................................................26
Opposed Tests!................................................................................................................27
Never Tell Me the Odds!..................................................................................................27
Combat............................................................................................................................28
It's Clobbering Time!.......................................................................................................28
The Ace!..........................................................................................................................28
Saving the Day!...............................................................................................................28
Complications..................................................................................................................29
Out of the frying pan ......................................................................................................29

5
Healing Powers................................................................................................................31
Hanging in there!............................................................................................................31
Being Knocked Out..........................................................................................................31
In the comics all Heroes take their lumps!......................................................................31
Simple Combat!...............................................................................................................32
Only the Heroes Roll the Dice!........................................................................................32
Opposed Combat!...........................................................................................................33
Both Sides Roll the Dice!.................................................................................................33
More about Combat.........................................................................................................34
Hits vs. Complications!....................................................................................................34
Scaling Combat!..............................................................................................................34
More Challenging Combat!..............................................................................................34
Afterward.........................................................................................................................35
Some closing thoughts ...................................................................................................35
Character Sheets.............................................................................................................36

Special Thanks ...


Play Testers: David Ballard, Destiny Ballard,
Michael Curry, Jonathan Edgar, Michael Crowson,
Mathew Crowson, Mendi Kellner, Chris Vogel,
David Crockett, Roger Allen, Burl King,
Mendocino King, and Larry Straining.

And to: Matthew Haines and Max Traver for


suggestions and feedback!

6
Playing The Game
Role-Playing with DxD!
As you "play" DxD, one person takes the role of the CM or "Comics Master." In other
games, this role would be referred to as GM or "Game Master" and DM or "Dungeon
Master. We use "Comics Master" here to help keep the focus on recreating the
experience of reading (and living) a comic book!
The CM helps the other players interpret the rules and acts as final arbiter in instances
where a rules decision must be made. The CM frames each scene and then calls upon
the other players to narrate their participation in the scene.
All other players act on behalf of or narrate the actions of a single superhero. This hero
is a player's avatar in the ongoing comic book series. To simplify things we refer to all
characters who are not controlled by the CM simply as "Heroes" and to all players who
are not specifically the CM as "Players."
The CM narrates the actions of all other characters, peoples, or beings not portrayed by
the other players. These characters are collectively known as NPCs or Non-Player
Characters, although an NPC specifically intended to battle the Heroes may
alternatively be referred to as a Villain.
Play will likely begin with the CM describing a scene of danger or conflict. This might be
a scene of potential battle where Villains are depicted robbing a bank. Alternately,
scenes can depict a Hero's interaction with loved ones, co-workers, or other Heroes.
Combat scenes are the bread and butter of comic book action and should be fast paced
and exciting! Other scenes can help establish motivations for future scenes, provide
opportunities for healing or recovery, build relationships with other characters, or
further a Hero's ongoing story in any number of ways.

7
Which Special Rolls Succeed?

Every Special Roll signifies success!


Earthly and Every start with E!

A Six signifies success!


Any other Special Roll signifies failure.
Super and Six start with S!

Doubles signify success!


Any other Special Roll signifies failure.
Dastardly and Doubles start with D!

Boxcars signify success!


Any other Special Roll signifies failure.
Beyond and Boxcars start with B!
8
Die Times Die
The Marvelous DxD roll!
The key to the DxD game system is in the DxD (Die Times Die) roll used to resolve
action. When making a DxD roll, use a pair of ordinary six-sided (cube shaped) dice. But
DxD doesn't find the sum of this roll.
Multiply the Dice! When you make a DxD roll you multiply the two dice together and
compare the result to your ability score. If the roll is equal to or lesser than the ability
score you have succeeded!

WARNING! There are three special


roll results that break this rule!!

Single Six! - If any one of your dice is a 6 this is a special roll called a Single Six! This
roll indicates success on Super Tests as well as Earthly Tests! (However, the Single Six
fails Dastardly Tests!)
Doubles! - If both dice are the same number (but not sixes, see below) this roll is
called Doubles! This roll indicates success on Dastardly Tests as well as on Earthly
Tests! (However, Doubles fail Super Tests!)
Boxcars! - If both dice are sixes, you have rolled Boxcars! This roll indicates a Critical
Success for any test!! A Critical Success means that something awesome just happened
above and beyond the outcome that your Hero was trying to achieve!

Test Difficulty
Tests are rated in Difficulty on the following scale: Earthly, Super, and Dastardly. Unless
otherwise indicated by the CM, treat every test as a Super Test. Earthly and Dastardly
tests are designated by the CM to reflect special circumstances! (A fourth difficulty
rating: Beyond is only used in opposed combat tests.)
Taking Tests - When a Test occurs a player compares the value of a Hero's Ability
Score against a DxD roll, unless the roll is one of the three Special Rolls.
To pass a Test successfully, the DxD roll must be equal to or lesser than the Hero's
Ability Score, unless the roll is a special roll. Special rolls succeed or fail based on a
Test's Difficulty rating.

Roll the dice. Do you see a 6 or Doubles?


No: Multiply the Dice and Consult your Ability Score.
Yes: Consult the Test Difficulty Rating.

9
Abilities
Resources for accomplishing tasks!
Abilities represent the resources that a Hero employs to accomplish tasks. There are 8
Abilities: Clobbering, Grit, Vigilance, Zip, Grind, Vision, Excelsior, and Nemesis.
Clobbering - the comic book version of combat! This Ability represents the times in the
story when your Heroes need to cause some damage!
Clobbering also works for any aggressive physical action, and feats of strength, or
shows of raw power. Use Clobbering to climb a rope or a cliff face, swim against a rapid
current, sprint a short distance, jump over a pit, or break down a door.
Grit - a Hero's ability to persevere! This Ability represents everything your Heroes call
upon to stay active in a scene when opposing forces are trying to take them out! This
includes defensive tools like being really agile and able to evade attack, or being really
tough or courageous and managing to take it on the chin and keep on fighting!
Grit also works for any passive or sustained physical action. Use it to resist pain or
maintain prolonged activity. Grit works for activities like, swimming or running over a
long distance, bearing a heavy load, or resisting the effects of fatigue, illness, drugs or
poison.
Vigilance - how effectively a Hero processes sensory information! This Ability
represents alertness, perception, and intuition!
Vigilance works for activities like, searching a crime scene for clues, spotting something
out of place, anticipating an ambush, or sensing when someone is lying to you.

10
Zip - a Hero's method of propulsion! This Ability represents movement and
transportation. Call upon Zip in a scene when your Hero needs to get somewhere in a
hurry!
Zip also represents physical grace, balance, agility, speed and reflexes. Zip works for
activities like playing video games, walking a tight rope, squeezing through a small
opening, hurdling small obstacles, dancing, tumbling, or acrobatics.
Grind - your Hero's day job! Every Hero has two identities. Costumed crime fighter is
one. This Ability represents the other. Grind might include an implication of your hero's
financial well being as well as their vocational aptitude!
Grind is also used to measure mental discipline and focus. Grind works for researching
a problem, following instructions, cooking a meal, remembering an important detail, or
repairing something using the proper parts and tools.
Vision - this is what your Hero wants to be doing! Where Grind is tied to a Hero's
livelihood, Vision is more personal. This Ability represents a Hero's goals for their future.
Vision is an indication of what a Hero aspires to become and wishes to achieve.
Vision also reflects a Hero's creativity and guile. Vision works for coming up with a
clever idea, solving a riddle, inventing something new, or repairing something in an
improvised (and very temporary) manner when proper tools and parts are not available.
Excelsior - a poetic interjection meaning, "Onward and Upward!" This Ability refers to
the person in your Hero's life who is always there to support and inspire them! Your
Excelsior could be your spouse, your lover, a sibling, your elderly aunt, or the butler
who cared for you after your parents were murdered.
Excelsior is also used for interpersonal and social interactions. Excelsior works for
flirting with a member of the opposite sex, making new friends, persuading someone to
do something for you, or inspiring someone to follow your example.
Nemesis - a flaw, weakness or vulnerability that creates problems for your Hero! This
Ability represents your Hero's Achilles Heel!
A Nemesis might be a problem in controlling your Hero's abilities, a limitation that other
Heroes don't have, or a vulnerability that causes your Hero greater than normal harm or
injury!
Nemesis is the only Ability that doesn't have a Score. The only way to succeed when
rolling against your Nemesis Ability is to roll a Special Roll (Six, Doubles, or Boxcars)
and beat the Test Difficulty to succeed!

11
Scoring!
Each of the eight Abilities except for
Nemesis is assigned a Score. An Ability's
score is not a benchmark against which to
compare Heroes. A Hero with a Clobbering
Score of 8 does not necessarily inflict
greater damage with an attack than a Hero
with a Clobbering of 4.
Score reflects a Hero's own tendency to rely
upon and succeed at a particular method of
resolving conflict. In the above example,
the Hero with a Clobbering of 8 is generally
more successful at using Clobbering to
solve problems than the Hero with the
Clobbering of 4. Score is about successful
and practical application, not intensity and
power.
Players should consider the kind of character that they wish to play and Score their
Abilities accordingly. Players who place high Scores in Clobbering and Grit are most
likely interested in playing Heroes who engage in a lot of combat to solve problems. A
Player who places her highest Score in Excelsior is most likely more interested in
situations involving role-play interactions with her Excelsior and with other characters.
This player will very likely rely more on diplomacy than fisticuffs to solve her problems.
When creating a new Hero, players will assign Scores to their Abilities from the array of,
2, 4, 4, 4, 6, 6, 8.
Optional: Random Scores - Roll just 1 die once for each Ability. For any odd number
rolled add +1 to the result. For any even number rolled add +2 to the result.
The Nemesis Ability isn't assigned a Score.

Testing Abilities to take Action!


When performing actions, decide which Ability is being tested by the action and roll the
dice. If the Score of your Ability is equal to or greater than the score of the dice, you
win! The action is successful!
If the score of the dice is higher than the Score of your Ability, you lose. The action you
were attempting did not succeed.
The Nemesis Ability has no score. When called upon to test your Nemesis Ability, the
only way you can win is by throwing a Special Roll (single six, doubles, or boxcars) on
the dice and then succeed based on the Test Difficulty.

12
Flavor Text
Flavor Text Makes Every Hero Unique!
Flavor Text defines unique aspects of a Hero that make them who they are!
Superpowers, are defined by Flavor Text. So are your Hero's unique details about their
Grind, Vision, and Excelsior. Flavor Text enhances the ordinary qualities of each Ability
to allow your Heroes to perform extraordinary deeds! If your Flavor Text says that your
Hero can fly, then your Hero can fly! That's the power of Flavor Text!
Think about the kinds of powers and abilities that your Heroes will have. How would you
describe these in a normal conversation with your friends? Flavor Text is that
conversation!
Flavor Text doesn't contain cold hard facts meant to limit or quantify a Hero. We don't
care how many cubic feet of steel Super-Dude's laser vision can melt per second. It's
enough to know that red-hot beams of awesome can shoot out of Super-dude's eyes!
When we're sharing a story, that's the cool part! Flavor Text isn't tactical, it's tactile.
Flavor Text gives a sense, a feel for an effect and doesn't sweat the details.
To create a Hero, compose Flavor Text to define one interesting thing about each of your
Hero's eight Abilities.
Use normal language in short sentences to form Flavor Text. Try to create a mental
image of what your Hero can do. "Bolts of lightning arc from my finger tips to stun my
foes." is an example of Flavor Text attached to the Clobbering Ability.
Flavor Text is the most important thing about your Heroes! It's what makes them
special, and it shapes how you will narrate their actions in a scene.

Following are examples of the Flavor Text used to create a Hero


with the ability to transform their body into living metal!

Clobbering - "In my metal form I can throw a car and hit a villain over a block away!"
In this example, the Flavor Text isn't meant to imply that the only way this Hero can
clobber a bad-guy is by throwing cars! The image created by the Flavor Text is meant to
create a picture of a very strong and formidable Hero made out of metal.
This Flavor Text covers all manner of actions that can be undertaken by someone with
super-human strength, and lets us know about how much the Hero can reasonably lift
without being too specific.
Grit - "Bullets bounce right off my metal skin!"
Again, it's not just bullets that the Hero can endure. Flavor Text isn't meant to restrict
through absolutes. It is used to imply possibilities.
We learn from this Flavor Text that the Hero is more likely to stand in the path of danger
and trust their metal skin to protect them, than they are to try to jump out of the way!

13
Vigilance - "My super reflective metallic eyes capture even the tiniest source of light! I
can totally see in the dark!"
This Flavor Text shows how a Hero's powers might change the way they see the world!
Zip - "If I time my transformation so that my metal muscles propel my human body, I
can jump for miles!"
This Flavor Text tells us a lot more about the Hero! That they can transform in an
instant from human flesh to metal, or metal to flesh, and that they are in human form
(and therefore more vulnerable to Clobbering) when they are in mid-leap!
You can often infer extra information from good Flavor Text!
Grind - "As a boxer, I got on the wrong side of the mob when I refused to throw a
fight!"
Here's another good example of Flavor Text being used to give extra character
information. What did the mob do to the Hero? Is this why our Hero began fighting
crime? Is this part of the Hero's origin story?
Vision - "I want to be a personal trainer, or maybe a nutritionist. I know a lot about
health, and good food. Right now I have to settle for laying low as a cook at Vicky's
Diner."
The Flavor Text here shows that the Hero is using their personal interests to fill in for
their Grind, and it implies that right now the Hero is trying to keep a low profile.
Excelsior - "Vicky believes in
me, and she gave me a
chance when I was down on
my luck. I think I could be
falling for Vicky, but she
deserves someone better."
Our Hero has a crush on the
owner of the diner! Are these
feelings returned? What
happens if the mob finds
them?!
Nemesis - "I have to
concentrate to maintain my
metal form. A major
distraction might force me
back to normal."
This Flavor Text defines a
weakness in our Hero, a
"chink in their super armor!"
Our Hero can potentially lose
control of their metal form
under adverse conditions!

14
Character
Creation
Step by Step!
1. Think about the kinds of powers
and abilities that your Hero will
have. Compose Flavor Text for
each of the eight Abilities. If you
really don't know what kind of
Hero you want to play, you can roll
random sets of Flavor Text until
something inspires you.

2. Using the Flavor Text as your


guide, decide how you want to
play your new Hero. Which
strategies and methods will your
Hero use to solve problems in a
scene? Score your Abilities based
on this.

3. Every superhero needs two


names: a Civilian Name and a
Hero Name! The best Hero names
say something about a Hero's
powers or concept, like: Mega
Blaster, or Rocket Max! Also, don't
be afraid of gender specific
names, like: Madam Mystic, or the
Hypersonic-man! For memorable
Civilian Names consider making
the initial letters of the first and
last names sound alike, like: Parker
Peterson, or Lois Lang.

4. The final step in Hero creation is


to design a costume. There's a box
on your character sheet where you
can draw your Hero's costume! An
awesome costume can make or
break a Hero!

15
Triumphs
Use Triumphs to improve your Hero!
Triumphs are special landmarks in the life of your Hero. They occur when you defeat
powerful enemies or discover important plot points. The CM awards Triumphs, but don't
expect to get one every time you play. Triumphs are a big deal, because they make your
Hero stronger.

Use 1 Triumph to ...


Improve the Score of an Ability with an Ability Score of: 2, 3, 4, or 5 by +1.
- Or, add a new Flavor Text entry to any Ability for a Hero
with 8 Flavor Text entries.

Use 2 Triumphs to ...


Improve the Score of an Ability with an Ability Score of: 6, 8, or 10 by +2.
- Or, add a new Flavor Text entry to any Ability for a Hero
with 9 Flavor Text entries.

Use 3 Triumphs to ...


Improve the Score of an Ability with an Ability Score of: 12 by +3.*
- Or, add a new Flavor Text entry to any Ability for a Hero
with 10 or more Flavor Text entries.

* No Ability can have an Ability Score higher than 15.

Your Nemesis Ability does not have a Score and it cannot be improved. However, you
may be allowed to swap a Nemesis' Flavor Text with new Flavor Text through role-play
with the CM's permission at no cost in Triumphs.

16
252
Examples of
Flavor Text
Examples to inspire
your perfect Hero!
On the following pages are tables
that you can use to roll Flavor Text
for your Heroes. When rolling on
the tables, roll only 1 Die at a time
and find the result.
Each Ability is broken into 6 tables
numbered 1 through 6. For each
Ability, roll first to find which table
to use, then make a second roll on
that table to obtain the specific
example of Flavor Text.
Some examples may require an
additional roll to further define the
specifics of the Flavor Text.
Roll on the tables to get Flavor
Text for each of the eight Abilities.
If you don't like the result of any
roll, feel free to roll again or just
choose a result that you like!
The Grind and Vision Abilities are
consolidated to form a shared set
of 6 tables for both! Simply roll
once on these tables for Grind
Flavor Text and then again on the
same tables for Vision Flavor Text.
If you roll a duplicate, just roll
again!

17
These tables are just a starting
point! The results you get are
going to be far too random to
make a good hero! Don't think of
your results as rules, or
requirements! Use the results as
stimulation to get your creative
juices flowing!
Once you have results for all 8
Abilities, look for two (or more)
examples of Flavor Text that work
well together; that help to form a
Hero concept in your mind. If
nothing jumps out at you, scrap
the whole set and roll again!
With a Hero concept in mind,
change Flavor Text that doesn't
mesh well with your concept to
something that fits in better!
Everything should feel like part of
the same cohesive whole! Use this
method to customize and form
your ideal Hero!

18
Clobbering Flavor Text Examples Clobbering Table 1
1 Bolts of lightning arc from my finger tips to shock and stun my foes!
2 Balls of Burning Flame erupt from the palms of my hands scorching my enemies!
3 Waves of optic energy shoot from my eyes to dazzle my enemies and send them flying!
4 Blasts of frigid ice bombard my enemies freezing them in their tracks!
5 I invoke mystic forces to zap, charm, or bewilder my foes!
6 Blinding flashes of light can burn, stun, daze or disorient my foes!

Clobbering Table 2
1 I summon gale force winds and torrential rains to assault my enemies!
2 I control plants, causing thick vines to burst forth and grab my enemies!
3 I can cause the very stone and clay of the earth to burst free and fly at my enemies!
4 I influence Gravity, making things Lighter than air or heavier than lead!
5 I can control water, causing it to swell in waves through the air to pummel my foes!
6 I summon the darkness of shadows to envelop everything around me!

Clobbering Table 3
1 I don't appear unnaturally muscular, but I am much stronger than I look!
2 My incredible muscles make me look every bit as inhumanly strong as I am!
3 I can grow to the size of a giant which is what makes me so strong!
4 I take the form of a beast, a monster of incalculable strength and fury!
5 I wear a Belt (ring, amulet, armor, exoskeleton) that makes me super strong!
6 My body is elastic, able to stretch to any shape. This gives me super human strength!

Clobbering Table 4
1 I can push others with the power of suggestion causing them to act as I wish!
2 I Create irresistible emotions in others that they believe to be their own!
3 I create Illusions my enemy can see, Hear, Feel and Believe, But it's all in their mind!
4 I can move things with my mind, and create waves of damaging Psychic Force!
5 I can project my thoughts and attack someone's mind with Psychic Backlash!
6 I see glimpses of the future, anticipating my enemy to find openings in their defense!

Clobbering Table 5
1 I fire trick arrows from my bow (crossbow) to defeat my enemies!
2 Stun Blasts from my pistol (rifle, shotgun) leave my enemies reeling!
3 I brandish a sword (axe, hammer) of ancient Magical power to vanquish my foes!
4 I throw projectiles (boomerang, daggers, shuriken) to strike my opponent!
5 I dual wield a weapon in each hand to outmaneuver and dazzle the enemy!
6 I effortlessly wield an unnaturally gigantic weapon to devastating effect!

Clobbering Table 6
1 I am an expert in unarmed combat. My bare hands (and feet) are deadly weapons!
2 I have sharp claws that I use to cut through my enemies!
3 I have a tail that I control with precision to grab, strike or throw my enemy!
4 I have a beast's fangs that I use to savagely bite at the flesh of my enemies!
5 My hair is mysteriously alive. It grows and moves by my will to entangle my foes!
6 I have a horn (or horns) growing from my head with which I ram my enemies!

19
Grit Flavor Text Examples Grit Table 1
1 I have a body of living fire that protects me from harm!
2 My body freezes to ice making me as hard as granite and impervious to attack!
3 Electricity arcs all around my body repelling all attacks, except water based ones!
4 My Body transforms into solid rock. In this form attacks bounce right off me.
5 I can take on the wooden body of a tree spirit. In this form I fear nothing ... but fire!
6 I am a human tornado, protected by the constant whirlwind spinning around me!

Grit Table 2
1 My near impenetrable skin looks normal but protects me from harm like a suit of armor.
2 My impenetrable skin is: 1) chalk white, 2) blue, 3) red, 4) green, 5) chrome, 6) ebony.
3 My body is covered in natural armor like a: 1-2) lizard, 3) armadillo, 4-5) rhino, 6) turtle.
4 My skin (coat) is like that of a: 1) leopard, 2) tiger, 3) bear, 4) cat, 5) porcupine, 6) wolf.
5 I have a natural chitinous exoskeleton like an insect that protects me from attacks.
6 I am a robot. My skin is a super strong composite that is resistant to damage.

Grit Table 3
1 My super-suit is layered with armored mesh to make me extra hard to hurt.
2 I am protected by technological plate mail that forms the basis for my super powers.
3 I am wearing the mystic armor of an ancient knight of Camelot.
4 I am wearing bulky futuristic powered space soldier battle armor!
5 I wear form fitting soft leather armor that blunts most attacks ... and i look good!
6 I pilot a giant humanoid mechabot, and I am well protected inside its armored hull.

Grit Table 4
1 I have super-speed. By the time my enemy's attack arrives, I'm already somewhere else!
2 I have cat-like grace, reflexes, balance and agility, and I can easily avoid most attacks!
3 I can shift my body into a ghost state that attacks pass right through!
4 I can use line of site teleportation to "Blink" around the battlefield avoiding attacks!
5 I become one with the shadows on the walls making me impossible to hit!
6 I can become invisible! Enemies can't hit what they can't see!

Grit Table 5
1 I can create illusions that confuse my enemies into attacking empty air!
2 I can project a mental force field that protects me from physical harm.
3 I use mind-over-matter to ignore injury and keep on fighting when others would fall!
4 I bond with my enemies so that they feel my pain. Few villains want to hurt themselves!
5 My regenerative healing factor that allows me to recover from the most deadly attacks!
6 I Can read the immediate thoughts of my enemies anticipating their attacks!

Grit Table 6
1 I create barriers of: 1) stone, 2) ice, 3) fire, 4) thorns, 5) shadow, 6) random junk around!
2 I carry an unbreakable shield that I use to block incoming attacks!
3 I project force-field barriers to protect myself and others!
4 My cape / cloak sweeps around me to form a protective barrier against attack!
5 My weapon, arm bands, gauntlets move with lightning speed to deflect incoming attacks!
6 My super stretchy body causes most attacks to bounce right off me!

20
Vigilance Flavor Text Examples Vigilance Table 1
1 I can see microscopic things as though my eyes were an electron microscope!
2 I can see incredible distances. I can spot a fly on a wall a mile away!
3 I have mystical night vision and can see clearly in absolute darkness!
4 I have x-Ray vision and can see through most anything except lead!
5 I can see odors. I can track an odor back to its source by the trail it leaves in the air!
6 I see Temperature changes! I track people by following the heat trail they leave behind!

Vigilance Table 2
1 I have "telescopic hearing" able to listen to any place I see as if I were standing there!
2 I translate radio and cell transmissions, able to eavesdrop on any transmitted audio signal!
3 I project an active sonar that only I can hear. I see around myself in 360º at all times!
4 I can focus on sound too quiet for others to hear. I can hear a heartbeat across the room.
5 I can hear animals (plants, fish, insects) as if they are speaking! I can converse with them!
6 I understand any language that I hear! I can converse and be understood in any language!

Vigilance Table 3
1 I can analyze the contents of a substance by taste, identifying its individual components!
2 I have antennae that "taste" the air around me! I can identify things by taste alone!
3 I have a serpent's tongue that tastes the air! I can identify things by taste alone!
4 I "smell" colors. I can "see" in the dark and "read" with my nose!
5 I have a tracking scent that allows me to follow a trail that is days old!
6 I can identify gasses through smell. I can smell things that other people can't!

Vigilance Table 4
1 I can feel every vibration in the air. I can't be surprised, even by invisible foes!
2 I am immune to temperatures. The hottest summer and coldest winter are nothing to me.
3 I "feel" colors! I can "see" anything I touch! I can "read" with my finger-tips!
4 I have a healing touch. I can cure someone of injury with a touch of my hand!
5 I get psychic impressions from objects! I know who owned an item and how they used it!
6 I can share sensation with others, they feel what I feel. And I feel what they feel!

Vigilance Table 5
1 I am super aware of my surroundings, able to notice the slightest thing out of place!
2 I don't have "EYES" in the back of my head, but I can still "see" in 360º all around me!
3 I have a computer interface H.U.D. that I access for information that only I can see!
4 I am Blind, but all of my other senses have become super enhanced to compensate!
5 I possess cat-like equilibrium! I always know which way is up, and I always land on my feet!
6 My natural bio-electric field speaks with computers! I hack computers with a touch!

Vigilance Table 6
1 I have a sixth-sense about danger! My early warning system makes me hard to ambush!
2 I can "borrow" another person's (animal's) senses! I can see, hear, feel what they do!
3 I have a third-eye in the middle of my forehead! With it I get glimpses of the future!
4 I am a ghost whisperer! I can see and communicate with the spirits of the dead!
5 I see "psychic echos" of the past! violent or emotional events leave strong impressions!
6 I read auras. I see things about a person's health and emotional state that others can't!

21
Zip Flavor Text Examples Zip Table 1
1 I drive a tricked out super-car that can disguise itself as other cars to evade pursuit!
2 I drive a powerful monster truck that turns into a real Monster!!
3 I ride a super-speed motorcycle that can fold up into a suitcase weighing only a Pound!
4 My super-rollerskates allow me to move faster than a speeding car!
5 My hover-speeder can go over land, water, and straight up any vertical surface!
6 I ride a: 1) Horse, 2) Giant Tiger, 3) Giant Ape, 4) Dinosaur, 5) Giant Wolf, 6) Giant Ant!

Zip Table 2
1 My V.T.O.L. Hover-Jet takes me all over the city and waits for me in the sky above!
2 I fly a stealth helicopter that can make itself and its passengers invisible!
3 My Hover-Base is a Huge mobile headquarters that disguises itself as a cloud!
4 My vehicle is a metal: 1) dragon, 2) hawk, 3) pterodactyl, 4) firefly, 5) bat, 6) woman \ man!
5 I ride a flying: 1) Surf Board, 2) Broomstick, 3) Carpet, 4) Throne, 5) Sled, 6) Motorcycle!
6 I ride a flying version of a land bound animal! (Roll again on: Zip Table 1, Option 6.)

Zip Table 3
1 Being a Super-Athlete I can run almost as fast as a car and can cover distances quickly.
2 I use a grapple and Swing-Line to propel myself from the city's skyscrapers!
3 I use my agility and skill as an Acrobat to parkour over the obstacles of the city.
4 I use a bicycle, (skate Board, pogo-stick) to get around under my own super-power!
5 I transform into a Cheetah (Falcon) and run (fly) really fast!
6 I can super-leap, covering incredible distances in a single bound!

Zip Table 4
1 I have: 1) Dragonfly, 2) Bat / Demon, 3) Hawk, 4) Butterfly, 5) Angel, 6) Skeletal Wings!
2 I have a rocket pack (rocket boots) so I can blast through the air like a human missile!
3 Mine is the mystical power of levitation, that takes me high above the city streets!
4 I have the natural power of flight although there is no obvious means of propulsion!
5 I hold a 1) staff, 2) hammer, 3) shield, 4) power ring, 5) magic sword, 6) umbrella to fly!
6 I can make myself lighter than air, riding updrafts and currents to glide over the city!

Zip Table 5
1 I have the power of line of sight teleportation! If I can see there, I can be there!
2 I can open a magic portal between the place that I am and any place that I have been!
3 I run faster than the eye can follow, arriving any place in an instant!
4 I vanish into the shadows transporting through one shadow to arrive in another.
5 I can turn into light and travel as a living laser to go anywhere on earth in an instant!
6 I can become electromagnetic energy, riding radio and cellphone signals to my destination!

Zip Table 6
1 I move through the earth, magically tunneling at amazing speed to go where I can!
2 I can cling like a human fly to any surface. I can even stand upside down on ceilings!
3 I was born at the bottom of the sea. I can breath water and swim faster than any boat!
4 I can become a phantom, floating through the air and passing through walls!
5 I travel by traversing the dreamscape. I can enter and exit wherever people are asleep!
6 I transform into a super-powered flying car with bizarrely human-like features.

22
Grind and Vision Flavor Text Examples Grind / Vision Table 1
1 In my daily Grind (or my Vision of the future) I am an Actor / Grifter (choose one)!
2 In my daily Grind (or my Vision of the future) I am a Rock star / singer / musician (choose one)!
3 In my daily Grind (or my Vision of the future) I am a Politician / civic leader (choose one)!
4 In my daily Grind (or my Vision of the future) I am an Attorney (choose Defense or Prosecuting)!
5 In my daily Grind (or my Vision of the future) I am a Sales person / shop owner (choose one)!
6 In my daily Grind (or my Vision of the future) I am a Interpreter / translator (choose one)!

Grind / Vision Table 2


1 In my daily Grind (or my Vision of the future) I am a Nurse / Paramedic (choose one)!
2 In my daily Grind (or my Vision of the future) I am a Police Detective / Private-Eye (choose one)!
3 In my daily Grind (or my Vision of the future) I am a school Teacher / College Professor (choose)!
4 In my daily Grind (or my Vision of the future) I am a Psychiatrist / Therapist / Hypnotist (choose)!
5 In my daily Grind (or my Vision of the future) I am a Spy / Secret Agent (choose one)!
6 In my daily Grind (or my Vision of the future) I am a Bounty Hunter / tracker (choose one)!

Grind / Vision Table 3


1 In my daily Grind (or my Vision of the future) I am a Construction Worker / Handyman (choose)!
2 In my daily Grind (or my Vision of the future) I am a Scuba Diver / Life guard (choose one)!
3 In my daily Grind (or my Vision of the future) I am a Body-guard / Bouncer / Thug (choose one)!
4 In my daily Grind (or my Vision of the future) I am a Maid / Butler / Waitress / Waiter (choose one)!
5 In my daily Grind (or my Vision of the future) I am a Fire-fighter / Police Officer (choose one)!
6 In my daily Grind (or my Vision of the future) I am a body builder / Personal trainer (choose one)!

Grind / Vision Table 4


1 In my daily Grind (or my Vision of the future) I am a Hacker / Computer Programmer (choose one)!
2 In my daily Grind (or my Vision of the future) I am a Scientist / Physicist / Chemist (choose one)!
3 In my daily Grind (or my Vision of the future) I am a Mechanic / Electrician (choose one)!
4 In my daily Grind (or my Vision of the future) I am an Inventor / Engineer / Architect (choose one)!
5 In my daily Grind (or my Vision of the future) I am an Astronomer / Astronaut (choose one)!
6 In my daily Grind (or my Vision of the future) I am a Doctor / Surgeon / Veterinarian (choose one)!

Grind / Vision Table 5


1 In my daily Grind (or my Vision of the future) I am an Animal Trainer / Equestrian / Breeder!
2 In my daily Grind (or my Vision of the future) I am a painter / sculptor / illustrator (choose one)!
3 In my daily Grind (or my Vision of the future) I am a Writer / journalist (choose one)!
4 In my daily Grind (or my Vision of the future) I am a witch / Sorceress / Wizard (choose one)!
5 In my daily Grind (or my Vision of the future) I am a Clergy / Philosopher (choose one)!
6 In my daily Grind (or my Vision of the future) I am a Cook / Chef / Baker / Caterer (choose one)!

Grind / Vision Table 6


1 In my daily Grind (or my Vision of the future) I am a stunt driver / chauffeur / cabby / racer!
2 In my daily Grind (or my Vision of the future) I am a helicopter / airplane / jet / test pilot (choose)!
3 In my daily Grind (or my Vision of the future) I am a Stunt Man / Daredevil (choose one)!
4 In my daily Grind (or my Vision of the future) I am an acrobat / professional athlete (choose one)!
5 In my daily Grind (or my Vision of the future) I am a Dancer / Cat burglar (choose one)!
6 In my daily Grind (or my Vision of the future) I am a Video gamer / gambler (choose one)!

23
Excelsior Flavor Text Examples Excelsior Table 1
1 I am a teen, my elderly aunt takes care of me! she means the world to me!
2 I am a teen. My dad takes care of me! He has a mysterious job that he never talks about!
3 I am just a kid! my elderly Uncle takes care of me! he means the world to me!
4 I am just a kid! Mom takes care of me! Mom has a secret job that she never talks about!
5 The Butler / Nanny who cared for me all of my life is now my partner in my war on crime!
6 The family friend appointed as my guardian until I turn 18 is almost as stubborn as I am!

Excelsior Table 2
1 I am my kid brother's Guardian! I strive to be a better person to secure his future!
2 My older sister is my guardian! I try hard not to be a burden to her!
3 I am my teen step-sister's guardian! We fight all the time, but she is my responsibility!
4 My older step-Brother is my Guardian! He says He knows what's best, but he's not my dad!
5 I am just a kid, but it's cool because my twin is my best friend!
6 I am just as close to my twin now as when we were kids! We're the best of friends!

Excelsior Table 3
1 My lover is the anchor in my life! We have been sweethearts since we were kids!
2 I have a love / hate relationship with my lover who is also my greatest enemy!
3 This whirlwind romance should concern me because I really know nothing about my love!
4 I am NOT too young to understand love! And mine is the biggest truest love that ever was!
5 I am committed to my love, but tragically they don't share my feelings!
6 My lover is much Younger (Older) than I am, but I am confident that things will work out!

Excelsior Table 4
1 My spouse is the love of my life! They keep me going when everything else seems hopeless!
2 I am still in love with my "Ex"! they care for me too ... but we just didn't work together!
3 My son is just a kid, but he's the mature one most of the time, and He keeps me on task!
4 My teen daughter might be the death of me, but I don't know what I'd do without her!
5 I can't believe my son has graduated college! He is an inspiration to me!
6 My adopted daughter has been through so much! She needs me now more than ever!

Excelsior Table 5
1 I am in high-school! My Favorite teacher believes in me when no one else does!
2 I am a college student! My professor is one of the most brilliant people I have ever met!
3 Although I have long graduated, I have kept in touch with my favorite teacher!
4 I am a college professor! I have become good friends with one of my students!
5 One of my former students has kept in touch with me! They have become a good friend!
6 I'm just a kid! My teacher is the most amazing incredible person I have ever met!

Excelsior Table 6
1 I am friends with my Boss (Business Partner, co-worker) and spend a lot of time with them!
2 My best friend from childhood is still my best friend today! Nothing will come between us!
3 I care for my I care for my elderly Parent. They inspire me more than they know!
4 My greatest rival is also my best friend! They are constantly challenging me to be better
5 My best friend is my fellow class-mate! We are in school together!
6 My mentor and inspiration is another super-hero! I used to be their sidekick!

24
Nemesis Flavor Text Examples Nemesis Table 1
1 I am not physically strong! I can't lift as much as a normal person!
2 I am absent minded! I have trouble remembering things, especially important things!
3 I take things at face value and can be easily fooled! I often believe what I'm told!
4 I am a klutz! I tend to stumble around and am not graceful at all!
5 I tire easily! I am not in the best health! Extended periods of activity wear me down!
6 I am not pleasant to look upon! People react negatively to me no matter what I do!

Nemesis Table 2
1 Sometimes my powers will backfire and hurt me instead of my enemies!
2 My powers are tied to a transformation that I must concentrate on to maintain!
3 1) Water, 2) Bindings, 3) Darkness, 4) Sunlight, 5) Space Rocks, 6) Dehydration saps my powers!
4 My powers are unreliable, sometimes failing when I need them the most!
5 Sometimes I have trouble getting my Powers to Activate!
6 The mystic source of my power doesn't like me! We argue frequently!

Nemesis Table 3
1 I used to be a villain! I am turning over a new leaf, but I have much to make up for!
2 I am a child trapped in the body of an adult! (or I am an adult trapped in a child's body!)
3 I am a kid! This makes it hard to do things in an adult world that adults take for granted!
4 My civilian identity is public knowledge! I can't escape from the public eye!
5 I deserve my reputation as a "goody-two-shoes"! I have trouble being intimidating!
6 I deserve my reputation as a "Dark Avenger"! Almost everyone is afraid of me!

Nemesis Table 4
1 I can sometimes loose my temper and go into a violent berserker rage!
2 1) Drowning, 2) Heights, 3) The dark, 4) Enclosed spaces, 5) Spiders, 6) Crowds terrify me!
3 My civ. identity and hero identity are split personalities! I can't control their change!
4 I'm a space cadet living in my own little world! I often miss what's happening around me!
5 I am weak willed! I have real trouble saying, "no" when someone asks me for something.
6 I hear voices! No one else can hear them! They tell me what to do, and I do it!

Nemesis Table 5
1 I use a wheelchair to move around! I cannot go all the places that other people go!
2 I am visually impaired and cannot see the sights that other people see!
3 I am hearing impaired and cannot hear the sounds that other people hear!
4 I am old. I suffer from physical frailty and am the target of age related prejudice!
5 I am 3 inches tall and I can never become any bigger! This frequently causes problems!
6 I am 20 feet tall and I can never become any smaller! This frequently causes problems!

Nemesis Table 6
1 I have made a powerful enemy who hounds me and makes my life miserable!
2 I am the property of the mega-corporation (government) that made me! They control me!
3 I am cursed with bad luck that always seems to kick in when things are going well!
4 I am vulnerable to: 1) fire, 2) sonic, 3) psychic, 4) electric, 5) ice / water, 6) magic attacks!
5 My greatest enemy used to be my best friend! I owe them a debt I can never repay!
6 The police, other superheroes, the world are convinced I'm a villain! Nothing I do helps!

25
Taking Tests
Simple and Opposed Tests!
When a player wishes to do something where the outcome is uncertain, dice are used
to moderate the result. This is called Taking a Test! There are two types of Tests: Simple
Tests, and Opposed Tests!

Simple Tests!
To resolve a Simple Test two things need to be determined. 1) Which Ability is being
tested, and 2) What is the Test Difficulty!
1. To determine which Ability is being tested define the action being attempted and
then decide which Ability best encompasses that action. Once you have identified which
Ability you are testing you will know the Ability Score that you must compare to the
Score of the dice.
2. There are 3 Test Difficulties. They are: Dastardly, Super and Earthly. A test's difficulty
is set by the CM, but in most cases it will be: Super. Other Ratings will be used sparingly
to reflect special circumstances.
Use the initial letter of the Test Difficulty: D=Dastardly, S=Super, and E=Earthly to
remember which Special Rolls succeed: D=Doubles, S=Six, and E=Either Roll.
If you roll a Six on any die or Doubles consult your Test Difficulty Rating.
If your roll is not a Special Roll, then it comes down to your Hero's Ability Score.
If the Ability Score being tested is equal to or higher than the value showing on the dice
(multiply the two dice together to get their value) then you pass the test! You are able
to do what you are trying to do!
If the score on the dice is greater than your Ability Score then you fail! You are unable
to do what you are trying to do!

26
Opposed Tests!
An Opposed Test occurs when two characters are in conflict. One character is trying to
accomplish a task, while the other character is trying to prevent them from achieving
their objective.
Because combat is the most common form of Opposed Test we always call these
participants, the "Attacker" and the "Defender" regardless of the exact nature of the
test.
The Attacker is trying to Take Action.
The Defender is trying to Prevent Action.
The Defender rolls first using the appropriate Ability based on the action they are trying
to prevent. For example: Grit for resisting an attack in combat, or Zip for trying to catch
someone before they can get away!
If the Defender's roll fails, then the Attacker proceeds with their test normally.
If the Defender's roll succeeds, the Attacker attempts their test at a harder Difficulty
(for example, from Super to Dastardly, or from Dastardly to Beyond.)
For Opposed Tests only, we introduce a forth Test Difficulty, this is used when a
Defender succeeds at their defensive action and the attacker's action was already
deemed by the situation to be Dastardly. In these circumstances, the task is said to be:
"Beyond!"
When attempting an "Beyond!" action, Neither of the Special Rolls (Single Six or
Doubles) succeeds, however Boxcars (Critical Hit!) will always succeed. Any special roll
result with the exception of Boxcars is an automatic fail.

Never Tell Me the Odds!


Score:
Nemesis 2 3 4 5 6 8 10 12 15
E 16 18 20 22 24 26 28 30 32 34
Rating:

S 11 13 15 17 19 21 23 25 27 29
D 6 8 10 12 14 16 18 20 22 24
B 1 3 5 7 9 11 13 15 17 19
Chance out of 36 to pass the test.

Score:
Nemesis 2 3 4 5 6 8 10 12 15
E 44.44 50 55.56 61.11 66.67 72.22 77.78 83.33 88.89 94.44
Rating:

S 30.56 36.11 41.67 47.22 52.78 58.33 63.89 69.44 75 80.56


D 16.67 22.22 27.78 33.33 38.89 44.44 50 55.56 61.11 66.67
B 2.78 8.33 13.89 19.44 25 30.56 36.11 41.67 47.22 52.78
Percentage Chance to pass the test.

27
Combat
It's Clobbering Time!
Combat can be resolved using Simple Actions or Opposed Actions. Regardless of the
approach you choose, some key elements will remain the same!
Combat is a contest between 2 sides: the Hero side, represented by the players, and
the Villain side, represented by the CM!
The CM always acts first before the players! After the CM presents the scene and
performs actions for the Villains and Extras each player is then given a chance to
respond to the situation.

The Ace!
Grab an Ace from a standard deck of playing cards. This is the "Ace" marker. The Ace
tracks which Hero goes first after the CM describes the dangers of the scene and the
actions of the villains.
After all players have gone, and it is the CM's turn to act again, the Ace passes to the
next player moving clockwise around the table.
The Ace ensures that each player gets a chance to react right after the villains in a
scene. Note that the CM never gets the Ace. The CM always acts before the player
group each turn.
In addition to tracking who acts first after the CM each turn the Ace does something
else very special. The Ace has a unique support power that only the player with the Ace
can perform.
Only the Ace can, "Save the Day!!"

Saving the Day!


When a player becomes the Ace, they place the Ace on the table in front of them face
up to designate their special status.
Once per turn (after taking their own turn) the Ace can assist another Hero and
potentially help that hero to turn a failed action result into a success!
When any Hero other than the Ace attempts their action for the turn and fails, the Ace
can declare (heroically) "I am here to save the day!"

28
The Ace then describes how they were able to intercede at the last minute and assist
the Hero.
This grants the Hero a re-roll of their action attempt at a reduced difficulty -- from
Dastardly to Super, or Super to Earthly! If the action being attempted was already at
an Earthly difficulty than no re-roll is required ... the action automatically succeeds!!
Normally the Ace needs to be in the same location as the Hero they are Saving and in a
position to help them, but creative players can find a way around this. A player could
describe an earlier scene in a quick flashback role-play where the Ace had encouraged
their comrade with an inspiring speech, and this could create the impetus for a re-roll,
for example.

The Ace is encouraged to always


be thinking of ways that they can
step up and, "Save the Day!"

The Ace can only Save the Day once each turn so after a player saves the day, they
should turn the Ace in front of them face down to show that they have used it's power
this turn. When the Ace is passed to the next player around the table, that player
becomes the Ace and can put the card face up in front of him replenishing its power!

Complications
Out of the frying pan ...
Comic book style combat is dynamic. A Hero's
durability changes from issue to issue and sometimes
even from panel to panel. And comic book combat is
almost never fatal. To use a static system of
measurement to track a Hero's life's blood or
endurance is contradictory to the way comic books
present the ever changing landscape that is superhero
combat.
A Hero doesn't have "Hit-Points" or a "Life" Ability
Score. When a Villain hits a Hero it is assumed that the
Hero has been affected by the blow. Rather than track
every scratch, bruise and abrasion, Heroes gain
Complications as things go from bad to worse for
them in combat.
Anytime a Hero is called upon to make a defensive roll
(usually using their "Grit" ability) against an action
meant to do them harm, and they fail at this roll, the
CM may require the Hero to take a Complication.

29
Complications are sometimes a reflection of the "damage" caused by a combat, and
they are sometimes role-play based entanglements that the Heroes will need to deal
with after the conflict is resolved. (And, sometimes they are both!)
There are five different complications on a Hero's character sheet. A Hero can check a
complication once each. Or they can choose to "drop out" of the scene. If a player
chooses to drop out of a scene then their Hero is "knocked out" until the combat is over.
If a Hero has checked all 5 complications on their sheet and is then required again to
take a Complication, but is unable to do so ... then the Hero MUST drop from the scene
and is knocked out.
To "check" a complication put a mark in the "star burst" symbol next to the
complication on your character sheet.

The 5 different complications are described below:

Bounced Around! - Mark off this complication and then describe how your Hero is
physically knocked from the battlefield over a great distance. Give up your next turn to
travel back to the fray.

Collateral Damage! - Mark off this complication and then describe how the battle has
done major damage to the surrounding area. This should be something big, the collapse
of an important building or a landmark. This complication should create role-play
opportunities for the Heroes later.

Friendly Fire! - Mark off this complication and then describe how your attack went
awry and accidentally struck one of the other Heroes!! Be sure to discuss this with the
other players first, because they don't get a defense roll, and they must also take a
complication!!

Now It's Personal! - Mark off this complication and then describe how the threat
posed by the villains just got personal to your Hero. Maybe your elderly Aunt who is
visiting from out of town just appeared on the scene! Your Hero will do anything to keep
her safe!!

Reinforcements! - Mark off this complication and then describe how another Villain or
a swarm of henchmen arrive on the scene to join your adversary and battle against
you!

30
Healing Powers
Hanging in there!
If a Hero has a Regenerative or Healing based flavor text entry they may try to use it to
extend their ability to survive the rigors of combat.
One successful use of such a power allows the Hero to erase the mark placed in the
INJURED portion of their character sheet (represented by the "star burst" symbol) and
place the mark instead in the HEALED portion of their character sheet (represented by
the "cross" symbol.)

If an attempt to Heal a Hero fails, that Hero must choose and mark one of the HEALED
boxes on their character sheet, but they do not erase a mark in an INJURED box. Both
boxes are marked.
Healing and Regeneration powers can effectively double the amount of complications
that a Hero is able to endure before being forced to drop from the fight and declare that
they have been Knocked Out, but eventually all Heroes must fall!

Being Knocked Out


In the comics all Heroes take their lumps!
A player is never forced to take a complication. A player can always choose the option
to drop from the fight and become: "Knocked Out."
If a Hero is Knocked Out, they miss the rest of the combat, but there are some good
reasons to choose this option.
First, a player may decide that the complications left open to them are too severe to
face, and they may wish to avoid them. Second, after a Hero is Knocked Out, all
INJURED and HEALED marks on the Hero's character sheet are erased!

31
Simple Combat!
Only the Heroes Roll the Dice!
Using the Simple Combat option, the CM never has to roll the dice! With this option the
focus is placed entirely on the action rolls made by the Heroes!
When a Hero attacks a Villain, they declare their target and the CM announces the Test
Difficulty. Then the Hero rolls a Clobbering Action! If the roll is successful, the Villain
suffers a Hit!
When a Villain attacks a Hero, the CM declares which Hero a Villain is targeting and
announces the Test Difficulty. The Hero then rolls a Grit Test! If the roll is successful, the
Hero has evaded the attack! If the roll fails, the Hero is struck and must take a
complication!
Simple Combat is ideal for CM's who prefer to improvise much of the story and to keep
preparation to a minimum.
With Simple Combat the CM must have an idea of the Flavor Text surrounding a Villain's
powers and abilities, but they don't need to keep track of any scores. Test Difficulties
can be determined on the fly (and should usually be Super.) The only thing the CM
really needs to decide before combat begins is how many Hits a Villain can sustain!

32
Opposed Combat!
Both Sides Roll the Dice!
The Opposed Combat option is a bit more involved than Simple Combat. When using
the Opposed Combat Option, the Villains roll both to attack the Heroes, and to defend
against the attacks of the Heroes!
The CM will need to have Scores for the Villains that the Heroes are Fighting. One
approach to this is just to use a single score that represents everything that the Villain
can do! This is a quick and easy method that makes creating new Villains fairly
effortless.
Alternatively, the CM can establish scores to those Abilities most vital to combat.
Villains do not need to be as fully evolved as the Heroes, but some information will be
necessary for the fight! The Abilities of Clobbering, Grit, Vigilance and Zip should be
given scores under this option.
For both options it is important to define the Flavor Text of the Villains main powers and
for their Nemesis Ability!
Finally, the CM could create the Villain fully, giving them all the Abilities, Scores and
Flavor Text that the Heroes have. This option is best for Master Villains who will play an
ongoing role in the story!
Both the Heroes and the Villains will roll Clobbering and Grit Actions as required by the
exchange.
The attacker declares their target before they roll the dice. The target of the attack will
roll a Grit Test to oppose the attack. If this test is successful, the attacker's action is set
to a harder Difficulty. (For example: from Super to Dastardly.) Then the attack action is
rolled and resolved normally!
Opposed Combat is ideal for the CM
who prefers to prepare things ahead
of time, or who can't get used to the
idea of not rolling the dice! This
option produces more challenging
combats that require about twice the
amount of play time to resolve!
It is perfectly acceptable to mix and
match these combat options. A
common practice is to use Simple
Combat for minor things like a battle
with street thugs, but to switch to
Opposed Combat when it comes
time to fight the Master Villain!

33
More about Combat
Hits vs. Complications!
When a Villain is the recipient of a successful Clobbering action by a Hero, that Villain
suffers one "Hit!" Villains accumulate "Hits" instead of Complications. (A Villain's life is
complicated enough!) The number of Hits that a Villain can sustain varies from as little
as 1 for thugs and weaker criminals, to as many as 10 or more for Master Villains!
When a Villain has accumulated their allotted number of Hits, that Villain is eliminated
from the scene! When a Hero is the recipient of a successful attack from a Villain, the
Hero gains a Complication! Once all participants from one side have been eliminated
from a scene, the combat is over!

Scaling Combat!
The CM has many tools to draw upon when Scaling Combat! Below are some
suggestions on how to adjust the threat presented by combat so that you can tell an
exciting story! It's important to remember that your goal as the CM is to engage the
Heroes so that they experience the most exciting story possible, but not to wipe them
out! The Heroes are supposed to win! (Although sometimes losing makes a good story
too!)
It is a good idea to stick with Simple Combats until you get a feel for how to gauge
combat intensity for your particular group of Heroes! Simple Combats are easier to
resolve and tend to be more "forgiving" than Opposed Combats!
Adjusting the number of Hits a Villain has is the first tool that you can use to scale the
challenge of combat. More Hits means a villain will be harder to defeat. Start by
keeping the number of Hits per Villain low and then scale up as needed as you learn
how effective your Heroes' attacks are.

More Challenging Combat!


Use lots of minions. A combat against many weaker opponents is more exciting than a
fight against a single foe. When running "Boss Fights" make sure there are plenty of
minions in the mix!
Give a Villain multiple attacks so that a Hero must roll multiple Grit tests!
Use area attacks that require all the Heroes to roll Grit tests at the same time!
Give your Villain a power that hampers the Heroes' abilities in some way increasing the
ratings of their tests from Super to Dastardly!
Bring a Hero's Nemesis Ability into play!

34
Afterward
Some closing thoughts ...
It was a time before computers could fit into the palm of your hand ... before a favorite
movie streamed to your location with the touch of a finger. This was a time, when the
only portable media available to a kid in need of a "fantasy on the go" was made of
paper.
When I was young, the most vibrant, colorful, and exciting books were comic books.
Other books seemed a little too much like those we had to read for school. But comic
books, with their bright illustrated pages of larger than life heroes, they were a
blockbuster movie on paper, just for me.
Comic books are big and bold, and reality is only hinted at in their pages. Stories are
told of comic book editor Stan Lee jumping up on his desk and waving his arms over his
head when pitching a story to his writers and artists, encouraging them to make
absolutely everything larger than life. Big was more important than real.
Yet, Stan told stories that spoke to real people, because his heroes had lives with "real"
problems. His reality wasn't in his simulation of action, it was in his view of the people
behind the action. The absurdity of a man swinging on ropes from the skyscrapers of
New York like Tarzan on vines through a jungle was made all the more real by the fact
that at the end of the day, the hero still had to be home in time for supper and to finish
his homework.
Stan's focus wasn't on the
mechanics of super powers. His
focus was on telling a compelling
story. The absurd is made real,
because there are people behind the
masks, and they lead real lives. The
fantastic can be as big and as
outlandish as we can make it, and
as long as the person under the
mask remains relatable, we can see
ourselves in their world. This is the
magic of the superhero comic book.
When I sit around a table with
friends to role-play and to tell
outlandish adventure stories in
which we are the heroes, I
remember what made those comic
books of my youth so magical. I try
to bring some of that magic to the
game that we play and to the
stories that we share!

35
Character Sheets

Hero DxD Character Sheet Flavor Text


Hero ID

Civilian ID
Triumphs Clobbering

Complications!
(Mark any one and describe or be Knocked Out!)

Bounced Around!
Your Hero is knocked across the battlefield.
(Use your next turn to return to the fight.) Grit

Collateral Damage!
The battle has damaged an important
building or landmark. (This may create
trouble for the Heroes later.)

Friendly Fire!
Your attack accidentally struck another Hero!
(They must take a Complication!) Vigilance

Now It's Personal!


Things just got personal to your Hero!
(Example: a loved one appears on the scene!
Your Hero must keep them safe!)

Reinforcements!
Another Villain or a swarm of henchmen
arrive to battle against the Heroes! Zip

Grind

Vision

Excelsior

(Special
Only)

Nemesis

36
x

Hero DxD Character Sheet Flavor Text


Hero ID

Civilian ID
Triumphs Clobbering

Complications!
(Mark any one and describe or be Knocked Out!)

Bounced Around!
Your Hero is knocked across the battlefield.
(Use your next turn to return to the fight.) Grit

Collateral Damage!
The battle has damaged an important
building or landmark. (This may create
trouble for the Heroes later.)

Friendly Fire!
Your attack accidentally struck another Hero!
(They must take a Complication!) Vigilance

Now It's Personal!


Things just got personal to your Hero!
(Example: a loved one appears on the scene!
Your Hero must keep them safe!)

Reinforcements!
Another Villain or a swarm of henchmen
arrive to battle against the Heroes! Zip

Grind

Vision

Excelsior

(Special
Only)

Nemesis

37
x

Hero DxD Character Sheet Flavor Text


Hero ID

Civilian ID
Triumphs Clobbering

Complications!
(Mark any one and describe or be Knocked Out!)

Bounced Around!
Your Hero is knocked across the battlefield.
(Use your next turn to return to the fight.) Grit

Collateral Damage!
The battle has damaged an important
building or landmark. (This may create
trouble for the Heroes later.)

Friendly Fire!
Your attack accidentally struck another Hero!
(They must take a Complication!) Vigilance

Now It's Personal!


Things just got personal to your Hero!
(Example: a loved one appears on the scene!
Your Hero must keep them safe!)

Reinforcements!
Another Villain or a swarm of henchmen
arrive to battle against the Heroes! Zip

Grind

Vision

Excelsior

(Special
Only)

Nemesis

38
Origin Story Player Notes

39
x

40

You might also like