Professional Documents
Culture Documents
LArrimore Pivik
Kotz Rosenberger Turpin
Superheroic Roleplaying
Mike Larrimore
Brian Pivik
Contributors
Written and developed by: Internal Art:
Editor: Cartography:
Amanda Rogers, Gretchen Woitte Adam Adkison, Chandra Bezjak, Steve Burk,
Robert Colondo, Dave Cunningham, Tony Hornsby,
Cover Art: Pat Lenz, Chuck McGinnis,
Virginia García Ovejero Pivik, Bill Yon
Dean Kotz
Artist links
I dedicate this book to my wife Jenn and my daughter Victoria for supporting and encouraging me along on this journey. I want to
thank Loz and Pete for giving me the opportunity, and my friends for helping Destined get to where it is today. And finally I want to
thank all the amazing writers and artists who bring the superheroes we all know and love to life. Excelsior!
- Mike Larrimore
I would first like to dedicate this book to my wife Virginia and my daughter Mila for their everlasting love and support. To Loz and
Pete for their encouragement, belief in the book, and in us as writers. Without your love of gaming, none of this would be possible. A
sincere thank you to my playtesters: Thank you, Adam, aka ‘Doc,’ aka ‘Gruntwork,’ for your friendship through the years and your
unique perspectives on roleplaying superheroes. Tony, aka ‘Frostbite’, for playing with me since day one of picking up the dice again.
Chandra, aka ‘Weather Witch,’ for keeping me up to task on the rules for fire! And to Virginia, aka ‘Lograg,’ for playing her
characters close to her heart and looking for the positive in even the most dire roleplay situations. Thank you to my mom, for pushing
me to read (and write) at an early age, and my dad, for showing me the value of hard work. And finally, to you, dear reader, for
making this book possible. Your support and purchase means so much to all of us here at The Design Mechanism.
- Brian Pivik
Mythras is a Registered Trademark ® of The Design Mechanism. All rights reserved. This edition of Destined is copyright © 2022.
This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except as quoted for purposes
of illustration, discussion and game play. Reproduction of the material in this book for the purposes of personal or corporate profit, by photographic,
electronic, or other methods of retrieval is strictly prohibited.
Find Us At
www.thedesignmechanism.com and www.mythrasrpg.com.
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Contents
Introduction 4 Combat 149 Welcome to Gemelos City 262
What Makes a Superhero? 4 Key Aspects of Combat 149 Early History 262
How the Game Works 5 Running Combat 150 A History of Heroes 263
Overview of the Contents 5 Combat Rounds 151 The Godstrand 265
Game Conventions 6 Combat Actions 152 Gemelos City Today 267
Anatomy of a Hero 7 Non-Combat Powers in Combat 155 A Guide to the City 267
How Combat Works 156 The Ossuary 273
Hero Creation 7 Special Effects 158 The Gangs of the Ossuary 279
Step 1: Determine Power Level 9 Optional Rule: Team Maneuvers 163 Entertainment 280
Step 2: Develop Your Hero Concept 12 Movement in Combat 165 Other Cities 281
Step 3: Choose Your Origin 12 Aerial Movement in Combat 166
Step 4: Determine Your Characteristics 14 Other Forms of Movement in Combat 168 The Righteous and the
Step 5: Determine Your Attributes 16 Mounted or Vehicular Combat 169 Irredeemable 283
Step 6: Calculate Your Skills 20 Close Combat 170 Heroes 283
Step 7: Cultures 21 Ranged Combat 178 Villains 291
Step 8: Choose Your Career 24 Injury and Wounds 179 Supporting Characters 320
Step 9: Spend Your Bonus Skill Points 27 Rabble and Underlings 182
Step 10: Choose Your Powers 28 Index 330
Step 11: Determine Your Allotments and Gear Spot Rules 183
31 Chases 183
Step 12: The Final Details 33 Fatigue 186
Background Events 33 Falling 189
Important People 34 Feats of Strength 190
Passions 46 Healing from Injuries 191
Optional: Quick Hero Generation 50 Inanimate Objects 192
Interrogation 192
Skills 51 Investigation 194
Using Skills 51 Luck Points 197
Extended Tasks 57 Movement Outside of Combat 198
Standard Skills 59 Perils 201
Professional Skills 63 Visibility 206
Advancing Your Hero 70 Weather 206
Introduction
E
ven several blocks away he could hear the alarm. Most of us would not fare well if we strapped on a
The steady cadence of the ringing bell echoed utility belt and mask and prowled the streets looking for
through the empty streets and up to the rooftop where crime, so the benefit of a game like Destined is that we
The Mortician stood watch over the neighborhood. can do so in the safety of our own home, surrounded by
It seemed every night there was something to pull him away friends who want to live the lives of heroes alongside us.
from his quiet vigil, and the alarm meant tonight would be no With some dice, some heroes, and the power of
different. He took a few seconds to make sure his belt of imagination, we can live out the fantasy and be the
throwing blades was secure; that the weighted fighting cane on superheroes we all want to be.
his back was within reach, its polished silver skull topper
glinting under the moonlight. The Mortician pulled up his
hood and took the line launcher from his belt, aiming it towards What makes a
the rooftop across the street. With a quick hiss of pressurized air,
the line spun out into the darkness and the grapple found Superhero?
purchase, and in grim silence he stepped off into the sky towards
whatever waited him at the source of the alarm. Creating a superhero of your own starts with a concept,
a framework of ideas that come together to make the
We live in an age of superheroes. They’re in our hero you imagine. The rules presented within Destined
movie theaters, on our televisions, we wear their help to bring that concept to life, defining physical,
symbols on our clothes, and we read the comics that mental, and social aspects of your hero through
created the genre. From video games to cinematic Characteristics and Skills that represent who your hero
blockbusters, superheroes are all around us. is and what they can do.
As much as we enjoy watching and reading about You’ll give them special Powers that put them above
them, deep down there is a part of us that secretly wants ordinary people, allowing them to reach the peak of
to be a superhero. Who wouldn’t appreciate zipping their ability and go beyond into the superhuman. You’ll
through rush hour like The Flash or being able to equip your hero with Gear that helps you in the field,
know exactly what our boss (or romantic partner) is including an array of amazing gadgets found on the
really thinking like Professor X? As useful as powers pages of your favorite comics. Finally you’ll flesh out
would be during our normal day, the true appeal would why your hero risks their life to battle crime, defining
be swooping in and stopping a crime or saving the day, the Passions that drive them and what happened in
soaring down from the sky, cape fluttering in the wind, their past to put them on the path to becoming a
as the city cheers and celebrates our heroism. Comic superhero. All this will serve as the basis for your hero,
book stories are wish fulfillment fantasies, allowing us to and over the course of your adventures your hero will
dream of being a hero like the four-color ones on learn and grow, becoming one of the iconic legends of
the page. your own personal comic book.
4
1. Introduction
At their core, the rules of Destined are simple. The This chapter explains how the skills system in Destined
referee, known as the Games Master, presents obstacles, works, including how and when to make rolls to
problems, challenges, and situations to the Players. The determine if you are successful. It gives detailed
players then use the dice to resolve the situation to see descriptions of the various Skills used in the game, from
if they succeed or fail. Standard Skills that everyone knows, to Professional
Skills that represent specialized training and education.
Normally this is accomplished by rolling against the
percentage value of the best skill that applies to the Chapter 3: Powers
situation on percentile dice (here, two 10-sided dice are
rolled together with one being designated as the Tens Laser beam eyes, invisibility, and super speed can all be
result, and the other the Units) - if the roll is equal to or found here, along with many other powers to customize
under the value of the skill, the Action is successful. This the fantastic abilities of your hero to suit your needs.
mechanic is the most common way to resolve tasks and This chapter also includes Boosts and Limits for
deal with conflicts in the game. powers, allowing you to further customize your abilities
through added perks or limitations.
Sometimes an action might be more challenging
than normal, or another person might oppose what Chapter 4: Tools of the Trade
your hero is trying to do. The rules cover how to handle
these circumstances in a straightforward manner so you Superheroes love their toys, and this chapter details
can carry on with your collaborative story as quickly and armor, weaponry, gadgets, and vehicles to further aid
easily as possible. Destined also has rules for handling the the heroes in their war on crime. It also introduces
superheroic battles that are part of comics, using a Allotments, a new rules system to allow heroes to
tactical and dynamic system that makes every punch choose their gear each session without having to worry
count and ensures that combat tells its own narrative about tracking money or other resources.
that adds to the story.
Chapter 5: Combat
While we’ve tried to make the rules simple and
intuitive, ultimately they are your rules to do with as When words fail, fists (and energy blasts) might be
you please. If you find something is not working to your traded. This chapter covers the rules for combat,
liking, or there is a variation or house rule you read including close combat and ranged attacks, ways heroes
about on an online forum and would like to add to your defend themselves, and specialized forms of attack such
game, you can change and alter the game to match your as grappling opponents or charging headlong into
preferences. Destined is also part of the Mythras line of battle. It also includes Special Effects that allow heroes
games, which builds upon the long-standing legacy of to perform extra maneuvers when they are successful in
d100 games that go back to the earliest days of the combat that can give them the advantage or impair
hobby. There are many resources out there to add and their enemies.
expand your game as you see fit, and within these pages
we offer suggestions to tweak the rules and systems to Chapter 6: Spot Rules
make the game your own.
The chapter details the other important rules of the
Destined system, such as handling Fatigue, conducting
Overview of the investigations, and all the special forms of movement
heroes have access to. It also has a system for Perils,
Contents noncombat threats that can be just as dangerous as
rampaging supervillains.
Chapter 1: Hero Creation
Chapter 7: The Life of a Hero
All the rules to start creating your own hero can be
found here. Decide on a Power Level for your stories, The life of a superhero has its own unique
generate Characteristics and Attributes that define complications, and this chapter talks about the specific
your core abilities, then pick your skills, powers, and challenges of playing comic book heroes. It also details
gear before heading out into the dark streets of the city Organizations, special benefactors and groups the hero
to bring villains to justice. can belong to, and how the heroes can create their own
super team and establish a base to call home.
5
Destined
Game Conventions
There are a few standard conventions to keep in mind
while playing Destined, and no matter how you
customize the game to suit your needs you should
always try to keep these aspects part of the game system.
Hero Creation
I
n comic books and other superhero media,
there are brave and bold men and women who Anatomy of a Hero
use their special gifts, their unique skills, and
their courage to do battle with the worst of the In Destined each hero is created through a series of steps
worst. In Destined each player takes on the role of one of designed to flesh them out and determine what they
these heroes or heroines, poised to make their mark can do within the campaign world. In roleplaying
against the forces of evil that threaten the safety of games the abilities of each hero are represented by
the world. numerical and narrative values that as a whole paint a
picture of who the hero is and what they can do. The
The exact nature of each hero is up to the individual steps below are the standard way to create a new hero,
players. Perhaps they want their hero to share aspects of and what each specific aspect means in terms of playing
themselves, or maybe they want to emulate or even the game.
recreate their favorite superhero. Maybe the player
wants to create a new legend all their own. All of these While it is not necessary, it is recommended that the
possibilities are in your reach with the rules presented players create their heroes together prior to the start of
within this book, and players are only limited by their the game. Since they will be working together, creating
imagination when it comes to creating their own the heroes as a team helps the players determine where
superhuman (or alien or android). each of their heroes fits within the group and how they
can support each other in their crusade against villainy.
Since Destined is a collaborative group game, it is This does not mean that each player needs to share
important for the players and the Games Master to every aspect of their hero with the group. A hero who
work together to determine what kind of story they has some deeply held secret or flaw that they hide from
would like to share, and what type of heroes best fit the even their closest allies can add a bit of tension and
narrative. Before you start your campaign, sit down and drama to the story if played well.
talk about comic books as well as superhero television
shows and movies. Talk about your favorite characters, Before you start creating your heroes, every player
the villains you love to hate, and the stories that stand will need a copy of the Destined Hero Sheet, which is at
out as the most memorable or the most iconic. This is a the back of this book and can also be found as a free
good way to determine what type of stories would be download on the Design Mechanism website. This sheet
best for your group, or what stories you’ve never keeps all aspects of your hero close at hand and is
encountered that you would like to tell together. The invaluable while playing the game. It is also
Games Master can use this information to craft a world recommended that you have some blank sheets of scrap
that will be enjoyable for everyone involved, and once paper available, as heroes can change significantly
you are ready grab a Hero Sheet, a set of dice, and get along the way during the creation process, so working
ready to create your own hero. in pencil on scrap paper before transferring all the
7
Destined
Although we use the term ‘hero’ in the book, the 9. Spend Your Bonus Skill Points: The hero’s Bonus
characters in your shared story can take on Skill Points are used to customize their training and
whatever roles you and your group feel knowledge, as well as add skills that their Culture and
comfortable with. Career did not cover. Bonus Skill Points are detailed on
page 27.
information over to your Hero Sheet can save you time 10. Choose Your Powers: Powers are special abilities
and wear and tear on your favorite eraser (or hands if and gifts that make heroes stand apart from the average
you are typing up a digital sheet). Now that you have person, and allow them to do truly amazing things.
everything you need, here are the steps to create your Powers are explained on page 28 and in Chapter 3.
own hero, and the rest of this chapter goes into greater
detail of how it all comes together. 11. Determine Your Allotments and Gear: A hero’s
Allotments are the resources they can call upon to equip
1. Determine Power Level: Every Destined campaign has themselves with gear to aid in their battle against crime.
a Power Level, which determines how potent your Allotments and equipment are discussed on page 31
heroes are. The three Power Levels for campaigns are and in Chapter 4.
Street, Epic, and Paragon, and they are explained on
pages 9 to 11. 12. The Final Details: Who are your hero’s closest
friends and family? Who are their rivals and enemies?
2. Develop Your Hero Concept: Who is your hero? What events happened to them before they took on the
Before you start creating your hero, you need to mantle of a hero? What are the things that drive them
ask yourself this question to help guide the rest of the and stand at the core of what they believe? All of these
creation process. Hero Concept is described on page 12. details are covered in the final step of hero creation
starting on page 33.
8
Step 1:
Determine
Power Level
The Power Level of a campaign
serves as a guideline for the types of
stories you want to tell. Each level
corresponds to specific types of comic
books, and factors in to nearly every
aspect of hero creation. The Power
Level determines how many points
your hero has to spend on their
Characteristics and Skills, and how
many special Powers they have. It
also determines the maximum
amounts they can have in each of the
aspects that measure how your hero
functions in the game. Each of the
steps of hero creation has specific
information on how the Power Level
affects that part of your hero, and the
following summaries of the three
levels will give you an idea of what
each one means and what types of
stories it would work best for. Finally,
there is a summary table below which
details each Power Level so you can Street campaign: gangbangers from the 52nd Street Hundred have
compare them when your group is been been extorting the stallholders in Gemelos City’s food markets.
building its campaign and decide Grim vigilante The Mortician brings the hammer down on the thugs,
which is right for you. and sends a message to their boss, Morax.
Epic
A young hero enrolls at an academy for powered
individuals to learn how to control his special
gifts.
• Example heroes: Dark Horse’s Hellboy, DC’s Teen Paragon heroes are beyond human, capable of amazing
Titans, Marvel’s X-Men. feats, and of facing threats that endanger whole cities or
even the world itself. They often have a wide array of
abilities to call upon, or a few Powers that are versatile
Paragon Campaigns and formidable. While the heroes are more capable, the
people they care about are not, so heroes must work
A stranger from a strange world arrives on Earth looking to diligently to separate their ‘super’ identity from their
protect her adopted home from forces of evil. civilian one to keep their loved ones safe. To them street
crime is still a plague, but their adventures focus more
With super-crime on the rise, a secret government organization on super-criminals who endanger far more innocents
creates a powerful champion in a secret lab to fight back. than the average drug pusher or mob enforcer. In some
cases the heroes must battle cabals of supervillains bent
The elite of the city’s heroes form an unbreakable bond to face on destruction and chaos, or vast secretive
any threat together, no matter what the cost. Organizations that seek to dominate the world.
Determining
Characteristics
In Destined, a normal person has a range of
Characteristics rated from 3 (for someone with
severely limited ability) to 18 (for someone at
the peak of human potential), with a rating of
9 to 10 representing an average score. Heroes
are cut from different cloth than ordinary
people, and the Power Level of the campaign
provides a pool of points, used to assign
numerical values to the seven Characteristics,
which determine their ratings.
* Standard: 14, 13, 12, 11, 11, 10, 9 * Standard: 18, 16, 14, 14, 13, 13, 12
* Balanced: 12, 12, 12, 12, 11, 11, 10 * Balanced: 15, 15, 15, 14, 14, 14, 13
* Focused: 16, 13, 13, 11, 10, 9, 8 * Focused: 20, 17, 16, 13, 13, 11, 9
15
Destined
Looking over the final numbers, Sam notes that Step 5: Determine
Shadowstalker is as strong and tough as most
people of his build and size, and while he is not Your Attributes
without his charms, he doesn’t have enough self-
confidence to really push himself harder to learn. A hero’s Attributes represent the second part of their
He is very quick, and his strong inner spirit will help raw natural ability, although where Characteristics are
fuel his special gifts and let him call on a little luck general gauges of a hero’s physical and mental abilities,
to get out of tight spots. Attributes have specific purpose within the Destined
game. They are based on one or more of a hero’s
Characteristics and the Power Level of the campaign.
While the standard point buy system works well for Most Attributes come into play when the hero is
determining Characteristics and keeps things balanced, involved in conflict, especially combat against the
some players may prefer different options when criminals and villains who wish to do them harm.
crafting their heroes. The following three options are Attributes determine how often your hero can take
available with the Games Master’s permission. Keep in action, how hard they hit, how quickly they react to
mind the maximum Characteristic limit given above for threats, and how much punishment they can take
each Power Level. before falling. They also cover other important aspects
of the hero such as how quickly they move, how fast
•Dice Roll: Based on the Power Level of the campaign, they recover from injury, and how much they can call
roll a number of dice for each Characteristic and assign on luck and special tricks with their powers.
values as appropriate.
* Street: Roll 3d6 for STR, CON, DEX, and CHA; roll Action Points
2d6+6 for SIZ and INT.
* Epic: Roll 4d6 and drop the lowest result for STR, When heroes come into conflict with their foes, the
CON, DEX, and CHA; roll 3d6+6 and drop the lowest game switches to Combat Time (see page 150) and a
result for SIZ and INT. hero’s Action Points determine how often they can act
16
2. Hero Creation
or react while facing danger. Each time a hero takes an Derived Action Points
Action, or reacts to a threat, they must spend one of
their Action Points. The Combat chapter starting on INT+DEX Action Points
page 149 goes into detail about how conflicts work 12 or Less 1
within Destined. Heroes gain a number of Action Points 13-24 2
physical strength and size might apply, they may inflict Each additional 10 points Continue progression as above
The hero’s Healing Rate determines how quickly To calculate Height and Weight, cross reference SIZ
their injuries heal, and they recover Hit Points equal to with the body frame selected. The result is a range of
their rate to every wounded part of their body after a values that your hero’s Height and Weight falls into.
certain time has passed. The amount of time it takes to You should choose the actual value from within this
heal naturally depends on the type of wound the range. Note that some powers can alter your SIZ, so this
location suffered, and full rules for how healing works chart can help determine what your new values are
in Destined can be found on page 191. A hero’s Healing after your form changes. The Height and Weight Table
Rate is based on their CON. can, of course, be used to determine the physical
properties of anything, but is primarily designed to
Healing Rate reflect humanoids. Other creatures (such as animals or
aliens from a distant planet) can have more extreme
CON Healing rate body frames beyond those given here.
6 or Less 1
7–12 2
13–18 3 Hit Points
Each 6 additional points +1
18
2. Hero Creation
and SIZ added together. game somehow manage to survive odds that seem
insurmountable, and Luck Points are what helps keep
While Street heroes fall in the same ranges as normal them alive. A Luck Point can be spent to allow the hero
people for most things, those of the Epic and Paragon to do any of the following:
Power Levels are beyond what is considered “normal,”
and can withstand a bit more punishment than the • Reroll an unfavorable die roll to try to get a better
typical person. When calculating Hit Points for your result.
hero, apply the following modifiers to the Hit Point • Turn a severe injury into a lesser wound.
value for each Hit Location, based on the Power Level: • Act when the hero has exhausted all of their Action
Points for the round.
• Street: No modification • Regain lost Power Points that help fuel some of the
• Epic: +1 hero’s special abilities.
• Paragon: +2
More detailed rules for how Luck Points come into play
Initiative Bonus can be found on page 197. When a hero spends one of
their Luck Points, it is no longer available for that game
Reaction time is critical when the hero is in danger, and session and once all their points are gone, the hero is
it can literally be the difference between life and death. literally out of luck! A hero regains their Luck Points at
A hero’s Initiative Bonus helps determine when they act the start of a new game session, although the Games
in combat situations, which is added to their Initiative Master may grant a hero an extra Luck Point during
Roll (see page 152) at the start of the conflict. The the session after a bold action, a funny comment, or
higher the bonus, the faster the hero can react when something else the player does that adds to the
danger strikes. Worn armor hampers reaction speeds enjoyment of everyone playing. Note that if the hero
and lowers the Initiative Bonus (see Bulk page 129), so somehow ends the session with more Luck Points than
the hero must decide if the protection offered is worth their starting value, at the start of the next session their
the cost. A hero’s Initiative Bonus is equal to the total is reduced to their normal starting amount. A
average of their DEX and INT. hero’s Luck Points are based on their POW.
19
Destined
setting of superhero stories, many heroes have their difficulty with modern technology, even viewing it as a
roots in rural settings. form of magic or something even more sinister.
A hero from a Rural Culture usually comes from the A hero from an Archaic Culture sometimes comes
heartlands and farming regions of the campaign into the modern world purposefully, or is sometimes
setting. They may still reside in that area, or have taken from their home and thrust into a society far
moved to the “big city” before the campaign starts, but beyond what they know. Like their Rural counterparts,
the common trope in comics is that the rural hero the archaic hero is often a fish out of water, but over
maintains their small town personality in stark contrast time they learn to adapt to a new home. The Archaic
to fast-paced city life. The Rural Culture can represent Culture represents any society that does not have access
any outlying or wilderness area that still has access to at to modern conveniences and technology, and it can also
least some modern conveniences, so it could also be be used for a “lost civilization” that often is based on an
used for poor or underdeveloped countries, isolated ancient or mythological culture, a hidden or alien
space settlements, or insular backwoods communities. primitive species, or even someone displaced in time
from an earlier part of history.
Skills
Skills
Standard Skills: Brawn, Drive, Endurance, Influence,
Insight, Streetwise, Unarmed, Willpower Standard Skills: Athletics, Brawn, Endurance, First
Professional Skills: Boating, Courtesy, Knowledge Aid, Perception, Stealth, Streetwise, Unarmed
(any related to animals or agriculture), Ride, Survival, Professional Skills: Boating, Craft, Knowledge
Track (Limited to archaic topics), Navigation, Ride, Survival
Example Combat Styles: Bar Brawler (Baton, Club, Example Combat Styles: Gladiator (Bola, Club, Net,
Knife, Staff, Thrown Weapons), Survivalist (Axe, Knife, Short Sword, Small Shield), Spear Fighter (Bow, Knife,
Hunting Rifle, Shotgun, Throwing Blade) Large Shield, Small Shield, Spear)
Archaic Advanced
While access to modern technology has spread to most The flip side of Archaic Cultures, Advanced societies
of the world, there are still regions which live by come from a place where technology is far beyond what
traditions and practices that seem primitive by twenty- is considered normal for the modern world. To them
first-century standards. Sometimes this is due to technology is the standard, and many members of the
populations living in remote or difficult to reach areas, Culture are completely dependent on their devices and
but other times their isolation from technology is machines. Members of Advanced Cultures may hail
purposeful. from the future, a hidden enclave of scientists, alien
worlds, or alternate dimensions. In some cases they
Archaic populations live much as humanity did in a share similarities with Urban Cultures, but their tech
time long ago, using simple tools, and keeping their dependency can lead to difficulty with normal
history in written forms or passed down orally via interactions and with performing almost any task
cultural leaders. Their people are very close knit, without the aid of a machine.
working together for mutual benefit and sometimes for
survival. To Modern Cultures an Archaic society can Advanced cultures often have a sense of superiority
seem naïve or quaint, but the people are often self- to cultures they view as more primitive than them. At
sufficient and show more wisdom than those with best they view less advanced people as simple and naïve,
advanced education and technology. and at worst they can be condescending or come across
as arrogant. A hero from an Advanced Culture might
Members of Archaic Cultures may have difficulty live on the edge of modern society, or somehow find
coming to terms with modernized settlements and the themselves there unexpectedly, and can be just as out of
fast paced lifestyle that is the norm. They also may have place as one from an Archaic Culture. Adapting to
23
Destined
simpler or old technologies can be a challenge to the Like Culture, a hero’s Career provides a list of
hero, and if they have a sense of superiority it can make Standard and Professional Skills that make up the most
it hard for them to interact with their so-called common knowledge and training someone received if
“primitive” neighbors. The Advanced Culture they were part of that vocation. When a hero chooses a
represents any society that relies heavily on technology Career, they may also pick up to three of the listed
and cutting-edge knowledge, so it could also be used for Professional Skills and gain them at the base level. If
a time-displaced civilization, a hidden group of there is a Combat Style listed, the hero may choose the
intellectuals isolated from the rest of the world, or one listed or, alternatively, keep advancing one they
people from an alternate timeline where technology has picked for their Culture, if the Games Master agrees it
advanced faster than the campaign setting. fits the chosen Career.
Rural Culture. however. Just like with Cultures, the hero Professional Skills: Boating, Craft (equipment related
should spend all of their Career Skill Points they have to job), Culture (Underworld or Working Class),
available. The following careers are common paths for Demolitions, Gambling, Survival
heroes to take, and players are encouraged to come up
with new Career choices with the Games Master’s
approval. To create a new Career, the player needs to BRAWLER
come up with a list of 7 Standard Skills that pertain to
the vocation and choose up to 6 Professional Skills that Bouncer, Martial Arts Instructor, Street Fighter…
would apply as well. Standard Skills: Athletics, Brawn, Combat Style
(choose five melee weapons), Endurance, Evade,
Insight, Unarmed
ATHLETE Professional Skills: Acrobatics, Craft (melee weapons),
Culture (specific fighting schools or Underworld),
Basketball Star, Gymnast, Mountain Climber… Intimidate, Sleight, Survival
Standard Skills: Athletics, Brawn, Endurance, Evade, Example Combat Styles: Stick Fighter (Baton,
Perception, Unarmed, Willpower Boomerang, Club, Spear, Staff), Urban Samurai
Professional Skills: Acrobatics, Boating, Courtesy, (Compound Bow, Knife, Long Sword, Short Sword,
Gambling, Ride, Survival Sword)
27
Destined
Heroes determine their initial Power Slots based on Static Number of Powers
a Characteristic tied to their Origin. Use the following
Characteristics to determine how many Power Slots you The number of Power Slots you start with is a static
start with as detailed on the table below. value based on the Power Level of the campaign.
All heroes of the same Power Level will have the
• Created and Mutants Origins use CON. Their powers same amount of slots available. This is the most
are tied to the physical changes that occur in their fair and balanced option, but it does remove the
altered bodies. variable aspects of creation that some groups
prefer.
• Experimentation, Technology, and Training Origins
use INT. Their powers are tied to their intellect and • Street Level heroes start with 2 powers.
their ability to learn and retain new information.
• Epic level heroes start with 4 powers.
• Inherent and Mystical Origins use CHA. Their
powers are tied to their inner self, allowing them to tap • Paragon level heroes start with 6 powers.
into the power within.
The maximum amount of powers available,
A Single Power Slot Allows: maximum Limits, and bonus Boosts remain the
same if you use this option. Note that if you use
• 1 Core Power or this optional rule, Power Points remain tied to the
• 2 Boosts POW Characteristic.
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Destined
Like Core Powers and Boosts, heroes can only take a Other Core Powers: Any, with the External Power
maximum number of Limits based on the campaign’s Source Limit
Power Level as detailed below. If the hero wants to add
Limits beyond this maximum (or gains a Limit in play • Metamorph: The Metamorph is a shapeshifter,
somehow that puts them above the normal maximum), altering their body into different forms or even taking
they do not gain any additional Boosts or Core on the form of something or someone else.
Powers from it. The Limits available to heroes can be Primary Core Powers: Growth, Morph, Shrinking,
found in the Powers chapter, with a list of general Limits Stretching
available for any Core Power starting on page 75. Limits Other Core Powers: Adhesion, Close Combat Attack,
that affect the hero as a whole start on page 77, and Duplication, Durability, Heightened Sense, Life
Limits specific to each individual Core Power within Support, Regeneration, Vaporous Form
their descriptions start on page 82.
• Power Armor: The Power Armor uses a suit of high-
tech armor, with the External Power Source Limit.
POWER TEMPLATES Primary Core Powers: Blast, Durability, Flight,
Heightened Sense, Inherent Armor, Life Support
If you are using the quick creation option (see below), Other Core Powers: Close Combat Attack, Deflect,
or if you want to emulate a specific type of superhero Energy Field, Enhanced Strength, Force Field, Savant
from the comics, here are several common categories of
comic book heroes and suggested powers to help bring • Psychic: The Psychic is gifted with powers of the
them to life. Note that the listed Primary Powers are mind which allow them to tap into the consciousness
suggestions that we feel best fit the type of hero and are of others or manipulate the world with a thought.
highly recommended. Full information on all the Primary Core Powers: Empathy, Heightened Sense,
powers below are found in Chapter 3. Lucky, Precognition, Telekinesis, Telepathy
Other Core Powers: Blast, Deflect, Flight with Levitate
• Bruiser: The Bruiser is strong and tough, often Limit, Force Field, Phantasm, Savant, Sensory
serving as a front line fighter, and is the team’s muscle. Overload
Primary Core Powers: Durability, Enhanced Strength,
Inherent Armor, Resistance • Sorcerer: The Sorcerer wields the powers of magic
Other Core Powers: Close Combat Attack, Flight with to create versatile effects to alter reality and bend it to
Single Bound Limit, Growth, Life Support, their will.
Regeneration Primary Core Powers: Blast, Creation, Deflect, Force
Field, Invisibility, Phantasm, Summon, Telekinesis,
• Champion: The champion mixes strength with Teleport
durability and flight, and is considered the generic Other Core Powers: Any, with the Conditional:
power set for superheroes. Gestures and Incantations Limit
Primary Core Powers: Durability, Enhanced Strength,
Flight • Speedster: The Speedster is fast and uses that speed
Other Core Powers: Blast, Enhanced Speed, to confound opponents and rush to save the day.
Heightened Sense, Inherent Armor, Life Support, Primary Core Powers: Enhanced Reactions,
Resistance Enhanced Speed
Other Core Powers: Duplication, Kinetic Control,
• Elemental: The Elemental controls some form of Lucky, Teleport
substance or energy, and all their powers revolve
around this element. • Vigilante: The Vigilante lacks powers, but makes up
Primary Core Powers: Blast, Elemental Control, for it with amazing skill and an array of gadgets.
Energy Field Primary Core Powers: Combat Expert, Enhanced
Other Core Powers: Creation, Entrap, Flight, Force Reactions, Savant
Field, Inherent Armor, Life Support, Resistance, Other Core Powers: Close Combat Attack, Deflect,
Summon Durability, Lucky
Note: Vigilantes often trade Power Slots for extra Skill Points
• Inventor: The Inventor uses technology to emulate and Allotments to allow for better natural ability and gear.
powers or create things on the fly, and often has a wide
array of devices to aid them in crimefighting. • Warrior: The Warrior is gifted with abilities that aid
Primary Core Powers: Creation, Savant, Summon them in battle, sometimes with weapons and
sometimes just with their fists.
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2. Hero Creation
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Destined
Social Status
The Secret Origin of
Shadowstalker, Part 11 A hero’s Social Status serves to define the hero’s general
lifestyle and finances in their civilian life as well as
Social Status
1d100 Status Allotments Modifier Background Resources
01 Poverty -10% to base rating, no more than 10% in One old and worn outfit, outdated, or well-used personal items,
Personal Allotments to start resides at a local shelter or with family
02-15 Impoverished No more than 20% to Personal Allotments Run-down apartment or home, uses public transportation, other
to start inexpensive personal possessions
16-50 Working Class No more than 30% to Personal Allotments Apartment or small home, later model used vehicle, moderately
to start priced personal possessions
51-90 Middle Class No restrictions to start Comfortable apartment or modest home, recent model vehicle,
high quality possessions
91-99 Professional +10% to Personal Allotments to start One or more luxurious dwellings, new high end vehicle, many
Class expensive personal possessions
100 Wealthy +20% to Personal Allotments to start Several luxurious dwellings or a stately mansion, several luxury
vehicles, personal servants, and assistants
32
2. Hero Creation
The hero Sky Raven has a Background in weird science • Are they still involved in it?
(Technology Origin). Here she tests one of her high-tech
inventions, a device to sabotage Animus cyborgs. • How exactly did they get their
powers?
But those are only pieces of a larger puzzle, and taking
time to map out some significant or life-changing events • Did they make any enemies along the way? Do those
in the hero’s life can help further explain who they are people still have it out for the hero?
now. Was there some great tragedy or triumph? Did
they come from a loving household or were they vat- • Are they involved with any important Organizations
grown in a lab? Were they affected by some great power or groups?
or were they part of a world-changing event? These
extra details can be very important in shaping a hero’s
beliefs and motivations, and give threads the group can Important People
pull on to further explore each of the heroes involved
in the campaign. As we move through the world we encounter people
who touch our lives, people who have the most
Players are encouraged to come up with some key influence and impact on us, and heroes are no different.
Background Events that occurred in the life of their They have family, friends, romantic interests, and allies
heroes, writing out a few or coming up with pages of who are the ones they try to defend over all others.
backstory if they are so inclined. Background events They also have bitter rivals and enemies who motivate
34
2. Hero Creation
35
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36
2. Hero Creation
37
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38
2. Hero Creation
39
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40
2. Hero Creation
41
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42
2. Hero Creation
them to be the better person. Part of defining who the anything to protect. For superheroes, that often means
hero is also involved detailing the people who are most an intricate web of lies to keep them safe. Despite being
important to them, for good or for ill. While you don’t the ones closest to him or her, the hero often hides their
need to write out the name of your hero’s great-aunt, double life from their family more than anyone else
their high school acquaintance, and the guy in the around them. Usually this is done to keep them safe
mailroom at work, taking time to figure out the most from their enemies, but it can also be out of fear that
critical people in their lives can not only help develop they will judge the hero’s decision to risk their life, or
your hero’s background and character, but it also gives worse yet, they will try to become involved in that part
the Games Master people to use to help make the stories of their life and be at risk.
more personal to you and your hero.
You are welcome to describe any significant family
When determining who the most important people members and close friends the hero would have
are for your hero, there are two groups to consider. moderate to frequent contact with. The hero’s parents,
First, who are the hero’s family? These can be blood who live across the country and they video chat with
relatives, adoptive or foster families, spouses or love once a week, are probably not going to factor into many
interests, or close friends who are viewed like relatives. stories, but their feisty grandfather who they live with
The second group to consider are the hero’s allies, will most likely get caught up in a few adventures. At
contacts, rivals, and enemies. While the hero may not this stage they only need a name, the nature of the
share the intimate connection they have with their relationship, and maybe a note or two about interesting
family members, this group can be equally important details or quirks they have. When detailing the hero’s
because it tell you who your hero can call on for help or family, consider the following questions:
information, and who they have to worry about. You are
welcome to come up with as many as you feel are critical • Do they live in the same area as the campaign setting?
or important enough to flesh out for both types, or if
you are unsure you can roll on the tables below to give • Are they close to the hero, or is there some distance or
you a starting point for developing these important conflict there?
people in the hero’s life.
• Are they aware of the hero’s powers?
Friend or Foe? • If any of the hero’s family is dead, are they really
dead?
1d4 Relationship
1 Ally
• Do any family members have secrets of their own?
2 Contact
3 Rival
• Are they biologically related to the hero? If not, is the
4 Enemy
hero aware?
Family Complications
1d10 Trouble
1 The family member’s health is fragile and any significant shock will cause them serious problems.
2 The family member is part of a group in the setting that actively opposes or hates superheroes.
3 The family member is nosy and is always showing up unannounced.
4 The family member disappeared mysteriously a long time ago.
5 The family member had some hand in the hero’s Origin and is hiding it from the hero.
6 The family member is romantically involved with one of the hero’s rivals or enemies.
7 The family member is romantically involved with one of the hero’s allies or teammates.
8 The family member was dead, but somehow is alive again.
9 The family member is starting to manifest powers of their own.
10 The family member is secretly a villain.
44
If you would prefer to let the dice
make the decision for you, roll 1d4+1
to determine the number of significant
family and friends who are a regular
part of the hero’s life and then decide
what each one’s relationship is to the
hero. If you want to spice things up,
consider rolling on the table below for
some complications related to one or
more of the hero’s family.
Allies, Contacts,
Rivals, & Enemies
Although they are not as close as the
hero’s family, the other important
people in their life can have just as
much of an impact on the hero. These
are people whom the hero has built
positive or working relationships with,
or past conflicts have turned them into
people who want to see the hero fail or
come to harm. Each one serves a
different role within the hero’s life:
but they also have mechanical effects that can both aid
The Secret Origin of the hero when someone tries to force them to
Shadowstalker, Part 12 compromise their values, or hinder them when they
need to act against their true nature.
When thinking about your Origin, think about how Starting Passions
it would have affected someone if it had occurred to
them, or internalize it and think how it would affect you. Beginning heroes can choose up to three Passions, each
If you were given fantastic powers after a strange event based on two Characteristics in the same way as Skills
or tragic accident, would you want to use those powers are calculated. The most important Passion gains a
to protect others or for your own gain? If there are bonus of +40, the next gains +30, and the last adds
mysteries around that event, would you seek out +20 to the base value. As mentioned above, Passions
answers? How would it change the way you see the should be tied to some aspect of the hero, such as their
world and yourself? Would it make you value certain Origin, their Career, Background, or the important
people in your life more, or would you want revenge on people in their life. They can also represent ideals that
someone who was responsible for what happened? guide their actions, such as morals, a code of conduct,
Tying your hero’s Passions to their Origin cements its or deep-rooted fears and phobias. Refer to the table
importance in their life and helps you build from those below for some suggested starting values for Passions.
events as they develop and grow.
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Destined
• To Augment another skill, reflecting the depth of the • Finally, Passions can be used to resist some forms of
hero’s feelings and how it drives them. When used in psychological manipulation or Powers that control the
this way the Passion adds 1/5 of its value to the skill hero’s mind. If the hero would be forced into taking an
being used, as long as the Games Master rules the action that would Oppose one of their Passions, they
augmentation is appropriate for the situation. For may substitute the Passion’s rating for Willpower in
example, a hero’s love is in danger and he asks to Augment his attempts to resist the effect. For example, if the hero was
Parry check with his Passion to block an attack aimed at her. under the control of a villain and was asked to fire his blasts
into a group of police officers, he could choose to roll against
• Passions can be used in situations where the hero may his Protect the City Passion instead of his Willpower to resist
be conflicted as to the best course of action to see if their the command.
Passions direct their choices. This type of use is only
appropriate if the situation either involves the object of
the Passion, or one course of action would come into Connecting Passions
direct conflict with it. The hero makes a check against
their Passion rating. If the roll is successful, the hero Heroes forge strong bonds with each other in their
acts in line with their Passion. If the roll is failed, the never-ending battle against villainy, and establishing
hero can act freely and is not constrained by their connections between teammates can help strengthen
Passion. For example, a hero with a Passion to Protect the these bonds. Passions can serve as a means of
Innocent must decide if he should pursue a villain to finally developing not only the individual hero, but also the
capture him, or stop and deal with people in a trapped car who entire group of heroes by connecting them via
may be in danger. If he fails his check, he dashes off after the previously established relationships or shared ideals.
villain, but if he succeeds he must follow his beliefs and let the This can also explain why the heroes came together in
villain escape so he can help the citizens. the first place, and what keeps them together through
the danger and adversity they face on a daily basis.
• Passions can be used to Oppose other Passions, even When players are developing their group, they should
those held by the same hero, when they come into consider linking some or even all of the heroes
conflict. This is handled as an Opposed check (see page by connecting Passions that represent the ties that bind
56) between the Passion of the hero and whoever they them together.
are opposing, or their own conflicting Passion. For
example, a hero has just learned his beloved father was taken A good example of this in comics is Marvel’s First
to the hospital, but he also knows the city he has vowed to defend Family, the Fantastic Four. Sue and Johnny Storm are
is in peril. In a case such as this, the hero would roll an siblings, Ben Grimm and Reed Richards are friends,
Opposed check between the two Passions to determine which one and Sue and Reed are romantically involved. All of
takes priority in the situation. these relationships would be Passions within Destined,
helping to motivate the heroes and keep them together
48
2. Hero Creation
even when they disagree or squabble. As mentioned change their outlook on their life and the world around
above this link can even be similar values and ideals. them, the Games Master may rule that the hero can
DC’s Superman and Batman are polar opposites in their add a new Passion related to it. The new Passion starts
methods, but they share a deep Passion for justice that at the base level as listed above and if the experience
makes them staunch allies and friends. that created it was especially emotional, complex, or
challenging, the Games Master may add or subtract
Even heroes who are bitter rivals have a strong points based on the Deepening and Waning table
connection that motivates them and links them together. above. For example, a hero just learned that the villainous
As the players create their heroes, they should consider Organization Animus murdered a close, long-time ally after he
developing some connecting Passions to strengthen the got too close to uncovering their operations. The hero’s player
team of heroes and create roleplaying opportunities believes this will deeply affect him and fuel a burning hatred
based on these drives. of the terrorist group. The Games Master rules that the hero
may add the “Take Down Animus” Passion at a base level
From a mechanical standpoint, creating connecting equal to her POW+INT to reflect this new drive.
Passions also helps with something called Team Luck
Points, a pool of extra Luck Points the whole group has
access to. Each hero with a Passion that links them to
another teammate adds an additional Luck Point to this
pool to represent the linked fate heroes have with their
allies. For more information on Team Luck Points and
how they work, see page 198.
Changing Passions
A hero’s Passions can fluctuate over the course of their
career, growing and ebbing as the hero’s life changes.
This is called Deepening and Waning, and it often
results from an encounter that either bolsters or shakes
the hero’s convictions. The amount of change depends
on how much the Games Master believes the situation
would affect the hero’s beliefs, and some example
amounts are shown below. The event that triggers it
should be something significant to the hero and it
should not be the result of something random such as a
good or bad die roll. The Games Master should also not
arbitrarily change a hero’s Passions without good reason
or as a punishment, but it can be a result of a player not
following their Passions or making an effort to actively
oppose them. For example, if a hero who has always been
against violence suddenly starts smacking around every
criminal he sees, there is a good reason to start lowering his
Violence is Never the Answer Passion. Usually a Passion
should only Deepen or Wane once over the course of a
single session unless circumstances would dictate several
changes. Heroes may also spend Experience Rolls to
increase or even decrease a Passion if they wish, and
rules for that are covered in the next section.
game. But players and Games Masters have busy 4. Determine Attributes: These are determined
lives that don’t always allow for extended time as normal.
crafting heroes, and sometimes players just want
to get to the action and sock a few supervillains in 5. Skills: Players choose seven Professional Skills
the jaw. for the hero and assign the values listed in the
“skill pyramids” below to the base value of any
As an optional rule, here are some rules to help Standard Skill or any of the Professional Skills
speed up the process and get into the game faster. trained. All of the skill pyramid values must be
used, and no skill may receive more than one
1. Power Level: The Games Master and the value from the pyramid.
players decide the campaign Power Level as
normal. 6. Powers: These are determined as normal
from Chapter 3.
2. Hero Concept and Origin: The player still
chooses an Origin and basic concept, but it should 7. Gear: This is determined as normal, chosen
be limited to describing the hero’s abilities. For from Armor, Weapons, and Super Gear described
example, Mutant Fire Elemental or Technological in Chapter 4.
Gadgeteer.
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3. Skills
Skills
T
he nefarious Scatter Brain’s bomb is strapped to • 1–25%: an amateur or dabbler
Mayor Locke, the time ticking down with audible
clicks as the desperate politician’s eyes bulge and • 26–50%: a novice or apprentice
sweat drips down his forehead. The hero Nightleaf
only has seconds left before the mayor and most of City Hall is • 51–75%: a trained professional
destroyed in a massive explosion. The only problem is should he
cut the blue wire or the green wire? • 76–100%: an expert in the field
When a hero is faced with a difficult task or must rely • 101%+: mastery, one of the best in the world
on their own knowledge to overcome some obstacle,
they turn to their skills to help them. Skills represent a
combination of natural ability and focused training in Using Skills
specific fields that encompass a wide range of different
things the hero can attempt during the course of an Using a skill is a simple process in Destined. When the
adventure. They are used when the success of a task is hero is faced with a challenge or task that could be
not absolute, and failure could have real consequences resolved by their ability or training, roll 1d100 and
for the heroes. Driving to the grocery store should not compare it to the relevant skill value:
require a skill test, but driving through busy streets
while pursuing an escaping bank robber should. The • If it is equal to or less than the skill value, the check is
dice should only come into play if the given situation a Success. The task is achieved as expected or the
has some effect on the story, and the goal of a skill check challenge is overcome.
is to add tension and drama to a given scenario the
heroes are involved in. Even failing at the task can help • If the roll is equal to or less than one-tenth the skill
drive the plot in new directions, or make the players value, it is a Critical Success. The task is achieved better
think of a new way to overcome a challenge. Skills are than expected, providing some perk or benefit to the
rated in a percentage score that reflects the chance the hero based on what was attempted. Perhaps it took less
hero has to succeed at the given task, so a hero with 65% time than expected or extra information was found.
in their Athletics check should succeed 65% of the time
under normal conditions. Sometimes this rating is • If the roll is greater than the skill value, it is a Failure.
modified by the relative ease or difficulty of the task, The task did not achieve the intended results or the
and this modifier is known as the Difficulty Grade of the challenge was not overcome.
task and it is explained below. While skill level does not
equate to a specific measure of ability, as a general • If the roll is a 99 or a 00, it is a Fumble. Not only was
guideline the following are rough examples of what a the task failed, but the hero suffers some additional
rank in a skill means: setback or is put in greater peril.
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3. Skills
53
Destined
modifiers involved. If all the modifiers are of the same • An Augmenting skill increases the rating of the active
type, simply use the best or worst applicable one for the skill by twice its Critical range (i.e. 20% of the skill), but
roll. For example, a hero who is attempting a Mechanisms the chances of a Critical Success and Fumble remain
check to repair her motorcycle is using poor quality tools (Hard unchanged from the base skill. For example, Captain
difficulty) and she is trying to do it in a garage at night with Monarch is attempting to pick a biometric lock to gain entry
no good light source (Formidable difficulty), so for her final into a villain’s lair. He has Mechanisms at 64%, and the
check she would make her check at Formidable difficulty. If Games Master rules he can use his Electronics of 54% to
there is a mix of positive and negative modifiers, count Augment the attempt. His final skill rating for the check is
the number of steps the negative modifier is from 76%, but he still only scores a Critical Success on a result of 07
Standard difficulty, and then calculate the final or less.
difficulty using the positive modifier as the base. For
example, if in the example above the hero had good quality tools • To aid another hero, the assisting hero must be
(Easy difficulty) instead, she would change the Formidable trained in the skill in question and have some means of
difficulty for the poor lighting to two negative steps from communicating or interacting with the person they are
Standard and modify the Easy check for a final difficulty of aiding. This is treated as Augmenting as normal, but
Hard for the roll. uses the twice the Critical range of the aiding hero. The
person being aided gains the bonus to their next check
with the active skill. If the aid occurs in combat, the
Retrying Skills hero providing the aid must use an Action Point to
grant the bonus. For example, if Captain Monarch is aiding
There are times when a hero is in a situation where they an ally in picking the lock instead, he would increase their skill
failed at a task but could potentially try again because rating by 14%.
there is no serious, immediate consequence of Failure,
such as climbing over a fence or picking a lock with no • When a Core Power can be used to Augment a skill,
risk of being seen. The Games Master may permit a the skill check is one Difficulty Grade easier. For example,
second attempt at the check, but at one Difficulty Grade Shadowstalker is attempting to cross a trapped floor in a hidden
harder to reflect a lack of confidence on the hero’s part temple under the streets. His Enhanced Speed would aid him
from the first Failure. If this second attempt fails, the in crossing the pressure plates fast enough to be past the dart
hero is assumed to have tried their best and needs to launchers before they activate, so the Games Master allows him
find a different solution to the task at hand. to make an Athletics check at one grade easier to attempt to
bypass the trap.
Augmenting Skills
Capping Skills
Sometimes knowledge in one skill can help with the use
of another, and in game terms this is referred to as To ‘cap’ a skill with another means that for a particular
Augmenting. The skills in question must either be roll, the primary skill is restricted by the value of a
related to each other, or the player must give good secondary skill, providing the latter is lower. This is
reason why one skill can help with another. The Games normally done in situations where a hero’s full
Master has final say if the Augmenting is allowed and knowledge or ability is limited by unusual
should be careful to not allow it to be used to the point circumstances.
of abuse. The active skill can only be Augmented by a
single other skill, and heroes can also try to Augment Capping is a useful alternative to applying a
the action of another hero who is visible and able to difficulty modifier, especially in circumstances where
hear the aiding ally. This also includes a scenario where the hero is limited by their own capability. For example,
the hero is assisting another over a communicator or via the hero Torc has pursued Baron Malycer all the way to Peru
telepathic contact, as long as the task is something that in an effort to stop the villain from discovering a powerful
someone could guide someone through via voice (or weapon left behind by an ancient civilization. In a small
thought) alone. There are also times a hero may use mountain village he attempts to persuade the elder to tell him
their Core Powers to Augment a skill check if the power the location of a lost Incan temple using his Influence skill of
in question could provide a benefit to that skill’s use. In 66%, but the woman only speaks Spanish and Torc’s skill in the
most cases the Power description itself details how it language is only 24%. While normally Torc is pretty
can be used to enhance certain skills, but additional persuasive, the Games Master rules his limited command of the
rules are provided below for creative usage of powers to native language will hamper his charms and his Influence roll
help with skill checks. Augmenting and aiding work is capped at the value of his Language (Spanish) skill.
as follows:
54
Shadowstalker is being chased across the roofs of the Ossuary slums by Jade Tiger ninjas who are after
his head. He makes a death-defying leap across the chasm between two buildings in an attempt to
shake off the pursuing assassins.
In Team Rolls, success is cooperative, with everyone Normally Team Rolls are used by the Games Master
involved reaping the benefits of a single success roll. for groups of supporting characters in the story, but
After the skill needed is determined, one roll is made they can also be used when several heroes need to make
using the highest value of all members of the group. If the same check and it could affect the group as a whole.
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3. Skills
Extended Tasks
Using Extended Tasks
Sometimes the tasks a hero faces can’t be resolved in a
single die roll, because a simple Success or Failure is not Attempting an Extended Task requires a roll against the
the best way to decide the outcome. Perhaps the hero relevant skill, just like any other skill check, but
needs to know how long it takes to complete a task, or attempts are made for each Task Round of the task or
the Games Master wants to draw out a non-combat until the goal is achieved. For each check, the Level of
challenge to ramp up the tension. In those cases, Success is tallied and shows the percentage of the task
Extended Tasks can be used to determine what that is completed as shown below:
happens. Extended Tasks use a series of skill checks,
with each successful roll contributing to the overall • Critical: 50%
completion rate of the task towards the end goal. The • Success: 25%
goal of each Extended Task must be established before • Failure: 0%
the checks are made, such as completing an invention, • Fumble: -25%
reaching the destination, or evading capture from
pursuers (see Chases on page 183)
in that each participant rolls in isolation from each used in Combat when the hero’s strength applies to
other, attempting to reach the end goal before each moving a foe or preventing themselves from being
other. The winner of the task is the one who reaches grappled or moved. To determine how much a hero can
100% first, accomplishing whatever they set out to do lift, see the Feats of Strength rules on page 190.
before the opposition. It is possible that multiple
participants may reach the goal at the same time, and in • Critical: The hero lifts more than normal or does
that circumstance the final result can be resolved like a more damage to whatever is being broken.
Standard Opposed Roll based on the final check, or the • Fumble: The hero drops what is being lifted or pulls
Games Master may simply rule they both succeed at a muscle.
their respective goals simultaneously if it would make
sense for the situation.
Combat Style (STR+DEX)
Exceptional Effort Combat Style is training in specific weapons and the
techniques to use them in battle. The hero chooses five
At times a hero will succeed at an Extended Task before specific weapons (i.e. light pistol, baton, crossbow, and
the given time limit is up. They may choose to stop, or so forth) that the skill applies to, and the Games Master
attempt further skill checks to see if they can achieve may allow it to be used for weapons similar to those
exceptional effort. The main risk of continuing on is known (such as a longsword if the hero knows
that a Fumble might turn a well-earned Success into shortsword) at one Difficulty Grade harder. Heroes may
Failure, but if successful the end result will be much choose “Powers” as one of the options to apply their
better than expected. Perhaps a created machine Combat Style to offensive powers that require an attack
functions more efficiently, a negotiation produces better roll (see the Powers chapter, page 80). Heroes may not
results, or research reveals more information than learn to use Improvised Weapons as part of their
expected. The Games Master determines what benefit, Combat Style, but see the Combat Expert power on
if any, a success level past 100% provides. page 85 for options to help with makeshift arms. Heroes
may learn additional Combat Styles that include
different weapons as if learning a new Professional Skill
Standard Skills (see page 72). The effects of a Critical Success or Fumble
in combat are detailed on pages 156-158.
Standard Skills are common to everyone. They
represent abilities and skills that nearly everyone has at
least some aptitude in even without formal training. Conceal (DEX+POW)
Conceal is the ability to obscure or disguise objects that
Athletics (STR+DEX) are large in size or in scale. A hero could use it to hide a
vehicle behind some crates, cover their tracks on a trail,
Athletics covers a wide range of physical activities, or camouflage a trap they are setting. Conceal is
including climbing, jumping, running, and swimming. countered by the Perception skill, or Track when
It is used most often when the hero tries to accomplish covering a trail.
a physical task related to movement or wants to push
themselves to go faster while moving. Detailed rules for • Critical: The hero has hidden the object so
how movement works are found on page 198 onwards. cunningly that attempts to discover it are one
Difficulty Grade harder.
• Critical: The hero climbs more quickly, jumps • Fumble: The hero’s attempt at concealing backfires
further, or manages to run or swim faster. See page spectacularly, with the object falling, rolling, or
199 for more details. blowing out of its hiding place so blatantly that it draws
• Fumble: The hero falls, twists an ankle, tears a the attention of everyone nearby.
muscle, or begins drowning.
Deceit (INT+CHA)
Brawn (STR+SIZ)
Deceit covers all instances where a hero attempts to
Brawn is the efficient application of technique when mask the truth through barefaced lies, misleading
using raw physical force. The skill covers lifting, someone, or bluffing. The skill also covers instances
breaking things, and contests of strength, but it is also where hiding true emotions or motives is necessary
59
Drive (DEX+POW)
Drive covers the control of motorized ground vehicles,
from motorcycles to 18-wheel trucks. Drive rolls are
needed when a hero wants to do something out of the
ordinary with a vehicle – traverse treacherous terrain,
jump obstacles, and so on. It also includes the ability to
make basic repairs and perform routine maintenance,
but fixing more substantial problems requires the
appropriate Craft skill. See the Vehicles section on page
139 for more information. If a hero prefers to get
around the city via ridesharing and has little knowledge
or ability in driving, they can use the base percentage to
still attempt to maneuver a vehicle.
(feigning pleasure when one is bitterly disappointed • Critical: The hero not only fights off the condition, but
perhaps, or attempting to seem welcoming and open checks to resist it for the next hour are one grade easier.
when the opposite is true). Deceit forms a counterpart • Fumble: The hero is completely overwhelmed and
to the Insight skill, and can be used to Oppose Insight either becomes Incapacitated or automatically fails the
rolls when others are attempting to discern either truth next check to resist an ongoing situation.
or motive.
• Critical: The hero has pulled off the deception to Evade (DEX x2)
the point where the truth will not be questioned in the
future by those who are subject to the trickery – unless Evade is used to escape from known impending danger,
something happens to expose the truth. and can be used against attacks, avoiding traps, and
• Fumble: This represents a miserable failure to generally getting out of the way of a potential physical
deceive – one so transparent that others may have hazard. Refer to the Combat chapter (page 154) and the
difficulty believing the hero at a future time. section on Perils (page 201) for how Evade is most
commonly used.
Research (INT+POW)
Research uses various resources such as a
library, newspaper archives, or the internet to
discover desired pieces of information. A
successful check provides the heroes with the
information they are seeking if it is available
Using her research skills, Eclipse uncovers the network of on the source they are searching. If
shell companies and offshore trusts that fund Dr Vellaro’s attempting to get information from other
crime sprees and super-weapons development. people, social skills such as Influence or
Deceit are used instead.
same percentage is used for both. The hero must
specify their Native Language during creation. Keep in • Critical: The hero gains additional information
mind languages change all the time, and this skill covers about the subject being researched beyond what the
knowledge of things such as common idioms, slang, and check would have normally found.
terminology used for communication on electronic and • Fumble: The hero either finds the wrong
social media platforms. Typically heroes should never information or a source of misinformation about the
have to roll to speak their own language, but if someone topic, and subsequent checks related to it are one
is using technical terms, or obscure wording, or when grade harder.
dealing with a particular subculture within the native
speaking population the Games Master may require a
roll to see if the hero understands. Native Language can Stealth (DEX+INT)
also be used to complement other skills, such as finding
the best wording for a speech or when writing Stealth is the skill of hiding oneself or moving while
something. As mentioned in the Hero Creation chapter, making minimal or no sound. It not only covers the
all starting heroes gain a +40% bonus to Native physical action of the hero to remain undetected, but
Language at creation. also utilizing things like shadow, concealing objects, and
distractions. Stealth is usually Opposed by the
• Critical: The hero is able to express themselves so Perception or Track skills.
eloquently that subsequent checks with the person
conversed with are one grade easier. • Critical: Any subsequent checks to try to notice the
• Fumble: The hero either says the opposite of what hero are one Difficulty Grade harder.
was intended or manages to offend the person they • Fumble: Instead of hiding, the hero does something
are conversing with, making subsequent checks with to make their location obvious to all onlookers.
that person one grade harder.
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3. Skills
the environment as part of movement, and also to help Computers (INT x2)
mitigate damage from falls (see page 189). Acrobatics
can be substituted for Evade if the situation warrants it The Computers skill reflects the hero’s ability to solve
and the hero has room to maneuver, and if successful complex problems or extract complicated information
the hero does not end up prone after the evasion. using computer systems – be it through programming
code, detailed use of a particular piece of software,
• Critical: The hero moves faster, juggles more hacking, and even diagnosing/repairing software and
objects, or reduces the damage from a fall even hardware problems. General use of Computers does
further. not usually require a roll, while searching for readily
• Fumble: The hero drops what was being juggled or available information uses the Research skill.
falls, suffering an injury. If used to reduce falling
damage, the hero lands hard and suffers damage as • Critical: The hero resolves the situation in half
if the fall was the next damage level higher (see the normal time, or gains a backdoor into another
page 189). system that makes subsequent checks to access it one
grade easier.
• Fumble: The hero’s computer system crashes or
*Art (POW+CHA) acquires a virus, requiring repairs before it is usable
again, or another computer gains access to the hero’s
The Art skill covers the various creative forms of art, be system, learning her location and identity.
they visual or using the written word. Heroes can use
the skill to create a work of art, or to evaluate the quality
and value of artwork they see. Upon taking the skill the Courtesy (INT+CHA)
hero must choose a Specialization representing the type
of art that they know best. Some example This skill covers understanding how to act
Specializations for Art are listed below. appropriately in a social or formal situation: modes of
address, rituals, and conventions of behavior. It
Example Specializations: Crafts, Drawing, Literature, includes everything from whom to bow to and when, to
Painting, Photography, Poetry, Sculpture how low; from when to use a particular title or piece of
silverware, to when it is appropriate to act informally. It
• Critical: The hero’s art is flawless and earns the hero is the most essential skill for faithful butlers everywhere.
far more than normal, resulting in a bonus to the
hero’s Personal Allotment Rating equal to twice the • Critical: The hero is so impressive that subsequent
Critical range of the Art skill for the next session. In checks in the situation are one grade easier.
social settings, the art impresses all who see it and • Fumble: The hero does something embarrassing or
checks to Influence them are one grade easier. humiliating, and no further social checks are possible
• Fumble: The art is flawed, amateurish, or offensive, in the situation after the Fumble.
hurting the hero’s reputation within the community
for that particular form of art.
*Craft (DEX+INT)
Boating (STR+CON) Craft is the skill of designing and creating small or
personal scale objects that do not have complex
Boating includes the operation of non-motorized electronics. Craft can be used to forge blades, build
(propelled by oars, paddles, or sails) and motorized houses, or piece together a hero’s flowing leather cape.
water vehicles from speedboats up to large yachts and Each different area of expertise requires its own
submarines. It also includes the ability to make basic Specialization, allowing heroes to create items of that
repairs and perform maintenance, but fixing more type if they have the proper tools and raw materials.
substantial problems requires the Mechanisms skill. See Many Craft checks are Extended Tasks, and adding in
the Vehicles section on page 139 for more information. electronics or complex gears requires other skills such
as Electronics or Mechanisms to be used in conjunction.
• Critical: The hero coaxes more speed from the
vehicle or reduces the time of a journey. Example Specializations: Blacksmith, Bookbinding,
• Fumble: The vehicle suffers a malfunction or a Carpentry, Glassblowing, Gunsmith, Leatherworking
crash. If using the Vehicle rules (see page 139), the
vehicle suffers 1d3 System Hits to a random location. • Critical: A Critical Success creates an item of
superior quality.
64
• Fumble: A Fumbled roll creates an item that
is functionally useless and valueless.
Alternatively an accident occurs during the
crafting process, causing damage to property,
stock, or the crafter themselves; a pottery kiln
collapsing or a smith striking his hand with a
hammer, for example.
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Destined
• Fumble: The electronic device is severely broken, Allotment Rating equal to twice the Critical range of
causing future Electronics rolls to be one Difficulty the Gambling skill for the next session.
Grade harder. • Fumble: The hero loses a substantial amount,
resulting in a reduction of Personal Allotment Rating
equal to twice the Critical range of the Gambling skill
*Engineering (INT x2) for the next session.
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Destined
• Fumble: If conducting an experiment, it goes wrong passionately in love (or lust). Subsequent skill rolls
and either produces a dangerous or embarrassing taking advantage of this attraction become one
result. If searching for information, the hero believes grade easier.
the wrong information is correct and subsequent tests • Fumble: A Fumble ends up causing emotional hurt
related to the information are one grade harder. or insulting the target. This completely ruins any
further chances of Seduction for the time being; it also
makes subsequent skill rolls one grade harder. A
Seduction (INT+CHA) disastrous Seduction attempt can lead to intensely
grave consequences.
Seduction is the romantic or sexual persuasion of
another person. It uses explicit signals – verbal and
non-verbal – to elicit a positive response and foster Sleight (DEX+CHA)
attraction to the hero by the intended subject. Using
this skill takes a significant amount of time: successful Sleight covers attempts to palm or conceal small objects
Seduction may take hours, days, or weeks to achieve (legerdemain and prestidigitation) and also includes
depending on the target, who always has the attempts to pick pockets, plant a small object, or cause a
opportunity to resist a Seduction attempt with visual distraction. Naturally it is an essential thieves’ skill
Willpower or see through it with Insight. and the tool of street magicians everywhere. Sleight is
often Opposed by the Insight or Perception of the
• Critical: A Critical Seduction roll yields a potent intended target.
result, entrancing the victim or causing them to fall
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Destined
• Critical: The hero has performed so well that System Ops (INT+POW)
attempts to notice the manipulation are one grade
harder. This skill allows the accurate use and analysis of sensor
• Fumble: The object is not only visible, but the target devices from chemical sniffers up to military long-range
of the manipulation sees through it and can respond scanners. It also grants the ability to use
accordingly. communications equipment to detect, conceal, or
block communications traffic as well as crack encrypted
Survival (CON+POW) messages, Opposed by the System Ops check of the
other person.
This skill covers surviving in a rural or wilderness
environment: foraging, building a fire, finding shelter • Critical: If using sensors, the hero gains additional
or a safe place to sleep. When properly equipped, rolls information beyond what a normal success would
are usually unnecessary since the hero may be carrying provide and subsequent checks related to the subject
a tent, food supplies, and so on. Only when separated are one grade easier. If using comms, attempts to
from their equipment or when environmental intercept or scramble the message are one grade
conditions turn bad does it become essential to utilize harder.
this skill. A roll is usually made once per day in such • Fumble: If using sensors, the hero interprets the
conditions, but may be required more often if the data incorrectly and subsequent checks related to the
environment is alien or especially dangerous. subject are one grade harder. If using comms, the
message is automatically intercepted or scrambled.
• Critical: The hero finds ample food and resources,
and does not need to make another Survival check in
the same environment for a number of days equal to Track (INT+CON)
the Critical range of the Survival skill.
• Fumble: The hero not only fails to locate the The Track skill is used for tracking any form of game or
resources needed, but either encounters an aggressive quarry, not only in the wilderness but also in urban
natural predator or accidentally is exposed to or environments. It uses signs of passing to remain on the
consumes a dangerous substance in the environment. quarry’s trail, including footprints, bruised leaves,
scattered pollen, displaced rocks, and so on; small,
telltale signs that are invisible to the non-skilled. Track
rolls need to be made periodically, especially if
Optional: Advancing conditions change abruptly (a rain shower, for example,
Characteristics will disturb certain signs). How often depends on how
cunning the quarry has been and their Stealth check.
The following are the ways players can spend their Allotment points spent on training with a teacher
hard-earned Experience Rolls to improve their hero. are not available to use the session after the
training is completed, but are restored to their
normal amount in the session after that. Teachers
Advancing Skills and Passions can only be used to increase the rate increased for
skills, not for Allotments or Passions.
A hero can spend an Experience Roll to increase their
rating in any Standard or Professional Skill they are
trained in. The hero spends 1 Experience Roll and Passions may also be increased using the same
makes a d100+INT roll compared with the skill they system as Skills, although players may instead choose to
wish to improve: decrease a Passion if they want to remove it or lower its
value due to something that happened to the hero
• If the result is equal to or greater than the current during the session. For more information on advancing
skill rating, the hero increases the value by 1d4+1%. or decreasing Passions, see Changing Passions on page
49.
• If the hero successfully used the skill during the
session, they may reroll a result of a “1” on the
improvement roll but must take the second result. Learning a New Skill
• If the result was less than the current skill rating, the A hero can learn a new Professional Skill or add an
hero increases the value by 1% only. additional Specialization as a new Professional Skill by
spending 3 Experience Rolls. The new skill or
• Anytime the hero rolls a Fumble for a skill during Specialization starts at the base rating and can be
play, that skill gets a free increase of 1%. We always improved normally by spending Experience Rolls after
learn more from failure than we do from success. the session it is gained. The Games Master may require
the hero to spend time training a new skill unless the
If the Games Master wishes the heroes to progress player specifically took time during previous sessions
faster, they can increase the rate of increase to 1d4+3% studying or practicing in preparation of learning the
if the result was greater than the current skill level, or skill. Heroes can also add a new Combat Style using the
1d3% if it was less. Any given skill can only be improved same method, and again the Games Master may require
with an Experience Roll once per game session, a period of tutelage to learn it. The exact amount of
although the free increase for rolling a Fumble does not time spent learning a new skill is up to the Games
count towards this. Master, but generally in comics it is handled “off panel”
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Destined
or as a montage, so it should not be so excessive that it based on the campaign’s Power Level (see above), and
impairs the hero’s ability to participate in adventures. the Games Master may require justification within the
narrative for the acquisition of an entirely new Core
Power. If the hero applies Limits to the new Core Power,
Advancing Allotments the cost is reduced by 3 Experience Rolls per Limit
added, but as above, the hero is restricted by the
A hero may spend 1 Experience Roll to increase maximum amount of Limits they can have based on the
Personal Allotments the same way as skills, adding campaign’s Power Level.
1d4+1% to the rating if they roll equal to or above their
current rating on a check, or 1% if they roll under. This
represents gaining access to more funds, acquiring Removing Limits
increased resources, or creating new equipment.
Organizational Allotments can only be increased Heroes learn to overcome the limitations that plagued
through actions that increase the hero’s standing in the them early in their careers, becoming stronger through
Organization, as detailed in Chapter 7. the process. A hero may remove a Limit that affects a
single Core Power for 5 Experience Rolls, or one that
affects the whole hero by spending 10 Experience Rolls,
Advancing Powers and Boosts with the Games Master’s permission. While removing a
Limit from a Core Power can be justified by the hero
Over the course of their careers, heroes learn to use training to overcome the fault in their ability, removing
their fantastic abilities in new or unusual ways to battle a Limit that affects the whole hero, such as Physical
the forces of evil, and some even gain entirely new Core Limitation, must have a good explanation to justify the
Powers. A hero may purchase a new Boost for an change. It’s one thing for a hero to teach themselves to
existing Core Power by spending 5 Experience Rolls, or upgrade their power armor to work better, but it’s
may purchase a new Core Power by spending 15 entirely different to have them regrow a lost leg
Experience Rolls. Heroes are still subject to the (however, developing a cybernetic leg is possible!).
maximum amount of Core Powers they can possess
72
4. Powers
Powers
H
igh above the city, the sworn defender of the How a hero acquired their powers is largely a narrative
people soars through the clouds, his hawk-like factor (see Origins on page 12), and powers themselves
eyes focusing on the alleys and streets far below are largely mechanical effects that allow the hero to do
looking for trouble. In a back-alley dojo, a young something extraordinary.
vigilante practices the many fighting techniques she learned
under the tutelage of great martial arts masters, preparing for The system presented here is meant to provide a
her nightly war on crime. The drug dealers open fire, but the diverse toolkit to create a wide range of comic book
burly mutant interposes himself in front of the innocent heroes and villains. The Core Powers listed represent a
civilians who were teasing him moments ago, the 9mm slugs broad group of abilities commonly found in
feeling like bee stings through his rocky skin. superpowered stories, and with some creativity and
ingenuity nearly any superpower can be created. It is
At the heart of every hero are the powers that recommended that the Games Master be familiar with
differentiate them from normal people. Some heroes the power system, and work with players to help them
are born with them, some develop them after choose the Core Powers that best represent the heroic
experimentation or an accident, and others gain them concept they have in mind. The power system can also
through advanced inventions or years of training. Even be customized to best fit your campaign, as discussed on
a single superpowered gift grants a distinct advantage, pages 9-12. Keep in mind that this system is not
and some heroes have half a dozen or more exotic exhaustive, and Destined’s power system is not designed
powers at their disposal. No matter where they came to create truly godlike paragons of heroism or villainy.
from or how many a hero possesses, powers represent However, future supplements will expand on the Core
abilities beyond the ordinary. Powers and Power Levels presented in this book.
It’s important to note that the term “powers” is a bit The Destined power system is designed around three
of a misnomer. Comic book heroes run the gamut of components that make up nearly every hero and villain:
cosmic powered demigods to scarred and grizzled Core Powers, Boosts and Limits, defined below.
vigilantes who get by on nothing but grit and
determination. The cosmic hero flies faster than a jet,
shoots blasts of force, and can survive in outer space Core Powers
without protection, all granted by exposure to black
hole radiation. Master of several martial arts, the Core Powers form the basis of a hero’s superpowers,
vigilante can throw any small object with uncanny and they represent something that they can always do,
accuracy, and has skills learned from years of intense even if the hero is out of Power Points. Core Powers
training with their sensei. While only one has allow the hero to fly, shoot energy beams, run faster
superpowers in the traditional sense of the term, in the than a car, or shrug off a bank robber’s bullet. A hero’s
game system of Destined, both of them have “powers.” Core Powers are what make them “super,” defining
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Destined
stressful circumstances. The player may know which is determined at the time this Limit is taken, and the
Core Power is latent, or optionally the Games Master Games Master has final approval on any side effect
chooses it and the player is unaware. A Latent power applied to a Core Power. The effect is active while the
manifests only at times of extreme duress, such as when hero is using the power, and stops when the power
the hero fails a Passion check, suffers a Serious Wound, stops. For Instantaneous Core Powers such as Blast,
gains a Level of Fatigue, or rolls a Fumble. At that time non-damaging effects persist for 1d3+1 Turns after the
the Core Power activates, but the Games Master dictates power is used. For Core Powers that have the Always On
what happens and may even apply Boosts and Limits Trait, the side effect is persistent and always affects the
that the hero does not normally possess. If the player hero. Some example side effects are:
uses Experience Rolls to remove this Limit, they gain
the Core Power and have full control over it. * A one-step penalty to skills that share a
Characteristic. For example, whenever Cerebellum uses his
• Limited Power: The hero has a lower-powered Telepathy Core Power, he gets painful headaches that inflict a
version of a Core Power, and can’t utilize it at the penalty on all INT-based skills.
normal level for their Characteristics. If the power has * A lowered Attribute rating while the Core Power is
elements based on a single Characteristic, such as POW, active equal to one-tenth of a Characteristic related to
the hero uses two-thirds the Characteristic’s value for the power. For example, the villain Rockslide’s stone skin
any calculated aspects. If it uses two Characteristics, slows him down and his base Movement is reduced by one-
such as CON+POW, the hero uses half of the higher tenth his CON from 6 meters to 4 meters.
Characteristic in the calculation. For example, Cloudburst * A distinctive sensory effect while the Core Power is
can fire small jolts of lightning with her weather powers and being used that makes the hero obvious to anyone
she takes a Limited Power Blast. When she calculates her nearby. For example, the heroine Eclipse emanates bright
damage for the power, she uses two-thirds of her POW of 15, light from her body whenever she uses Flight, making her
or 10, and does 1d10 damage with her blasts. Alternatively, stand out distinctly in the night sky.
the hero does not gain every aspect of the Core Power * The hero suffers minor damage (1 Hit Point to a
if it offers several benefits. For example, a hero with random location, ignoring armor) as a result of the
Limited Enhanced Reactions either gains the bonus to Core Power’s use or activation. For example, any time
Initiative or does not go prone after an Evade, but Crimson Pulse uses his bioelectric Blast he suffers damage
not both. from the internal strain to his body. This option cannot be
chosen for powers with the Always On Trait.
• Limited Targets: The hero’s Core Power only affects
a limited category of targets. This must be determined • Unstable Power: The hero’s Core Power is unstable
at the time this Limit is taken, and the category must be and unpredictable at times, with variable effects they
reasonably narrow such as only men, animals, or have no control over. Whenever the hero rolls a Fumble
machinery. The power has no effect on a target that is while using the power or on a Passion check, the Games
not part of the category. This Limit cannot be applied to Master rolls 1d6. On a 1, nothing happens. On a 2-3,
a Core Power that normally affects a limited group of any Boosts are changed to different ones of the Games
targets, such as the Core Power Technopathy. Master’s choice or a new Boost is added. On a 4-5, the
power gains a Limit of the Games Master’s choice. On a
• Poor Control: The hero has poor control over the 6, the Core Power either changes on a fundamental
Core Power, and when they fail, they fail spectacularly. level (for example, a fire Blast or Elemental Control
The power must require a skill check as part of its use, changes to ice) or the power is changed to a completely
and the hero’s Fumble range is increased to 90-00 for different Core Power of the Games Master’s choice. The
any rolls while using the Core Power. Core Power changes back to normal after 1d3 days.
• Power Outage: The hero’s Core Power is unreliable As the next section explains, there are some Limits that
and sometimes it stops working. The Core Power must affect the hero as a whole, giving them unusual features
require a regular skill check as part of its use, and or vulnerabilities that other heroes lack. Hero Limits
whenever the hero fails a check while using the power, can also affect how a hero is able to use their powers or
they must make an Easy Willpower check as a Free even limit how the hero can access them.
Action. If the check fails, the hero loses use of the Core
Power for 1d6+1 minutes. If the result is a Fumble, they Special Note: The restrictions placed on the hero or their Core
lose use of the Core Power for 1d3+1 days instead. Powers by a Limit supersede anything else in the rules given
below.
• Side Effect: The hero’s Core Power causes them some
detrimental effect while it is being used. The exact effect
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4. Powers
is activated. For example, the Superslayer has Negation • Powered Form: The hero has a normal and powered
Linked to his Close Combat Attack. When he strikes a foe with physical form, and must switch between them to use
his spear, he may choose to also Negate their powers as part of their powers. The hero can switch between these forms
the strike as a Free Action. If the primary Core Power is as an Action, and they may have completely distinct
somehow negated, any other Core Powers Linked to it are also appearances. The normal form is built as a separate
negated at the same time. hero using the Street Level hero guidelines (see page
29), but with only 75 Characteristic Points and no
If there is one power Linked to the primary Core powers. Experience Rolls can be spent on either the
Power, this counts as one Limit. If there are two or more normal form or the superpowered form. Damage from
Core Powers Linked, it counts as two Limits. one form carries over to the other, and if the hero is
rendered Incapacitated in their powered form, they
• Omnipower: The hero has a suite of Core Powers that immediately revert to their normal form unless they
are all related in some way, often coming from the same succeed at a Hard Endurance check. Often the hero has
source. Each power in the suite can have its own Boosts a specific condition that causes the transformation,
and Limits, but only a single Core Power can be used such as uttering a magic phrase, being in a certain
from the suite at any given time. For example, if the hero state of mind, or activating an artifact or other piece
Mindflight has Flight, Force Field, and Telekinesis in his suite, of equipment.
he could not use his protective field or manipulate objects at a
distance while flying. • Vulnerability: The hero is more susceptible to certain
forms of damage. The hero takes double damage from
The hero can switch their current active Core Power a specific form of attack, such as bludgeoning weapons,
from the suite as an Action, or as a Free Action by cold and ice, electricity, or light-based attacks. Even if
spending 1 Power Point. Anything that would remove the hero has sufficient armor or other protection to
the use of one of the powers in the suite, such as the negate the damage, they always take at least 1 Hit Point
Negation Core Power, affects every power in the of damage to any Hit Location affected.
Omnipower simultaneously. If the Omnipower applies
to two or three of the hero’s powers, it counts as a single
Limit; if it applies to four or more of the hero’s Core Borrowing Boosts
Powers, it counts as two Limits.
and Limits
• Physical Limitation: The hero has a persistent
limiting condition, such as permanent wound or an Each Core Power below has several Boosts and Limits
impaired sense. The exact details of the limitation listed to further modify the ability. While they are
should be decided by the player and the Games Master; geared towards the Core Power they are listed under,
it should debilitate but not entirely hamper the hero in many Boosts and Limits can be adapted to work with
some way. Some examples of Physical Limitations are: other Core Powers with a little effort. This helps further
expand the given list, and allows players to adapt
* The permanent loss of a sense. Perhaps the hero is blind specific abilities to serve the concept of their character
or deaf, or has no sense of taste and smell. without the need to take Core Powers just to get the
* A damaged, missing, or disabled Hit Location. Perhaps enhancement they want.
the hero is missing an arm or leg, or suffered a
permanent injury to their abdomen. This is The main combat powers (Blast, Close Combat
represented by a reduction of Hit Points in the Attack, and Combat Expert) are good examples of this,
location to half its normal value, and even with a as many of their Boosts and Limits are easily
prosthetic, tasks with the location are one Difficulty interchanged. For example, if Glaive wants his mystical
Grade harder. polearm (Close Combat Attack) to have the ability to cleave
* Limited or impaired movement. The hero has trouble through armor, he can take the Armor Piercing Boost from
walking or requires use of an assistive device to move Blast and apply it to his Core Power. This applies to any
such as braces or a wheelchair. Movement rate is Core Power below, so a telekinetic hero that wants to use
halved and the hero can Run but is unable to Sprint. their power to leap great distances can easily use the
* Difficulty or impairment of communications. Perhaps the Super Leaping Boost from Enhanced Strength to gain
hero is mute, or only speaks an alien language that no the ability, or a speedster that wants to run up walls
one where they are understands. This makes any skill could take the Wallrunner Boost from Adhesion.
that relies on verbal communication at least one
Difficulty Grade harder. The Games Master has final approval on adapting
Boosts and Limits to other Core Powers, but should
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4. Powers
allow players to get creative when designing the abilities • 2 Power Points: The Boost enhances a numerical
of their heroes. value of the existing Core Power or adds a new ability
to the power under a specific circumstance. For example,
a hero adds a Boost to their Teleport Core Power to allow them
Creating New Boosts to briefly teleport just their hand to grab something at a distance
and bring it back to them. This is the standard cost for
and Limits most Boosts.
While there are many options for Boosts and Limits • 3+ Power Points: The Boost changes the Core Power
given below, the lists are far from exhaustive, and you significantly, or allows the hero to modify an Action
may want to develop your own ways to modify Core (including attacks) to work differently than the rules as
Powers to create the heroes (and villains) you imagine. written. For example, a villain develops a Boost for their
The examples given below can serve as a good basis for Telepathy Core Power that allows them to edit the memories of
any new power modifications, and adapting an existing their victims, erasing details and adding in new ones of the
Boost or Limit may be the easiest way of creating your villain’s design.
own. For example, a hero who is a robotics expert wants to be
able to quickly repair his robot servitors. Looking at the powers, Example: Creating a New Boost: The villainess Vagabond
he decides to use the Shared Healing Boost from Regeneration uses the Portals variant of the Teleport Core Power to commit
and modify it so it only works on machines. As long as the her thefts and to escape from the law. The Games Master likes
general effect of the Boost remains the same, any Power the idea of her being able to use small, short-lived portals to
Point cost remains the same as well, but the Games reach through to snatch items or deliver a quick punch to an
Master may decide the cost is raised or lowered unsuspecting guard from across the room. Since there is not an
depending on the effect. existing Boost that provides this ability, he decides to create a
new one he calls “Far Reach.” He looks for other Boosts that
allow a close-range power to be used at range and sees the
New Boosts Distant Creations option for Creation and uses that as a basis.
Since the function allows her to perform a regular Action or
A Boost is a way of adding a special modification or trick skill check at range, he doesn’t see this as a huge enhancement
to a Core Power, often at the cost of several Power Points but decides it should cost at least 2 Power Points since it gives
representing the effort to pull off the modification. In Vagabond an entirely new option for her Core Power. So he
game terms, spending Power Points also helps curb writes up the following Boost to add to her Portals Core Power:
abuse of these special tricks and adds a level of strategy
to using them at the best time. Boosts usually enhance Far Reach: The hero can use a short-lived portal to
one of the Core Powers’ inherent benefits, or add a new extend a limb through to perform a quick Action. The
benefit to what is already there. Most of these benefits hero spends 2 Power Points to deliver a melee attack or
are relatively minor, adding a slight enhancement or perform a skill check that takes a single Action at a point
“breaking the rules” of the Core Power of some aspect with half the hero’s POW in meters.
of the Destined game system. Players should work with
the Games Master to determine if a new Boost is
appropriate and is not underpowered or overpowered. New Limits
The degree to which the Boost modifies the base
Core Power determines how many Power Points it costs Limits are designed to impose some form of limitation
to use. on a Core Power, so when creating a new Limit, look at
what the power does first to see how it can be changed
• No Cost: The Boost adds an additional narrative or modified to work less effectively under specific
option to a Core Power that doesn’t change how the conditions. In most cases this hampers or eliminates
base power operates and only enhances it in limited one of the benefits of the Core Power, perhaps giving it
situations. For example, a hero wishing to have their Blast a reduced effect overall or removing an ability under
Core Power do either Fire or Ice damage may create a Boost that specific circumstances. Like creating Boosts, look at
generates an additional type of effect. existing Limits for both Core Powers and the general
list starting on page 81 for examples that can be
• 1 Power Point: The Boost adds a small bonus to adjusted or modified to suit your needs.
specific skill checks or allows the character to make a
non-attack Action as a Free Action. For example, a heroine The key thing to keep in mind when creating a Limit is
wants her Enhanced Reactions Core Power to let her do certain that it must weaken the power in some way, but not
Athletics checks one grade easier. completely strip the hero of their power. A Limit that
79
Destined
takes away a hero’s ability to feel super also takes away a hero who has Inherent Armor. Unless a specific Limit
the player’s fun. As with Boosts, the Games Master has comes into play or another Core Power can negate
final say if a Limit can be added to the game. them, Always On powers cannot be removed from the
hero.
Another thing to keep in mind with powers is how that can be applied to that specific Core Power. While
they can be used creatively to overcome perilous names are given for powers, Boosts, and Limits, players
situations such as disasters and accidents that seem to be are encouraged to come up with their own unique titles
a constant occurrence in superheroic settings. Most for their heroes’ abilities. For example, Jake is playing the
heroes can’t walk down the street without seeing an Jade Raptor, who has the Core Power of Heightened Sense,
elderly woman about to get struck by an inattentive specifically sight. He decides he’s going to term the power
driver, people crying for help from a burning building, “Owleye,” reflecting his hero’s affinity with birds.
or a massive wave/earthquake/spontaneous volcano in
the middle of the business district threatening lives. It should be noted that some of the Core Powers
This is where superpowers can really make a difference listed here can be quite powerful and are open to abuse
and allow the heroes to feel heroic as they come up with by unscrupulous players. Some Games Masters may
solutions to the bizarre and dangerous situations that want to limit the availability of some to keep the game
are part of their every day. The Games Master should balanced, or impose mandatory Limits on certain Core
allow the players some leeway when it comes to finding Powers. Players should also keep in mind that if the
inventive ways to overcome these types of situations. Core Power is available to them, the supervillain they
Just because Flight doesn’t specify how much wind a face may have the same Core Power as well, using their
hero can generate from flying past at top speed doesn’t own tactics against them. There are three additional
mean the Games Master shouldn’t allow them to Traits that may be listed below the name of each
try to put out a fire by rushing past. Comics are ripe Core Power:
with examples of heroes rescuing people in danger
with their powers, and these situations might be a Always On: These powers do not require an Action to
good opportunity to let your players be creative and activate. Instead, they are innate to the hero.
feel empowered.
Characteristic: Many Core Powers are tied to one or
more Characteristics, which determine the effects of the
Power Point Recovery power, and the relevant Characteristic(s) will be listed
here. As a general guideline powers are linked to
Power Points represent the inner reserves of energy, specific Characteristics as follows:
resolve, and stamina that fuel the special abilities of
heroes. Their exact nature is determined by the Origin • Those that affect or alter the hero’s body directly are
and source of a hero’s powers, so in a Street campaign, linked to STR, DEX, CON, and SIZ.
the crimefighter’s points might be their stubborn • Those that manipulate energy or elemental forces
determination to keep fighting, while a master are linked to INT and POW.
sorceress’s Power Points are energy taken from the • Those that alter fundamental laws of nature or are
dimension of magic that fuels their potent incantations. supernatural in nature are linked to CHA.
Normally they are only used to power Boosts to a Core
Power, but some Limits and unusual situations may Concentration: The Core Power’s effect only continues
cause them to be depleted for any Core Power use. as long the hero specifically concentrates on it. While
When a hero reaches 0 Power Points, the only negative concentrating, all skill checks the hero makes are one
effect is that they can only use their unmodified Difficulty Grade harder. A hero can only concentrate on
Core Powers. a single Core Power at a time, and attempting to use
another Core Power that requires a Proactive Action or
Power Points default to a recovery rate per hour requires Concentration causes the first Core Power to
determined by the Power Level of the campaign (see stop immediately. If the hero is subjected to a
page 11). Heroes may also spend a Luck Point as a Free detrimental or damaging effect, including any effect
Action to immediately recover 1d4+1 Power Points, that requires a resistance check, the hero must make an
which can come in handy when reserves are gone and a immediate unopposed Willpower check or lose
dangerous threat is looming. Concentration on the Core Power.
limited if a hero wants to try to circumvent a • Expert Grappler: The hero’s stickiness makes it
villain’s defenses in a new and interesting way. easier for them to grab onto their foes. When the hero
This is especially true if the hero has a slim chance uses the Grip combat Special Effect or grapples in
to utilize their powers because the target’s skill unarmed combat (see page 161), they can spend 2
values in the relevant defense are extremely high. Power Points to make the target’s escape check one
Your psychic hero feels very useless when the grade more difficult.
archvillain has a 99% in their Willpower skill. To • Sticky Fingers: Once the hero grabs something, it’s
help with this, heroes can take the following hard to make them let go. When making a Sleight skill
optional Boost if allowed by the Games Master. check or attempting to resist a Disarm Special Effect,
the hero can spend 1 Power Point to make their check
• Alternate Resist: The hero can change tactics one Difficulty Grade easier.
to try to circumvent an opponent’s defenses. By • Sudden Stop: The hero can use their stickiness to
spending 2 Power Points, they can change the stop themselves whenever they are falling and there’s
Resist skill of the power to another skill for a single something they can grab. While the hero is falling, and
action. The hero can use one of the following as if they are able to reach a nearby surface, they can
the alternate Resist skill: Endurance, Evade, or spend 2 Power Points to latch onto the surface and
Willpower. The player must justify the use of an stop the fall immediately.
alternate skill to the Game Master before this • Wallrunner: The hero can move as fast on walls as
Boost can be used. For example, the villain Brain they can on the ground. Spend 2 Power Points while
Drain is having trouble overcoming the Shaman’s clinging to a vertical or horizontal surface to Run or
high Willpower skill to use his Telepathy power, so Sprint as part of a Move Action. On overhangs or
he opts to try to overwhelm the hero’s synapses when moving upside down, the hero can Run but is
with a potent psychic assault, and rolls against unable to Sprint (see Movement in Combat, page 165).
Shaman’s Endurance instead. With the Games As with normal Run and Sprint checks, this consumes
Master’s approval heroes can change the Resist to the hero’s Actions for the entire round and they may
another Standard Skill with an appropriate move from vertical to horizontal surfaces during the
reason. For example, Eclipse wants to use her light movement, although they are still subject to penalties
powers to flash a bank robber’s eyes when he is and possible skill checks if they encounter difficult or
looking at her, so the Games Master allows her to hazardous conditions during the movement.
substitute Perception for the Resist roll. If the power
would normally be resisted by an Evade or Parry, Limits
and therefore require an Action Point, switching it
to another skill eliminates the target’s need to use • Limited Surfaces: The hero is only able to adhere to
an Action Point to try to avoid the effect. certain types of surfaces, such as metal, wood, stone, or
glass. Any attempts to climb other surfaces must be
handled like any normal climbing check.
Some powers have other skills that are used to resist, • Low Speed: The hero is not able to move quickly
and this will be noted in the Trait listed after the Core while climbing, and can only move up to half their
Power’s name. speed while on vertical surfaces and quarter normal
speed while on ceilings and overhangs.
• Uncontrolled Stickiness: The hero quite literally
ADHESION has a hard time letting go, and must make an Easy
Brawn check to detach from a surface when using
Always On this power.
Boosts
each of which inflicts 1d12 damage, two steps lower than his Boosts
normal damage of 2d10. He may choose to launch them at a
single hapless officer and hit the poor man three times, or make • Quick Draw: The hero is able to manifest their
the attack roll one Difficulty Grade harder to target three weapon in an instant. The hero spends 1 Power Point
police officers instead. to ready the Close Combat Attack as a Free Action.
• Ranged Parry: The hero is able to use their weapon
Limits to block ranged attacks. The hero spends 1 Power
Point to use the weapon to Parry a ranged attack. The
• Inaccurate: The hero’s Blast has difficulty hitting Parried attack cannot be one that affects an area, and
targets that are beyond point-blank range. The hero the hero must still have a Reaction available to
suffers no penalty to attacks at targets within half their attempt to Parry as per the normal rules.
CON in meters. Out to their normal Short Range, attack • Toxic: The hero’s weapon is poisonous, causing
rolls are one Difficulty Grade harder. Attacks out to their targets to grow weary and possibly pass out. The hero
Effective Range are two grades harder, and Long-Range spends 2 Power Points to make the weapon attack
Blasts are three grades harder. These penalties replace poisonous. If the attack is successful and inflicts
the normal range penalties for the attack. damage, the target must make an Opposed
• Low Penetration: The hero’s Blasts are not as Endurance check against the hero’s initial attack roll.
effective against armored targets. If the target’s Hit If this check fails, the target is affected by a
Location has Armor Points greater than 2, the Blast’s debilitating toxin and suffers a one-step difficulty
damage is halved. penalty to all Actions. At the end of each of the target’s
• Short Range: The hero is only capable of using their Turns, it can make an unopposed Endurance check to
power at targets close to them. The hero’s Blasts only shake off the toxin. If the roll is critically failed, the
go out to the Short-Range value of the power, and are target is rendered Unconscious for 1d4+1 minutes
ineffective past that range. instead. Alternatively, the Games Master can allow the
hero to create their own toxin using the Perils rules
found on page 201, giving it a total Intensity equal to
CLOSE COMBAT ATTACK one-fifth the hero’s CON.
• Weapon Traits: The hero’s weapon is capable of the
CON, Resist (Evade or Parry) same benefits as normal weapons of its type. The
weapon gains a number of Traits (see page 131) equal
The hero can create a potent melee weapon such as to one-fifth the hero’s CON, chosen from the
sharp claws, a mystical blade, or sheathing their fists in following list: Defensive, Entangle, Reach (may be
dangerous energy. They manifest a melee weapon by chosen multiple times), or Sunder.
taking the Ready Item Action, choosing its form when
the Core Power is chosen. It can be a physical weapon or Limits
be made of a specific type of energy, and it remains
active until the hero dismisses it as a Free Action or is • Handheld: The hero’s created weapon manifests as
rendered Incapacitated. The weapon cannot be an object in their hands. It is subject to the Disarm
damaged, dropped, or disarmed, and it may appear as Special Effect and it can be dropped. Other people
part of the hero’s body. The hero may add their may wield it if they pick it up (inflicting base damage
Damage Bonus as normal, and if the Games Master as above), but they may not use Boosts associated with
allows, the hero can calculate it based on POW+CHA for it. The hero can cause it to return to their hands by
mystical or psychic weapons. The melee weapon has a taking a Ready Item Action, even if it is held by
base damage and Size based on the character’s CON another person. Handheld close combat weapon
if a physical weapon, or CHA for an energy or mystical attacks can also add the Thrown Weapon Trait, and
weapon. the hero can return a thrown weapon to their hand as
a Free Action by spending 1 Power Point.
Close Combat Attacks • Poor Defense: While it may be good for attacking,
the hero’s weapon is not as effective when defending.
CON/CHA Damage Size The hero’s weapon is treated as one Size smaller when
8 or less 1d4 S
Parrying. Close Combat Attacks with this Limit may
9-12 1d6 M
not take the Defensive weapon Trait.
13-15 1d8 M
• Slow: The hero’s manifested weapon is especially
16-18 1d10 L
large, cumbersome, or impairs the hero’s reactions in
19-21 2d6 H
some way. The hero’s Initiative is reduced by 5 when
22+ 2d8 E
using this power.
84
COMBAT EXPERT Actions the target takes are one Difficulty Grade
harder as long as the weapon remains impaled.
The hero is an expert in one or more forms of combat Removing the impaled weapon requires a Ready
or knows special fighting techniques that make them Item and an unopposed Brawn check, and if
more effective. When the power is chosen, the hero successful, the weapon is removed, and the target
gains one Expertise listed below. Additional forms of takes half its damage to the affected location. One
Expertise can be gained by taking a Boost for each minute of time and a successful First Aid or Easy
additional form known. While some Boosts only apply to Medicine check removes the impaled weapon without
certain forms of Expertise, Limits affect every Expertise any additional damage.
the hero knows. Many of the following use Special • Improvised Weapon Expertise: The hero is able to
Effects. Refer to pages 159-163 for details on these. use nearly anything at hand as a weapon. The hero
does not suffer a difficulty penalty to attack rolls when
• Archery Expertise: The hero is an expert with the using an Improvised Weapon of Size Large or
bow and the crossbow. The hero reduces the load time smaller. Additionally, when using an Improvised
of any bow or crossbow by 1, and if reduced to 0, they Weapon of Size Large or larger, the effective damage
can load as a Free Action. Additionally, the hero may when calculating Knockback or the Bash Special
shift a random Hit Location to an adjoining body Effect is doubled.
location when using a bow or crossbow. • Longarm Expertise: The hero is a master of
• Bleeding Attack: The hero can cut foes with their firearms such as rifles. When aiming, the hero
blade, causing a deadly hemorrhaging wound. After a reduces the Situational Difficulty Modifiers by two
successful hit with a weapon possessing a sharp edge, grades instead of one, and if the hero is able to brace
such as a sword, axe, or knife, and if the hero gains a the weapon, the next attack is one Difficulty
Special Effect, they can use it to inflict a Bleeding Grade easier.
wound if the target takes any damage. The target must • Pinning Attack: The hero is able to use their
make an Opposed Endurance check against the hero’s weapon to trap their target. After a successful hit with
original attack roll. If this roll is failed, the target suffers a piercing weapon, such as an arrow or a throwing
a Level of Fatigue at the start of each Combat Round blade, or with a weapon with the Entangling Trait, if
until they or another person uses an Action to make an the hero earned a Special Effect they can use it to pin
unopposed First Aid or Medicine check to staunch the the target’s garb or a held item to a nearby (within 1
flow of blood. meter) object or structure. The target must be
• Dual Weapon Expertise: The hero has mastered the wearing something that could be pinned, such as
art of using a weapon in each hand. When the hero loose clothing, a cape, or a belt, or be holding
uses a Ready Item Action to draw a weapon, they can something, and the attack inflicts no damage to the
draw a second weapon at the same time. The hero may target. Whatever location struck cannot be used, and
also use the Flurry Special Effect when armed with two the target is unable to move from the spot as long as it
weapons, but the second attack must come from the remains pinned. The target can free itself by spending
second weapon drawn, even Ranged Weapons. an Action Point and making a Brawn check, or by
• Duelist Expertise: The hero is an expert at fending dropping the item or removing the article of clothing
off foes with a single weapon. The hero gains one that is pinned with a Ready Item Action.
bonus Action Point that can only be used for Parries, • Pistol Expertise: The hero is an expert with one-
and their effective weapon Size is increased by one step handed firearms. The hero can draw a loaded pistol
for Parries. as a Free Action, but the first attack with it is one
• Grappling Expertise: The hero is skilled at getting in Difficulty Grade harder. The hero can also use the
close and incapacitating foes with clinches and grabs. Flurry Special Effect to double tap, but both attacks
When initializing a grapple, the target’s Opposed Roll must be against a single target.
to resist is one Difficulty Grade harder. When • Reach Weapon Expertise: The hero uses long
grappling a target, instead of inflicting damage, the melee weapons to great effect to keep opponents at
hero can automatically use the Disarm or Trip bay. When armed with a Reach weapon, such as a
Opponent Special Effects on the target. quarterstaff or spear, if anyone attempts to engage the
• Impaling Attack: The hero is able to lodge their hero with a shorter weapon, they both make Opposed
weapon in their opponent, impairing them until the Combat Style checks as a Free Action. If the hero is
weapon is removed. After a successful hit that causes successful, the opponent is kept at bay and is unable
damage to the target with a sharp-pointed weapon, to attack the hero that turn.
such as an arrow or spear, and if they have gained a • Throwing Expertise: The hero is a master of
Special Effect, they can use it to inflict an Impaling thrown weapons, and can turn nearly anything they
wound. The weapon remains in the location hit, and all throw into a deadly object. The hero inflicts a base
85
Destined
1d3 damage with anything larger than a coin, and +1 The hero can create matter from nothing with will
damage with weapons designed to be thrown. The alone. With a successful Willpower roll as an Action, the
hero can also ready a thrown weapon as a Free Action. hero can create an amount of solid or liquid material
• Unarmed Expertise: The hero has mastered some up to half their INT in SIZ within their hands or
form of unarmed combat or martial arts style. The anywhere within one meter of their body. The material
hero’s base Unarmed damage is 1d4+1 and they count can take on crude, basic shapes such as spheres,
as Medium sized weapons. cylinders, or cubes, and it can be made of any substance
up to one-fifth the hero’s INT in Armor Points (see
Boosts page 128). If formed into something that could be used
as a simple melee weapon, such as a club or a staff, it is
• Expert Strike: The hero knows how to make every treated as an Improvised Weapon of the appropriate
hit count and inflict maximum damage. They spend 1 Size (see page 131). Materials created cannot be
Power Point to inflict an additional 1d2 damage innately harmful or dangerous in nature, so a hero
on a successful attack, or 3 Power Points to inflict 1d4 could create water or ice, but not liquid nitrogen. This
extra damage. does not mean that heroes cannot create substances
• Precise Strike: The hero can quickly focus and make that could capitalize on a villain’s vulnerabilities, such
attacks that would be too challenging for others. The as making a bucket of water to throw on a robot. Also,
hero can spend 1 Power Point to reduce any penalty to while the power is not offensive in nature (see Blast and
their attack rolls by one, or reduce penalties by two Close Combat Attack for ways of creating direct
steps by spending 3 Power Points. damage objects), Creation can be creatively used to
• Ready for Action: The hero strikes fast and strikes impair foes by creating barriers, generating slippery
often. The hero spends 2 Power Points to gain an puddles of oil, or placing a net above a villain’s head.
extra Action Point that can only be used to Attack or The material lasts as long as the hero concentrates, and
Ready Item. vanishes if they dismiss it as a Free Action, or their
• Speed Load: When using a Ranged Weapon, the Concentration is broken.
hero can get back into the action quickly when they run
out of ammo. The hero can reduce the Load time of a Boosts
weapon by 1 for every Power Point spent.
• Complex Creations: The hero can create intricate
Limits objects with their power. By spending 3 Power Points
the hero can create objects with multiple moving
• Signature Weapon: The hero can only use their parts, advanced electronics, or complex chemical
Expertise when using one specific weapon, or for formulas with this ability. The hero must have the
Unarmed when wearing a significant item such as a appropriate Art, Craft, or Science skill with the
special headband or wrist wraps. The weapon may or appropriate Specialization to make the object in
may not have mystical or extranormal abilities in and question and succeed at a skill test to create it. The
of itself, but it is significant to the hero and acts as the hero must also be able to make the appropriate
focus of their skills. materials for the Creation to work. For example, a hero
may be able to create the housing of a miniature nuclear
86
4. Powers
Limits
• Tower Shield: The hero is able to increase the Size of • Army of One: The hero is able to create multiple
their shield to block more powerful attacks. By weaker copies of their body. The hero spends 3 Power
spending 2 Power Points, the hero increases the Points to create a number of duplicates equal to half
effective Size of the shield to Huge. It inflicts 1d6 of their INT, but these crude facsimiles make all skill
damage if used as a melee weapon and it protects 4 checks at one Difficulty Grade harder and they only
contiguous locations for Passive Blocking. By spending have a single Action Point. They automatically fail any
3 Power Points, the shield’s Size increases to Enormous checks to resist Special Effects in combat and only
and it blocks 5 contiguous locations. have a single Hit Point in all locations, vanishing
immediately if they take damage.
Limits • Human Target: When the hero is attacked, they
swap places with one of their duplicates instead.
• Active Blocking: The hero’s shield only works on When the hero is subjected to a damaging or harmful
attacks they actively defend against. The hero’s shield effect, he or she can spend 2 Power Points as a
can only be used to actively Parry opponents, and it Reaction to instantaneously switch places with an
does not offer passive protection to the hero. active duplicate. The duplicate is targeted by the
• No Attack Option: The hero’s shield can absorb attack or effect instead.
incoming force, but can’t inflict it back. The shield • Parallel Lives: The hero’s duplicates are alternate
cannot be used in melee to inflict damage. versions of him or her, possibly from another
• One Attack Form: The hero’s shield is limited in the dimension or timeline. By spending 2 Power Points,
types of attacks it can block. The hero can only use one duplicate can switch three trained skills the hero
Deflect against either melee or ranged attacks, not has to other skills that share at least one Characteristic
both. Alternatively, the hero can only Deflect physical in common with the ones being changed. By spending
attacks or energy attacks, but not both. 4 Power Points, every duplicate present can switch out
three skills, determined by the player at the time of
their creation. The hero takes any points added to the
DUPLICATION base rating in the skill(s) they are swapping and adds
them to the ones the duplicate is trained in. For
CON example, the villain Multiplex is attempting to rob a
laboratory but he lacks proper scientific knowledge to know
The hero is able to create a near-perfect copy of their what the most valuable items are to steal. He creates a
own body. The hero creates the duplicate as an Action, duplicate and uses this Boost to swap the 40 skill points he
physically identical in nearly every way. The duplicate has in Research, Culture (Underworld), and Knowledge
can appear in any unoccupied space chosen by the (Movie Trivia) to give his duplicate knowledge in three
player within half the hero’s CON in meters. It has the Specializations in Science with 40 points each above the base
same Attributes and Characteristics as the hero, and has rating. After figuring out the duplicate’s new skill totals, the
access to all of their skills at the same level. The duplicate two Multiplexes begin looting everything his scientifically
also takes its own Actions, but shares the same Initiative minded duplicate points out that isn’t nailed down. Tapping
as the creator and it only has 2 Action Points. Duplicates into these alternate skills requires considerable effort,
do not have access to any of the hero’s Core Powers and since the hero is reaching across probability to call
do not have any equipment except for the clothes on forth their alternate selves, therefore each use of one
their backs. Duplicates are treated as Underlings (see of these skills costs the hero 1 Power Point.
rules on page 182), and when reduced to 0 Hit Points in
any location they vanish immediately. Duplicates Limits
normally last for an hour, but the hero can dismiss them
as a Free Action. • Passionate Duplicates: The hero’s duplicates
represent different aspects of their personality. Each
Boosts duplicate the hero creates possesses one of the
creator’s Passions, and acts in a manner appropriate
• Additional Duplicate: The hero is able to make more to the specific Passion. Often this manifests as negative
than one copy of their body. The hero spends 2 Power aspects of the Passion, which may cause the duplicate
Points to create an additional duplicate within normal to take actions contrary to what the creator wishes.
range. The hero can never have more duplicates than • Sympathetic Bond: The hero is bound to their
half of their CON. duplicates, suffering pain when they are hurt.
Whenever a duplicate takes damage, the creator takes
a single Hit Point of damage to the same location,
ignoring armor or other defenses.
88
4. Powers
• Elemental Vulnerability: The hero takes 1d6 extra hero makes a Hard Willpower check to regain control
damage from an element considered to be the opposite of the element.
of the one they control while the Core Power is active,
such as water for a hero who controls fire or light-based
attacks for one that controls shadow. If the element EMPATHY
would not normally cause damage, the hero takes 1d6
damage to a location that comes into contact with the CHA, Concentration, Resist (Willpower)
opposing element while this power is active, ignoring
any armor the hero possesses. The hero is able to perceive the emotions of living
• Willful Element: The hero sometimes loses control beings around them. The hero is able to read the
of their chosen element and it gains a will of its own. emotional state of someone who is visible and they are
Whenever the hero fails a check to control their aware of within their CHA in meters as an Action. If the
Core Power or maintain Concentration, or anytime target is unwilling, the hero must succeed at an
they Fumble a check involving the power, they must Opposed Willpower check to gain access to the target’s
make an immediate Easy Willpower check. If this check emotions. The hero can use this knowledge to gain an
fails, they lose control and the element becomes a free- advantage when interacting with the target, and all
willed Elemental that lashes out at anything and CHA-based social skill checks as well as Insight checks
everything around it. The Elemental is treated as a are one Difficulty Grade easier. If the hero is in
construct (see Summon below) and is based on the empathic contact with a target prior to combat, they
hero’s appropriate Characteristics to determine its also gain a bonus to Initiative checks equal to one-tenth
statistics. It remains active until destroyed, or until the of their Willpower.
90
4. Powers
Energy Field damage vault over, and things to grab, they can make an Easy
Acrobatics check to ignore movement penalties from
Con Damage Damage Bonus to small obstacles and impairments while taking a Move
unarmed
Action. The hero can also make an unmodified
8 or less 1d3 -
Acrobatics or Athletics check to climb or descend at
9-12 1d4 +1
normal speed under the same conditions.
13-15 1d6 +2
• Superior Balance: The hero is very skilled at
16-18 1d8 +2
keeping their balance while navigating narrow
19-21 1d10 +3
surfaces. The hero spends 2 Power Points to make any
22+ 1d12 +3
check to maintain or move while balancing on a
narrow surface (such as a tightrope) at two Difficulty
Grades easier, and the hero can move at their normal
Limits speed. The hero maintains the bonus until the narrow
surface is crossed or the hero fails a check.
• Always On: The Energy Field is Always On, and the
hero must wear special gear to avoid causing harm to Limits
anyone around them, although the Core Power is
negated while the hero wears their protective gear. • Impulsive: The hero reacts without fully assessing
• Destructive Field: The hero’s field inflicts harm to the situation, and their first check in combat is one
anything they are wearing or carrying. Unless their Difficulty Grade harder.
gear is specially protected, the field inflicts its normal • On the Move: The hero has a hard time staying still
damage to any equipment or clothing the hero has on and does their best when on the move. On any Turn in
their person. combat that the hero doesn’t move, even the Quick
• Reactive Shield: The hero’s field does not remain Move Action, they suffer a one-grade Difficulty penalty
active, but instead flares whenever they react to attack. to their next Action.
The hero does not activate the field as detailed above, • Overwhelmed: The hero gets overwhelmed by too
but when they are attacked in close combat they may much information sometimes and freezes. When the
use a Reaction to lash out at their attacker and inflict hero rolls a 1 or a 2 on the Initiative die, the bonus to
the damage listed above. If the hero has the Fast Field Initiative from the power is treated as a penalty
Boost, they can use it to activate the field as part of a instead.
normal Reactive Action such as a Parry or an Evade.
ENHANCED SPEED
ENHANCED REACTIONS
Always On, DEX
Always On
The hero is able to move at extremely fast speeds. The
The hero reacts with exceptional skill or speed, gaining hero applies a multiplier to their base movement, as
a bonus to Initiative checks equal to one-tenth their listed below. Outside of combat, the hero’s maximum
Athletics skill. Also, when the hero uses a Reaction to speed is equal to the enhanced movement multiplied by
Evade, they never end up prone. 20 in kilometers per hour. See the boxed text on page
142 for Vehicle and Hero Speed for chases. Fast-moving
Boosts heroes can use their velocity to inflict greater damage
on a Charge Attack but risk injury, as explained on page
• Additional Reactions: The hero can react to nearly 171. The hero’s Movement Rate multiplier is based on
any danger they encounter. The hero spends 2 Power their DEX+CON as detailed in the table below.
Points to gain an extra Action Point that can only be
used on Reactions such as Counter-Power, Evade,
Interrupt, or Parry. Enhanced Speed
• Nimble: The hero is extremely adept at physical
DEX+CON Movement Multiplier
action. The hero spends 1 Power Point to make the
12 or less X2
next Athletics or Acrobatics check one Difficulty Grade
13-24 X4
easier.
25-36 X8
• Parkour: The hero has mastered the art of
37-48 X16
movement in close quartered urban environments. If
Each additional +12 Double the previous multiplier
the hero is in a location with lots of walls, objects to
92
Boosts
Limits
ENHANCED STRENGTH
• Easily Winded: The hero’s speed takes a toll on
them. After any movement greater than half of their Always On, STR
maximum speed they must make an Endurance check
or suffer a Level of Fatigue. The hero has superhuman might. Their Damage Bonus
• Hyper Metabolism: The hero requires an enormous is calculated using STR+SIZ+CON, and their
amount of food to maintain their body. The hero must unarmed attacks count as Large sized weapons. Any
eat a full meal after a number of hours equal to one- melee or thrown weapon the hero wields has its Size/
third their CON or suffer a Level of Fatigue that can’t Force increased by one step, and the amount the hero
be removed until the hero has eaten. At the Games can lift without a Brawn check is determined by
93
Destined
96
Sky Raven uses the wings of her costume to glide down to battle from a high ledge on City Hall.
attack, they can spend 2 Power Points to apply double • Esoteric Sense: The hero can sense something
their size multiplier to the damage rolled only for unusual, such as hearing radio waves or Wi-Fi, smelling
determining Knockback and the Bash Special Effect. fear, or seeing magic, at a range of their INT in meters.
• Titanic: The hero can briefly grow to the size of a The Games Master has final say on if a particular sense
titan. The hero can spend 3 Power Points to double is allowed.
their normal size modifier for a single Action in
combat, or one single task or Extended Task outside of • Night Vision: The hero treats partial darkness as
combat. Immediately after the Action or task is illuminated and total darkness as partial darkness.
resolved, the hero must make a Hard Endurance
check or gain 1d2+1 Levels of Fatigue. • Vibration Sense: The hero can feel vibrations on any
surface they are in contact with, out to a range of
Limits their INT in meters. Anyone moving on the ground
in that range makes Stealth checks at two Difficulty
• Always On: The hero is always at their maximum Grades harder.
size. This can be extremely limiting to the hero’s daily
life and their ability to perform normal, routine tasks. Boosts
• Growth Strain: The hero is taxed by growing past a
certain height. If they attempt to grow to a height • Additional Sense: The hero has an even greater
greater than half their maximum size, they must make range of special senses. The hero gains one additional
an Endurance check as a Free Action or suffer a Level Heightened Sense from the options listed above.
of Fatigue. • Telescopic Sense: The hero is able to extend their
• Slow Motion: The hero may be big, but they react senses beyond their normal range. The hero spends 2
very slowly. The hero’s penalty to their Initiative is Power Points as a Free Action to double the range of
equal to triple their size modifier, and any Reactive any Heightened Sense for one Action in combat, or
Actions they take are one Difficulty Grade harder. one task or Extended Task outside of combat.
• Tracking Sense: The hero is able to use their special
senses to find a fleeing foe. The hero spends 1 Power
HEIGHTENED SENSE Point to make a Track check with an enhanced sense at
one Difficulty Grade easier, or if the hero does not
Always On have Track, they can spend 2 Power Points to attempt
it with an enhanced sense using their Perception skill.
The hero has special senses that are enhanced beyond • X-Ray Sense: The hero can use their special senses
normal levels, or has access to a special sense outside the through solid objects. The hero spends 3 Power Points
range of human ability. When this Core Power is to use a special sense through a barrier or obstacle that
chosen, the hero chooses one of the following two is no thicker than one-fifth their INT in meters.
options as their heightened senses:
Limits
Enhanced Sense: The hero chooses one of their normal
senses, such as sight, smell, or touch. All Perception • Overload: Sometimes the hero is overwhelmed by
checks with the sense are at two Difficulty Grades easier. the stimuli their enhanced senses pick up. When the
The Games Master may also grant this bonus to other hero fails a Perception check using a Heightened
checks if it applies to the situation. Sense, or when they are in an area with a lot of strong
sensory input related to their Heightened Sense, they
Special Sense: The hero has a sense outside of the must make an Endurance check as a Free Action or
normal realm of human perception and may choose suffer one Level of Fatigue.
one of the following options: • Sensory Static: Something in the environment
interferes with the hero’s special sense. Choose a
• Dark Sight: The hero can see in the complete absence particular substance such as smog or engine noise, or
of light. Dark Sight is in black and white, and if the area a type of relatively common energy such as radio
suddenly becomes brighter, the hero must make a Hard waves or flashing light. When in an area with the
Endurance check or be blinded for 1d3 Turns. interfering stimuli, the hero suffers a two-step
difficulty penalty to any Perception checks with their
• Echolocation: The hero can detect objects using the enhanced senses. If the stimuli are weak, the penalty is
reflection of sonic waves. This allows the hero to reduced by one step more difficult.
determine what objects are around them out to their • Weakened Sense: One of the hero’s other senses is
INT in meters and to detect motion of those objects. weakened to compensate for the Heightened Sense.
99
protection to his Head, Torso, and Abdomen. He
lowers the Armor Points on his
arms and legs by 1 point each and distributes those
4 points among the locations he wants to
protect better.
Boosts
The hero has natural protection against damage in the • Ablative: The hero’s armor can be worn down by
form of powered armor, durable skin, or a personal repeated attacks. When any damage exceeds the
Force Field. The hero gains Armor Points based on hero’s Armor Points from this Core Power, the rating
their CON+SIZ. This armor does not stack with any is reduced by one in the locations struck to a minimum
worn armor, but the highest rating is increased by 1. of one Armor Point. The hero recovers lost Armor
With the Games Master’s approval, the character may Points in all depleted locations equal to their Healing
choose to lower the Armor Points of a location by up to Rate per hour.
two points to permanently increase the value of another • Bulky: The hero’s armor limits their reactions due
location, but this must be done when the Core Power is to size or inherent Bulk. The hero’s Initiative suffers a
taken. For example, Tortoise wants his armor to provide better penalty equal to half their total Armor Points.
100
Inherent Armor Values listed below, but Limits should be used from the core
Inherent Armor listing as appropriate.
CON+SIZ Armor Points
12 or less 2 Boosts
13-25 4
26-36 6
• Increased Duration: The hero can retain the armor
37-48 8
much longer than normal. If the hero spends 2 Power
Each additional +12 +2
Points when activating the Core Power, they retain the
Armor Points for 1d6+1 hours instead.
• Partial Coverage: The hero’s protection covers only • Thicker Armor: The hero can add layers of the
parts of their body. The hero only has 1d4+1 locations material to their body to bolster their defenses. The
on their body armored by this Core Power, hero remains in contact with the material for an
determined at the time of hero creation. additional round and spends 2 Power Points to
increase their Armor Points by +1 above the normal
value, even if this puts them above their normal
Variant Power: Material Mimic maximum.
Invisibility with another person or object. The hero criminal’s head, the bat immediately takes 8 Hit Points,
spends 2 Power Points to make someone or something ignoring its Armor Points, and likely shatters from the impact.
they are in contact with invisible. If the hero loses But the criminal is most likely Incapacitated.
contact, the other item or person immediately
becomes visible. Boosts
• Stealth Strike: The hero is able to strike and then
quickly fade away. The hero spends 2 Power Points • Fast Charge: The hero is able to impart energy
after making an attack to become invisible again as a quickly. The hero spends 1 Power Point to charge an
Free Action. The hero can briefly be seen after making object as a Free Action.
the attack, so astute observers can learn their position • Kinetic Shield: The hero is able to drain kinetic
with a Hard Perception check. If the roll is successful, energy from attacks launched at them. The hero
the observer can make an attack against the hero on spends 2 Power Points as a Reaction to slow down a
their next Turn at only one Difficulty Grade harder physical object or attack directed at them, such as a
unless the hero is able to move before that time. For bullet or unarmed attack. The damage die of the
example, Shadowstalker uses his Invisibility Core Power to attack is reduced two levels and the weapon’s effective
strike a villain from hiding and starts to fade away with this Size/Force is reduced by one level. If this would reduce
Boost. If he uses a Quick Move to change his position before the damage below 1d2 or the Size below Small, the
the villain can attack, his foe still treats Shadowstalker as attack inflicts no harm on the hero. Alternatively,
being Heavily Obscured. the hero can choose to lower the Damage Bonus
of a weapon attack as long as the hero can see
Limits the attacker.
• Supercharge: The hero is able to impart even more
• Chameleon: The hero blends into the environment kinetic energy into objects. The hero spends 2 Power
around them, and is invisible only while standing still. Points while Charging an object to increase the
If the hero moves or takes an Action, anyone who Damage Modifier three steps and the Size/Force of the
could see them gets an immediate Perception check to object by two steps.
notice their location. • Torpid Bubble: The hero creates a bubble of null
• Obvious Tell: While the hero is invisible, there is kinetic energy that slows down anything entering it.
some sign of their passing that can be detected. When The hero spends 2 Power Points as an Action to
the hero uses the Core Power, they give off something create a bubble centered on them with a radius equal
that can be detected by other senses and Perception to half of their INT. Any movement within the
checks to perceive the hero with this other sense are field is halved, and close combat and ranged attacks
only one Difficulty Grade harder. Perhaps the against anything within or out of the field are
hero leaves behind a distinct scent of ozone, there is a one Difficulty Grade harder. Every Turn that the
faint crackling sound as they pass by, or there bubble is maintained the hero must pay an additional
is a strong sickly-sweet taste in the air where they 1 Power Point.
have walked.
• Partial Invisibility: The hero is only partially Limits
invisible. Perception checks and combat rolls to notice
or target the hero are one Difficulty Grade harder. • Body in Motion: The hero is so full of kinetic energy
that sometimes they have a hard time stopping.
Anytime the hero takes a Move or Quick Move Action,
KINETIC CONTROL they must make an Easy Athletics roll. If they fail, the
hero moves past their intended destination a number
Resist (Evade) of meters equal to one-fifth their INT.
• Inaccurate Charge: The kinetic energy the hero uses
The hero can impart kinetic energy into objects they are is difficult to control. Any attacks the hero makes with
holding, increasing the force of their impact. The hero charged objects are one Difficulty Grade harder.
must take an Action to charge an object, and when it is • Kinetic Drain: The kinetic energy the hero uses
used as a melee weapon or thrown, the hero’s Damage comes from their own potential. After the hero uses
Modifier is increased by two steps it if hits, its Size/Force this Core Power, any Acrobatics, Athletics, or Evade
is treated as one Size larger, and the Range is doubled. checks they make are one Difficulty Grade harder for
The increased force is very damaging to the object, and the next 1d3 Turns.
it takes double the damage inflicted, ignoring any
Armor Points it has. For example, if El Cañón charges a
baseball bat and inflicts 8 points of damage against a
102
LIFE SUPPORT
Always On
• No Sleep: The hero does not need to sleep, Shadowstalker is infiltrating a secret government facility
but they still need to rest to recover from Fatigue where nefarious things are going on. His invisibility powers
and injury. enable him to duck a passing patrol of soldiers.
• No Sustenance: The hero does not need to eat or spends 3 Power Points and an Action to shift one of
drink and never is at risk for starvation. their Life Supports to a different type of environment
or requirement for one hour. The hero must spend
• Underwater: The hero can breathe underwater and two Boosts to gain this ability.
is not at risk for the bends if they ascend too quickly. • Limited Resistance: The hero can briefly adapt their
body to deal with more harmful effects. The hero can
• Vacuum: The hero suffers no adverse effects from spend 1 Power Point as a Free Action to take half
Exposure to a hard vacuum, including the effects of damage after Armor Points are applied from an attack
background cosmic radiation, but it does not grant the or damaging Peril related to their Life Support. For
hero the ability to breathe in such conditions. example, the Dervish is adapted to hot environments, and
when he is subjected to a fire Blast from a villain, he can use
Boosts this Boost to take half damage from the attack.
• Survivalist: The hero can withstand adverse
• Additional Environments: The hero has adapted to conditions better than most. The hero can spend 1
a different adverse situation. The hero gains immunity Power Point to make an Endurance check to resist a
to two additional environments or requirements. dangerous environment or condition at one Difficulty
• Environmental Adaptation: The hero can adapt to Grade easier.
nearly any adverse situation they encounter. The hero
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Destined
The hero can shift their shape into something or • Doppelganger: The hero can make themselves into
someone entirely different. Upon taking this Core a near carbon copy of someone. The hero can spend 2
Power, the hero chooses whether they can change into Power Points while touching the target they want to
one of the following categories: animals, objects, or impersonate, and make an Opposed Willpower versus
people. As an Action, the hero can adopt an entirely Willpower check against them. If the hero succeeds,
new form based on the category they chose, and they they absorb basic details about the person’s life such as
can increase or decrease their SIZ by a number of their address, names of immediate family and close
105
Destined
magical or psychic in nature, the hero makes an manner. The image can be seen by electronic devices
Opposed Willpower test against the target instead. such as cameras and by artificial beings such as robots.
The image can be static or in motion, but moving
Boosts objects require the hero to take an Action each round to
adjust the image to account for continuous motion. The
• Additional Powers: The hero is able to counter illusion has no physical substance and won’t affect other
multiple Core Powers with a single touch. The hero senses unless the hero takes the appropriate Boost(s)
spends 2 Power Points for each additional Core Power below. Anyone interacting physically with the illusion
negated on a successful use of the power. realizes its nature upon contact, and someone observing
• Energy Drain: In additional to countering powers, it who has reason to suspect it’s not real can make an
the hero can also drain away the energy of their foe. Insight or Perception check Opposed by the hero’s
The hero spends 2 Power Points to drain 1d6+1 Deceit roll. The difficulty of the observer’s check is one
Power Points from the target if the Negation attempt Difficulty Grade easier if the illusion is flawed.
is successful.
• Power Thief: The hero is able to temporarily gain Boosts
any powers they remove. The hero spends 3 Power
Points to steal whatever Core Power is negated for the • Additional Senses: The hero is able to fool the other
amount of time the power is negated (see above), and senses of observers. The hero spends 1 Power Point to
if multiple powers are affected, the hero can spend 1 add an additional sense to the illusion. This Boost can
Power Point for each additional Core Power gained. add sound, smell, or taste. To add tactile sensation,
• Ranged Negation: The hero no longer needs to refer to the Psychosomatic Boost below.
touch their foes to take away their abilities. The hero • Greater Phantasm: The hero can craft truly massive
can spend 2 Power Points to affect a target up to their illusions. They spend 2 Power Points to affect an area
POW in meters away with a successful Opposed equal to double their CHA in SIZ, or 4 Power Points to
Willpower check. affect an area equal to triple their CHA.
• Independent Illusion: The hero is able to craft a
Limits lasting illusion that does not need their attention. The
hero spends 3 Power Points to create an illusion that
• Backlash: If the hero fails to Negate the Core Power remains for up to an hour without the need to
of a target, they lose the Negation power for concentrate on it. If the illusion involves some form of
1d6 hours, or 24 hours if the Opposed Roll was motion, it repeats the same pattern dictated by the
critically failed. hero at the time of creation, and observers who notice
• Power Trade: The hero risks transferring their own this treat the illusion as flawed in their attempts to see
powers to their foe if they are not careful. If the target through it at one Difficulty Grade easier.
rolls a Critical Success on its attempt to resist the • Psychosomatic: The hero’s illusions now feel as real
power, it gains one of the hero’s Core Powers as they look. The hero spends 2 Power Points when
determined at random for 1d6 minutes, and the hero creating an illusion to add tactile sensation to it. While
loses that Core Power for the same amount of time. they are unable to support weight (see the Core Power
• Specific Power Origin: The hero is limited in what of Telekinesis below), the illusions are able to trick
types of powers they can Negate. The hero can only observers who touch them and can even cause
Negate powers from one particular Origin, such as psychosomatic pain if the Phantasm attacks. If the
Mutation, Mysticism, or Technology (see Origins, page hero uses an Action to cause the illusion to attack a
13). target, they make an Opposed Deceit check against the
Insight of the target. If the hero is successful, the target
suffers a Level of Fatigue and believes the attack was
PHANTASM real. If the target is successful, it recognizes there is
something off about the attack and gets an immediate
CHA, Concentration, Resist (Insight, Perception) test to see through the illusion as a Free Action.
The hero is able to craft visual illusions to fool the senses Limits
of those around them in an area no greater than their
CHA in SIZ, or about 1 cubic meter in volume per point • Certain Senses Only: The hero’s Phantasm only
of SIZ. The illusion can be as simple or complex as the affects a sense other than sight with the base Core
hero wishes, from a flying spiked metal ball to a Power, such as the ability to create phantom noises or
marching band, but complex phantasms require a manifest pungent odors, which are subject to the same
successful Deceit check or the image is flawed in some skill rolls as the Core Power. If the hero takes this
107
Destined
option, they are unable to create visual illusions until Willpower check against the target if they are
they remove this Limit. unwilling. The hero can go back one hour for every
• Psychic Illusion: The hero’s illusions only affect a minute they remain in contact, up to a maximum
single target’s mind, and they cannot be seen by number of hours equal to their Insight skill rating.
anyone else. The hero’s illusions have no obvious The hero can only see what directly occurred to the
manifestation to anyone but the intended target, they target, and if it is a person, they can only perceive what
can’t be seen or recorded on any form of electronic the subject noticed with their own senses.
medium such as security cameras, and they are unable • Remote Viewing: The hero is able to see events at a
to affect artificial beings such as androids or robots. great distance from their body. The hero spends 3
• Specific Phantasms: The hero is limited in the type Power Points to project their senses out into the world
of illusions they can create. The hero can only create beyond their body. The sensor usually appears as an
illusions of a single specific category of objects or invisible, insubstantial projection of the hero, and it
beings, such as structures, animals, or people. The can fly at twice the hero’s INT in meters per Turn, up
Games Master is the final arbiter regarding what is or to a maximum distance of the hero’s INTx2 in
is not included in a category. kilometers. The sensor can pass through solid objects
and the hero can perceive normally though its “eyes.”
While the sensor is active, the hero’s body is inert and
PRECOGNITION helpless, and any damage inflicted on the hero in that
state causes the sensor to immediately return to their
Always On, INT body and they must make a Hard Willpower check or
be stunned and unable to act for 1d4+1 Turns. The
The hero is able to see brief visions of the future that aid sensor is visible to anyone who can see invisible objects,
them in the present. Whenever the hero completes a and while it is immune to damage, anything that
period of rest or meditation lasting at least 6 hours, they targets the hero’s senses can affect them in that state.
gain a number of visions into the future equal to one- • Shared Fate: The hero’s visions of the future can
third of their INT. The hero can use one of these visions help aid their allies and hinder enemies. The hero
as a Free Action when attempting a skill check, making spends 1 Power Point as a Free Action to use a vision
the roll one Difficulty Grade easier. When the hero on a target that is making a skill check within the
takes another rest, any unused visions are lost and a hero’s INT in meters. The hero can choose to either
new pool is gained. make the target’s check one Difficulty Grade easier or
one grade harder.
Boosts
Limits
• Danger Sense: It is difficult to catch the hero off
guard. Whenever the hero is surprised before a • Cosmic Backlash: The universe is not pleased with
combat, they can spend 2 Power Points to be able to the hero’s tampering with fate. Any time the hero uses
act normally. a vision, the Games Master rolls a d100. If the roll is
• Psychometry: The hero is able to see visions of ever a 96-00, they suffer some debilitating effect as the
something or someone’s past. The hero spends 2 universe punishes the hero for imposing their will on
Power Points while touching an object or a person, and fate. Roll 1d6 on the Cosmic Backlash table to see what
they are able to view past events that occurred to the fate befalls them.
target. The hero must succeed at an Opposed • False Visions: Sometimes the hero’s glimpses into
the future are incorrect. Whenever the hero uses one
Cosmic Backlash of their visions to modify a skill check, roll a d100
before making the check. On a 96-00, the vision was
1d6 Effect
from an alternate or false future and the hero makes
1 The hero suffers 1d2 Levels of Fatigue
the check at one Difficulty Grade harder instead.
2 The hero immediately loses 2d6 Power Points
• Nightmares: When the hero leaves their mind open
3 The hero suffers 1d3 points of damage to a random
to the future, sometimes dark visions creep in. After
location, ignoring armor
the hero completes a rest to regain their visions, make
4 The hero makes their next 1d3 skill checks at one Difficulty
an Easy Willpower check. If this roll is failed, the hero
Grade harder
suffered terrible nightmare visions while resting, and
5 Anyone opposing the hero makes their next 1d3 skill
they gain 1d3+1 Levels of Fatigue.
checks at one Difficulty Grade easier
6 The hero gains the unwanted attention of a cosmic entity
linked to fate or time
108
REGENERATION BULLETPROOF?
Always On
taking 2 Hit Points to the location struck. Note that this Core only be used for a specific other Boost. For example, a
Power only works against effects that inflict Hit Point hero with Absorption Boost has it linked to the Salvo Boost for
damage, not environmental effects that cause Fatigue his Blast Core Power, thus any Power Points absorbed can only
damage. Example Resistances include: acid, ballistic be used for the Salvo Boost.
weapons, cold, electricity, explosions, fire, kinetic • Living Bomb: The energy resisted is stored in the
damage (includes unarmed damage, blunt, edged, and hero, and eventually it explodes out from them. The
piercing melee weapons, and velocity-based damage as hero keeps track of damage stopped by the power, and
detailed on page 172), light (includes lasers), radiation, when the total damage reaches the hero’s CON, they
and sonic. must make an Endurance check. If this check
succeeds, the hero is able to dissipate the stored energy
Boosts harmlessly, but still takes a Level of Fatigue from the
process. If the check is failed, the energy erupts from
• Absorption: The hero is able to use the energy they the hero’s body, inflicting half of the hero’s CON in
absorb from attacks to fuel their abilities. The hero damage of the same type as the Resistance to
regains one lost Power Point for every 5 points of everyone and everything within one-fifth their CON in
damage inflicted upon them from an attack they are meters affecting 1d3 random locations. Should they
resistant to. This cannot raise the hero’s Power Points wish to stop this at the last minute on the Turn the
above their starting level. energy erupts from the hero, and with a
• Attack Redirection: The hero is able to turn the successful Willpower check, they can internalize the
resisted attack back on their foes. When the hero is hit energy instead and suffer half of their CON in
by an attack they have Resistance to, they can spend 2 damage, divided amongst Hit Locations as the hero
Power Points to redirect the amount of damage sees fit. If the hero rolls a Fumble on this check, they
resisted back at the attacker or another target within instead take their full CON in damage. The hero’s
the normal range of the original attack. The hero must stored energy fades at their Healing Rate
make a Combat Style check and the target of the per day.
redirected attack can attempt to make an Evade or
Parry check as a Reaction as normal. For example, if
Luminous had this Boost when she was struck by the laser SAVANT
attack, she could redirect the 3 Hit Points she resisted back
at the laser projector in the deathtrap, potentially destroying Always On
it completely.
• Environmental Adaptation: The hero’s Resistance The hero has an affinity to certain aspects of their
Core Power carries over to harmful environments. training or natural ability. The hero is an expert in
The hero gains immunity to one environmental three skills that are picked when this Core Power is
condition related to the Resistance, as per the Life chosen, and any check with those skills is one Difficulty
Support Core Power (see page 103). For example, the Grade easier. The skills must have one Characteristic in
villain Char has Resistance to fire damage, and adding this common, such as being a Savant in Computers,
Boost also makes him immune to extreme heat. Mechanisms, and System Ops (which all are based on
• Immunity: The hero is able to shrug off the effects INT). Skills that require Specialization count as
of the effect they are resistant to completely. The hero separate skills for this Core Power, and any that are not
spends 2 Power Points to completely ignore the part of the Savant skills do not normally gain the
source of damage they have Resistance to. They are benefit. For example, if the villainous Doctor Vellaro is a
still subject to any Special Effects that result from Savant in Science (Biology) and Science (Physics), he does not
the attack. gain the bonus from this Core Power in any other Science
skill rolls.
Limits
Boosts
• Damage Conversion: The hero is able to dissipate
the energy of an attack, but sometimes it wears them • Instant Specialization: The hero uses their expertise
out. Whenever the hero uses this power to resist in one field to help with a task from another. The hero
damage, they must make an Easy Endurance check. If spends 2 Power Points when using a Savant skill that
that check fails, the hero gains a Level of Fatigue from requires Specialization (such as Craft or Science) to use
the effort it takes to resist the damage. This also a Specialization that they do not have for a single task
applies if the hero uses the Immunity Boost above. or Extended Task. For example, if a hero is a Savant in
• Linked Absorption: The hero must have the Craft: Vehicles, she could use this Boost to use Craft: Robotics
Absorption Boost, and any Power Points absorbed can for a single task, even though she doesn’t have the skill.
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4. Powers
Shrinking Table
CON+SIZ Size Divider (STR, SIZ, Move) Hit Point Reduction Difficulty Penalty
12 or less 10 -1 One step
13-25 20 -1 One step
26-35 50 -2 Two steps
36-48 100 -2 Two steps
Each additional +12 Double the previous divider -3 Three steps
112
Surrounded by a mob of Dr Vellaro’s killer robots, Eclipse emits a searing blaze of light to overload the
creatures’ sensors. The horrible machines are knocked back and stunned.
cm tall would be 16.3 cm tall with a divider of 10, or a reduce their size as a Free Action.
little over an 2.5 cm high with a divider of 50. The • Shrinking Dodge: The hero can reduce their size to
hero’s weight can be calculated in the same manner. make them harder to hit. When the hero is attacked at
normal size, they can spend 2 Power Points as part
of a Reaction to shrink down to avoid the attack,
Boosts and their Evade or Parry check is two Difficulty
Grades easier.
• Growth Punch: The hero is able to deliver a
powerful strike while returning to normal size. While Limits
already shrunk, the hero spends 2 Power Points to
quickly grow to normal size while simultaneously • Disorienting Reduction: The Shrinking process
making a melee attack. The quick shift in size increases disorients the hero. Any subsequent rolls they make
the hero’s normal size Damage Modifier by two steps, the Turn after Shrinking or returning to normal size
and if the target attempts to Evade or Parry, the are one Difficulty Grade harder.
attempt is one Difficulty Grade harder. • Growing Pains: While Shrinking is easy, returning
• Microscopic: The hero is able to shrink down to a to normal size can harm the hero. When they return
truly minuscule size. The hero spends 2 Power Points to their normal size, they must make an Easy
to increase their size reduction factor by ten times the Endurance check or suffer 1 Hit Point of damage to
normal number for a single Action in combat, or a 1d4+1 random locations, ignoring armor.
single task or Extended Task outside of combat. After • Stressful Reduction: The hero has limits when they
the task is complete, the hero returns to normal size shrink, and if they push past them it taxes their body.
and must make an Endurance check or suffer 1d3+1 When the hero shrinks to a size smaller than half their
Levels of Fatigue. normal divider, they must make an Endurance check
• Quick Shrink: The hero is able to reduce their size as a Free Action or suffer a Level of Fatigue.
in an instant. The hero spends 2 Power Points to 113
Destined
even giving them separate orders or targets. retrieved from a device, but their natural connection
with machines allows them to comprehend various
Limits programming languages and code without the need for
a specific skill. Once the hero has connected, they can
• Limited Form: The hero can only create a specific access any data or information stored on the machine.
type of construct with the Core Power, such as They can also control any other systems the
skeletons or combat robots. The construct always has machine has access to while the connection is active,
the same Characteristics when summoned and always such as opening electronic locks, tapping into security
takes the general form, although the hero can vary the camera feeds, or making vending machines spit out
appearance as long as the Characteristics are the same. their contents. Depending on the complexity of the
For example, Zookeeper can Summon predatory animals to machine, the hero may be required to make a Research
serve him in combat. He could Summon wolves, panthers, or or Easy Computers check to search through the data to
boars, but no matter what the form, with this Limit they always find what they are looking for. Sentient machines
have the same Characteristics when summoned. can attempt to stop the hero’s connection by taking
• Material Required: The hero creates their an Action and making another Opposed Willpower
constructs from materials around them. The construct check.
is made up of a specific material determined when this
Limit is taken. It can be any relatively common Boosts
material, such as dirt, stones, or wood, or something
more specific such as corpses, building materials, or • Data Transfer: The hero is able to copy information
molten lava. The material must be within the hero’s stored on a machine into their own mind. While
POW in meters and there must be a sufficient amount connected to a machine, the hero can spend 2 Power
to create the construct(s) based on the SIZ chosen. Points to copy information stored on the machine to
When a construct created this way is destroyed, it their mind or to transfer previously stored
reverts to whatever base material was used in its information to a different machine. The hero is able to
construction. access the information even once they disconnect from
• Sympathetic Link: The hero is linked to their the machine. While the human mind can store
constructs, and he or she hurts when they hurt. When amazing amounts of data it is not designed for keeping
a construct takes damage, the hero takes 1 Hit Point to digital information, so the strain of keeping the
a random location. This damage is not reduced by information in the hero’s mind inflicts a one-step
armor or any resistances. If the construct is destroyed, penalty to any INT-based skill checks as long as they
the hero must make an unmodified Endurance check keep the information there. Normally the hero can
as a Free Action or take 1d3 Hit Points to a random store specific information about one topic found
location as above. or the contents of an average desktop computer or
tablet with a successful Research check, but if the
hero attempts to retain a large amount of data (such as
TECHNOPATHY an entire server or government database), they must
roll 1d100 to see what percentage of the data they
INT, Concentration, Resist (Willpower) managed to obtain from the system. The hero can
choose to remove the information at any time as a
The hero is able to interface their mind with machines, Free Action.
tapping into the information stored there. The hero can • Memory Probe: The hero is able to access hidden or
connect their mind with a machine that they can see damaged information. The hero spends 1 Power Point
within their INT in meters as an Action. The power to make any Willpower check to gain access to
only works with machinery that has electronic or information on a machine or overcome security
computerized components, and machines without these measures one Difficulty Grade easier. Alternatively, the
parts are unaffected by this Core Power. If the machine hero can spend 2 Power Points and make a Hard
is sentient, such as an advanced robot or android, and Willpower check to attempt to access corrupted or
unwilling, the hero must win an Opposed Willpower erased information that was previously stored on a
check against it to connect. Machines with security machine they are connected to. If the hero is
measures, such as firewalls on networks, use the skill successful, they are able to access such data going back
rating of the programmer (if known) or have a a number of days equal to their Research skill rating.
percentage rating assigned by the Games Master that For example, Data Miner is attempting to locate security
the hero must overcome in an Opposed Willpower test footage that will help exonerate one of her allies falsely
to gain access. Heroes must also be able to speak any accused of a crime, but unfortunately the footage was erased
relevant languages to understand text and information a week prior. Luckily she makes her Willpower roll and is able
116
4. Powers
to recover the footage, as well as some incriminating video of feedback, and must make an Easy Willpower roll. On
the man trying to frame her friend. a Failure they suffer 1d3 damage to their Head,
• System Control: The hero is able to give a machine ignoring any armor or resistances. If this roll is a
orders that it will carry out even when the hero is no Fumble, they suffer 1d6+1 damage to the Head
longer connected. The hero spends 2 Power Points as instead.
an Action to issue an order to a machine they are
connected to. If the machine is sentient, the hero must TELEKINESIS
succeed at an Opposed Willpower check to implant
the order. If successful, the machine will follow the CHA, Concentration, Resist (Brawn, Evade)
order to the best of its ability and will act even after the
hero is no longer in contact. In most cases machines The hero is able to move objects at a distance with
can only carry out orders for tasks that they could psychic force, invisible mystical hands, or some other
normally accomplish, and the machine follows the manifestation of their power. The hero can lift and
directive until it is finished. So a computer could be manipulate visible objects that they are aware of at a
commanded to wipe all of its data at a certain time or distance of their CHA in meters by using an Action
a drone could be sent to a specific location. The Games Point, moving them at a rate of one-third the hero’s
Master has final say if an order is beyond the ability of CHA in meters per Turn. The force used to lift is
the machine in question, or if the hero’s order is too unseen, and anyone unaware of the hero’s abilities may
complex for the machine to successfully complete. If a be surprised by objects moving unexpectedly.
sentient machine is given an order that opposes its Telekinesis is treated as any other strength-based
Passions or would cause it to inflict harm on itself or Action, with the hero using INT+CHA to determine
someone important to it, it gets an immediate Damage Bonus and Willpower in place of Brawn for
Willpower check at one Difficulty Grade easier to any checks required; however, the hero’s maximum lift
resist. For non-sentient machines, someone who with Telekinesis cannot be increased as per Feats of
becomes aware the machine has been compromised or Strength (see page 190). It can also be used to grapple
controlled can attempt to stop it from performing the targets or wield objects or weapons at the listed distance
Action dictated by the hero with a successful using the hero’s Willpower, but the telekinetic force
Computers, Craft, or Mechanisms check as cannot normally be used to directly attack (see below for
appropriate to the type of machine being controlled. an exception). Targets can Evade or Parry objects and
• Wi-Fi Enabled: The hero is able to use wireless wielded weapons as normal, but attempts to defend are
networks to connect to any machine on that network. at one Difficulty Grade harder since there is no
The hero spends 2 Power Points as an Action in an “opponent” to study and the attacks can come from any
area with wireless internet, allowing them to attempt angle or direction. While the telekinetic force is crude,
to access any device or machine connected to that the hero can perform tasks requiring fine motor skills
network, even if it is beyond their normal range or out such as typing on a keyboard or lifting delicate objects,
of sight. Alternatively, the hero can use a cellular tower but all checks required are one Difficulty Grade harder.
in the same manner, allowing them to attempt to gain The maximum weight the hero can lift using
access to any device using that tower while they are Telekinesis is determined by their INT+CHA as
utilizing the tower. detailed in the Telekinetic Lifting Table.
Limits Boosts
• Direct Connection: The hero must physically be in • Distance Manipulation: The hero can manipulate
contact with a machine to connect to it. The hero’s objects at greater range. The hero can spend 2 Power
power has no range and they must be physically Points to increase the range to twice their CHA in
touching the machine they wish to access. If the hero meters, or triple their CHA in meters for 3 Power Points.
loses contact with the machine, their power stops • Size Matters Not: The hero is able to lift far more
working immediately. than normal. The hero can spend 2 Power Points to
• Limited Access: The hero is only able to access double their maximum weightlifting limit for the Core
certain types of machines. The hero chooses one type Power, or 3 Power Points to quadruple it.
of machine, such as computers, vehicles, or security • Telekinetic Shove: The hero sends out a wave of
systems. Their Core Power only works with those types telekinetic force to knock a foe back. The hero spends
of machines. 2 Power Points to attempt to push a target with an
• System Short: If the hero is stopped from gaining Opposed Willpower roll against the target’s Brawn. If
access, they suffer for it. If the hero fails a Willpower the hero is successful, the target suffers Knockback as
check to gain access to a machine, they suffer painful if struck with damage equal to the hero’s INT+CHA.
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Destined
Alternatively, the hero can spend 3 Power Points to The link remains active as long as the hero and the
release a burst of force centered on their location. target remain in range, although once established they
Everyone within one-fifth their POW in meters must do not need to remain in sight of each other. An
make an Opposed Brawn check against their unwilling target can resist the link by making an
Willpower or suffer Knockback as if struck by damage Opposed Willpower check against the hero, or attempt
equal to the hero’s CHA. to force the hero out by making an Opposed Willpower
• Telekinetic Strike: The hero launches a pinpoint check as an Action.
“punch” of telekinetic force at their foe. The hero can
spend 2 Power Points to attempt a telekinetic strike at Boosts
their normal range, using Willpower for the attack
check. The target resists with Evade as a Reaction, but • Gestalt Mind: The hero is able to not only share
the check is one Difficulty Grade harder. If successful, minds, but also can share knowledge. While in
the attack inflicts damage based on the hero’s telepathic contact with someone, the hero can spend 2
INT+CHA (see the Telekinetic Strike Table). Power Points to use the target’s skill values in place of
their own (but only if the skill is based on INT), and
Limits the target can do the same. If it is a skill the hero or the
target does not have training in normally, any checks
• Limited Objects: The hero is very limited in what are one Difficulty Grade harder. The Core Power lasts
they can manipulate with their Core Power. The hero’s for the duration of one task or one Extended Task.
Telekinesis only affects a certain broad category of • Mind Control: The hero is able to take control of a
targets, such as only metallic objects, plant-life, or mind that they are linked with. The hero spends 3
living creatures. Power Points to attempt to gain control of a target that
• Telekinetic Strain: While the hero can lift they have established a telepathic link with. The hero
tremendous weight with their power, pushing too makes an Opposed Willpower check against the target,
hard can tire them out. If the hero attempts to lift and if successful, the hero can direct the target’s
weight greater than half their maximum lifting Actions. At the end of each round that the target is
capability, they must make an Endurance check or being directed it can make an Opposed Willpower
suffer a Level of Fatigue. check against the hero to break free. If the hero directs
• Visible Force: The hero’s telekinetic force has a the target to perform an Action that would be contrary
visible manifestation, such as hands of energy or to its Passions, or if an act would harm the target or
tendrils of darkness. Checks to Evade or Parry any someone important to them, the Opposed Roll can be
attacks with the force are at normal difficulty and it is attempted again prior to the Action at one Difficulty
obvious to onlookers that the hero is the source of any Grade easier. If the target Fumbles the initial Opposed
use of the power. Roll to resist, the control lasts until the hero releases
the target or until it is directed to perform anything
that opposes its Passions or risks harm as per above, in
TELEPATHY which case a Willpower check is made as normal.
• Mind Probe: The hero is able to delve deeply into
CHA, Concentration, Resist (Willpower) the memories of someone. The hero spends 2 Power
Points to reach past the surface thoughts of the target
The hero is able to use their mind to contact the mind and into deeper memories. If the target is willing, the
of another. As an Action the hero can initiate a hero can view any of their memories as if he or she was
telepathic link with another being that is within sight of physically present, going back a maximum number of
the hero, and no further than twice their CHA in years equal to one-fifth the hero’s Insight skill rating.
meters. This link allows instantaneous communication If the target is unwilling, or if an external force is
of surface thoughts and images, although both of them protecting those memories, the hero must succeed at
must share a common language to understand words. an Opposed Willpower roll against the target to
118
4. Powers
TRANSFORM
PORTALS
CHA, Concentration
CHA
The hero is able to change the form and shape of
The hero is able to open gateways that allow them swift Inanimate Objects (see page 192) into something
travel to a distant location. The hero can briefly open a completely different. As an Action, the hero can
Portal to any point within their CHA in meters and step Transform any inanimate object by touching it and
through it as a Move Action. The Portal is large enough succeeding on a Willpower roll. The difficulty of this
to accommodate the hero’s SIZ, and it is clearly visible roll depends on the SIZ of the object. The roll is at
to anyone who can see the hero. The gateway remains Standard difficulty for objects with a SIZ equal to half
open on both sides until the end of the Turn when the the hero’s CHA or less, Hard for a SIZ above half up to
hero uses it, so anyone of sufficient SIZ using the Delay the hero’s CHA, or Formidable if the SIZ is greater than
Action before the hero acts can Interrupt to travel the hero’s CHA but no greater than twice their CHA.
through the Portal to either side. Heroes are unable to use Transform on objects with a
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4. Powers
SIZ larger than twice their CHA. If the object is being it. By spending 2 Power Points, the hero can increase
held or carried by another person, the hero must make or decrease the SIZ of the transformed object by up to
a successful Unarmed roll to make contact with the item half their CHA. By spending 4 Power Points, they can
as part of the Action to use the power. The hero is able alter the SIZ by up to their CHA instead. When the
to change the form of the object into anything they wish, object reverts back to its normal form, it also goes back
although they can only use the materials and mass to its normal SIZ.
available and may not change the state of matter of the
object (such as changing normal water into ice). The Limits
transformed object must also remain in one piece and
may not be separated into multiple objects. With a • Limited Transformation: The hero is only able to
Willpower roll, the hero can change what they touch Transform a limited category of objects. When the
into relatively simple things such as altering it into basic hero takes this Limit, they must choose a specific
forms such as simple blocks or machines. Anything more material or category of item they can Transform, such
intricate or complex requires a successful Art or as only metallic objects, only furniture, or only glass.
Craft roll with the appropriate Specialization for • Unattended Objects: The hero is only able to
whatever the hero wishes to make. All the appropriate Transform objects that are not on the person or in
components must be necessary if the object is possession of someone else. The hero can only use this
transformed into something complex, so a hero could power against objects that are not held or in contact
change a steel rod into the shape of a pistol but wouldn’t with another person, and attempting to Transform
be able to make the gunpowder or make the same rod items in the possession of someone else always fails.
into a functioning smartphone. The object remains in its • Unstable Transformation: Sometimes when a hero
transformed state as long as the hero is able to maintain transforms an object, they have a hard time
Concentration, and it reverts back to its original form if maintaining its new form. The hero must make a
the hero stops concentrating. Willpower roll as a Free Action on each round they
attempt to maintain Concentration to keep an object
Boosts in its new form, and if they fail it automatically reverts
back to its original form. The hero cannot take the
• Alchemy: The hero can alter the material Lasting Transformation Boost if they have this Limit.
composition of an object into a different type of
substance. By spending 2 Power Points the hero can
change the base material of the object into a different VAPOROUS FORM
substance in the same category. So if the hero touches
a steel object, they could use this Boost to change it into CON, Concentration
copper, iron, or even gold. By spending 4 Power Points
the hero can change the base material of the object into The hero can turn into a cloud of vapor or fine
something completely different, such as changing a particles, achieving a nearly insubstantial state. The
steel object into glass or wood. The hero can only hero assumes this form as an Action and can remain in
Transform objects into new materials with Armor this state as long as they choose. While in this form the
Points no greater than their CHA, and the object hero is incapable of interacting with objects or people
reverts back to its original make-up when it changes in the physical world, their misty body flowing
back. around them. The hero is also immune to physical
• Lasting Transformation: The hero’s transformations sources of damage such as unarmed strikes and melee
last past the time they stop concentrating on them. The weapons, and they take half damage from energy-based
hero can spend 2 Power Points to make the attacks such as fire or electricity. The hero can pass
transformation last up to 1 hour without the need to through openings of any size and gains a slow flying
concentrate, and can extend the duration by 1 hour for speed equal to one-fifth of their CON. The hero still
each additional 2 Power Points spent. retains their normal shape and size while in the
• Ranged Transformation: The hero is able to Vaporous state, and if an attack can inflict harm it still
Transform objects at a distance. The hero can spend 2 affects their Hit Locations as normal. If the hero takes
Power Points to Transform objects up to their CHA in damage while in their Vaporous state, they must make
meters away. If the object is being held or carried by an Endurance roll. If this check is failed, or anytime the
another person, the hero must succeed at an Opposed hero loses Concentration, they immediately revert back
Willpower check against them to make the to solid form.
transformation.
• Size Transformation: The hero can add or subtract
mass from the object to alter its size after transforming
121
Destined
122
5. Tools of the Trade
tools of the
trade
T
urning invisible and being able to break Allotments are divided into two key components for
through walls with your bare hands are how resource management works in Destined: Allotment
impressive, but they aren’t much of a help Rating and Allotment Slots. These Allotment Slots can
when you don’t have a computer to hack into be filled from Personal and Organizational Allotments,
the doomsday satellite about to vaporize the city. Even as outlined below.
the greatest heroes need tools to help them in their
struggles against the forces of villainy, and those lacking
in powers make up for it with cutting-edge gear to give Allotment Rating
them the advantage they need.
Much like skills, a hero’s Allotment Rating is
In this chapter you’ll find all the wonderful toys that represented by a percentage, based on the Power Level
superheroes use during their battles against evil, of the campaign and modified by either Experience
including armor to protect them, weapons to fight back, Rolls or advancement in an Organization (see page 124)
gadgets and gizmos, and the cool vehicles that get them as the campaign progresses. It serves as an abstract
to where they need to go. This chapter also gives the representation of the level of resources available from a
rules for Allotments, a system that allows heroes to particular source, and the percentage is rolled against
easily manage their resources and equipment without just like a skill when the hero needs to obtain a rare or
worrying about how much grappling hooks cost. dangerous piece of gear, or when they want to switch
their equipment in the middle of an adventure.
and the hero uses any or all their available Allotment Organizational Allotments
Slots to purchase gear they want (that is, if it’s readily
available – see below). Normally once a hero assigns The groups that back the hero can provide resources
their slots they are unavailable to them for the and equipment to help them when they are out in the
remainder of the adventure, but when the hero has the field. Be it a government agency, a massive corporation,
opportunity, they may reassign some or all of their slots or superhero team, Organizations have access to items
to change the gear they have available (see below). that would either be highly expensive or Highly
Continuing the above example, Shadowstalker would have 9 Restricted, and in some cases the hero will only be able
Personal Slots, 8 Organizational Slots with Omega, and 6 to obtain certain gear through their patrons.
Organizational Slots available with the Free Fists. Organizational Allotments are generally only available
when the hero is performing a task or mission for their
patron, although they can attempt to persuade their
Personal and patron to loan them gear (see below).
Allotment Costs and resources to get the item. So a hero who wants to
purchase a grapple gun (Uncommon, cost 1) with their
Restriction Levels Personal Allotment Slots would pay 2 slots to get it. Past
the Uncommon level, items become more expensive
Each piece of gear has an associated Allotment Cost and harder to obtain with Personal Slots. Acquiring a
listed below, ranging from 1 (for easily acquired items) Restricted item requires the hero to have a source for
to 10 (for something either very expensive, the item, such as an appropriate contact within an
experimental, or Highly Restricted), and this number Organization that could obtain it, or scouring the black
represents the number of Allotment Slots needed to market for the gear. Normally this requires a
acquire that item for use during the adventure. Each Formidable Deceit or Influence check, or a Hard check
piece of gear below also has a Restriction Level, which in Streetwise for black-market items, or an appropriate
measures how easily it can be obtained or how highly it Hard Culture roll to use contacts.
is regulated by legal or governing bodies.
For example, if Shadowstalker wanted to get military-grade
There are four Restriction Levels for gear in Destined: body armor for three locations (listed cost 1, Restricted Level),
he could attempt a Hard Culture (Military) roll to call on some
1. Common: Items with few or no regulations that can old army buddies to help him out.
easily be purchased at stores or online. This level
includes items like outdoor gear, civilian vehicles, If the roll is successful, the hero is able to obtain the
smartphones, and basic self-defense weapons. item, and as long as it is not destroyed, lost, or stolen,
they can access that item again in future adventures
2. Uncommon: Items that have some regulations without having to make another check. Restricted items
involved with their purchase, or require a greater cost the listed value plus two in Personal Slots (so
expenditure of effort to obtain than common items. Shadowstalker’s price for the mentioned combat armor would
This level includes commercial vehicles, larger civilian be 3 rather than 1).
small arms, and common but plausible superhero gear.
Highly Restricted items are even harder to obtain,
3. Restricted: Items that are highly regulated and may requiring Herculean Deceit or Influence checks, or
be restricted to individuals with proper licenses, law Formidable Streetwise or Culture rolls, and their base
enforcement, and the military. This level includes cost is increased by four. So getting that jet fighter
commercial aircraft, heavy body armor, and military for your hero with their personal funds is possible, but
grade weaponry. not easy.
4. Highly Restricted: Items that are restricted to the Heroes attempting to obtain gear of the Restricted
highest levels of authority, or are highly dangerous or or Highly Restricted levels with their Personal
experimental. This level includes military vehicles, Allotment Slots also run the risk of leaving a trail that
heavy weaponry, and cutting-edge technology that only could compromise their secret identities. If the hero
exists on the pages of comics. The costs and Restriction fails a check to obtain such an item, they will alert any
Levels of gear are meant to be abstract representations Organization that monitors the purchase of such items,
of the “price” associated with obtaining the item, and or someone involved with the attempt could pass the
they do not directly translate into real world purchase hero’s attempt on to an interested party.
prices. So a Common item with a cost of 1 (such as a
simple knife) is far easier to acquire than a Highly After nearly being killed trying to fight Baron Malycer,
Restricted item with a cost of 1 (such as a miniaturized Shadowstalker tries to get a laser rifle from a local weapons lab
Machine Pistol), even though in their relative levels of to give him a better chance at cracking the villain’s force fields.
restrictions they are considered to be “low cost.” Unfortunately he fails his check to acquire the item and the lab
flags the attempt and alerts their security.
Personal Allotment Slots and Smart heroes will not use their real name or personal
bank account when trying to get Restricted items, but
Restriction Levels the alert could raise red flags to someone who could
make trouble for the hero in the future. If the check was
When a hero uses their Personal Allotment Slots to a Fumble, the hero left behind some incriminating clue
obtain gear, they pay the listed cost for any Common that leads to their actual identity even if they were being
items. Uncommon items cost one point higher than the careful to cover their tracks. The Games Master has
listed amount, representing a greater expenditure of final ruling on how a failed check could affect the hero,
125
Destined
Master may decide the hero will not have access to those
How much gear slots, or the Organization itself may restrict what gear
Is too much? the hero may access depending on the nature of their
mission. For more information on how Organizations
no hard and fast rules for how much a hero can Spending Personal and
carry, although you can use the lifting capacity
based on the Feats of Strength rules on page 190 Organizational
to see what would be reasonable. Generally a
hero should be able to wear armor and carry one Allotment Slots
personal item in each hand, a few items strapped
to their back, small items or worn weapons on Heroes have Allotment Slots equal to one-tenth the
their abdomen, and perhaps a small hidden rating in all available types of Allotments. Available slots
weapon or two in their boots. If the Games Master are used at the start of the adventure to assign gear and
feels the amount a hero is carrying is other resources to the hero, which remain available
unreasonable, or the hero is holding bulky or until a new adventure starts or the hero opts to swap
cumbersome gear, they can impose difficulty out their equipment for something different (see
penalties to Actions, a reduction in movement, below). So continuing the above example, if Shadowstalker
and/or reduced Initiative to reflect the impairment was getting ready to go out on patrol he could spend his 9
caused by the hero being overloaded. Personal Slots on body armor, a climbing kit to scale walls, a
belt of throwing blades, and a communicator in case he needs
backup from his allies. As long as the hero has the Personal
if at all. A billionaire playboy trying to buy a private jet Allotment Slots available and can match the cost of the
would not be an unusual occurrence, but if he tries to item (as noted in Personal Allotment Slots and
buy a tank, someone will probably pay attention. Restriction Levels above), they have access to any piece
of gear the Games Master allows.
Rating or one of their Organizational Ratings), but if of gear during an adventure has its own complications,
there is sufficient downtime available the Games Master it can also affect the hero’s available resources for the
may allow heroes to swap out equipment from more next adventure to cover the replacement costs. This is
than one pool. Again, all the rules above apply to the represented by a temporary reduction in the Allotment
switched-out equipment. Slots available from the pool where the lost gear was
purchased from (either Personal or Organizational).
Note that the following are not cumulative, but the
Allotment Reduction highest penalty for the cost or type of gear is applied.
Over the course of their career, a hero’s fortunes will • If the gear had an Allotment Cost of 2 or fewer slots
rise and fall, and the same can be said for their and was either Common or Uncommon, there is no
Allotments. Adverse circumstances can cause reductions reduction in the hero’s Allotment Slots.
in the hero’s resources, and depending on their status
with patron Organizations, their willingness to lend • If the gear had an Allotment Cost of 3 to 4 slots, or was
assistance can change as well. Restricted, the hero’s available slots from the pool are
reduced by 1d2 at the start of the next adventure.
For a hero’s Personal Allotments, changes are usually
temporary. Oftentimes this is a result of a Fumbled roll • If the gear had an Allotment Cost greater than 5, or
to change gear mid-adventure, but other plot-related was Highly Restricted, the hero’s available slots from
situations may also cause reductions in the hero’s the pool are reduced by 1d2+1 at the start of the
resources. Perhaps a villain learns the hero’s identity next adventure.
and attacks their bank accounts, or a rival from their
personal life does something that damages their • If the hero is already suffering from an Allotment
reputation, resulting in difficulty in accessing Reduction and loses additional gear, when a new session
previously used resources. starts their Allotment Slot value is reset back to its
normal amount before any newly acquired penalties
Sometimes the situation has nothing to do with are applied.
enemies or rivals. If the hero’s Personal Allotments are
related to money they obtain from investments and
something happens to the stock market, the hero may Armor
be at a loss until things recover. If a situation arises
where the personal resources of a hero would be When the bullets and energy beams start flying, armor
reduced, their Personal Allotment Rating is lowered by may be the only thing that stands between surviving to
a value determined by the Games Master (usually fight another day and weeks of recovery in the hospital.
several d10s+10), with a corresponding reduction Armor helps protect the wearer from harm, reducing
in slots available. The reduction is temporary, lasting no the amount of damage to a Hit Location covered by the
more than a few game sessions or over the course of a listed Armor Point value. The downside to worn armor
single adventure. is its Bulk, which restricts the reactions of the wearer,
represented by a reduction in the hero’s Initiative.
Armor in Destined has the following Traits:
Equipment Damage and Loss
• AP: The amount of Armor Points provided for the
Heroes can be very hard on their gear, and location the armor is worn. This is subtracted from
unfortunately the occasional stray fire blast from a any physical or energy source of damage unless noted
supervillain destroys the supercar they worked so hard otherwise.
to borrow (or purchase). While the destruction or loss
Armor table
Armor Type AP Bulk Cost RL
Polyweave 1 0 (0) -/1 Common
Padded Leather 2 1 (2) 1/2 Common
Light Combat Armor 3 2 (3) 1/2 Uncommon
Combat Armor 4 3 (5) 1/2 Restricted
Heavy Combat Armor 7 4 (6) 2/3 Restricted
Exosuit 9 6 (9), see text -/5 Highly Restricted
128
• Bulk: The bulkiness of the armor worn. The
listed number is for each Hit Location covered
by that type of armor, and the Bulk rating for all
types of armor worn are added together and
divided by five. That amount is deducted from
the hero’s Initiative rating while the armor is
worn. In the chart opposite, the number in
parentheses is the total Initiative Penalty for a
full suit of armor.
Types of Armor
Polyweave: A special fabric interwoven with Flight is the power par excellence of superheroes. Sky
high strength filaments and special materials, Raven’s super-armor not only protects her but enables her
polyweave is a durable, flexible cloth commonly to glide through the sky above the city and swiftly reach the
used to construct superhero costumes and scene of the action.
provides a small measure of protection. If
polyweave covers three or fewer locations, there is no Combat Armor: Built of the same materials as the
Allotment Cost for it. lighter version, combat armor is too bulky to be
concealed but offers better protection while remaining
Padded Leather: Similar to biker’s leathers, padded less constrictive than heavier forms of armor.
leather armor uses thicker leather pads over vital areas
to provide increased protection from impact and other Heavy Combat Armor: The most durable form of
dangers. standard armor, heavy combat suits use ceramic or metal
plates to offer superior protection to vital areas and are
Light Combat Armor: Often constructed of protective often used by military units and SWAT teams.
materials such as Kevlar or carbon fiber composites,
light combat armor offers solid protection but can still Exosuit: The cutting edge of personal body armor,
be concealed under shirts and jackets for undercover exosuits combine the best materials along with built-in
operations. servos to enhance the wearer’s physical abilities. While
powered up, the wearer can lift up to 500 kgs., their
129
jump distance is doubled, and the effective Bulk of hero’s person also inflict their damage to anything
the suit is halved. The armor has a power supply that they wear.
is good for up to four hours of use, and requires four
hours directly connected to a power source to Powers damaging the hero’s personal gear should only
recharge it. factor into campaigns that have a realistic or gritty tone
since they will force some heroes to use up precious
Allotment Slots on preserving their equipment. These
Adaptive Armor same options can be applied to any other gear the hero
carries at the Games Master’s discretion, such as
Heroes that can burst into flame at will should be hard weapons and equipment that might be harmed by a
on their clothes, but in comics whatever they are power.
wearing is often unaffected by their powers. It’s a
common trope that superhero spandex seems far more
invulnerable than the heroes themselves, so if you want Weapons
to simulate this you can handle it in one of two ways.
While some heroes can manifest energy blades or fire
• Naturally Indestructible: The simplest way is to off bolts of lightning, others must rely on standard
hand-wave the adverse effects of powers on whatever weaponry when battling their enemies. There are many
the hero is wearing, saying the material is adaptive to options available for up-close and personal fights and
their abilities or some trait of the Core Power protects long-range exchanges, but heroes should be mindful
anything on the hero’s person. Intentionally striking that just because they can purchase an assault rifle does
armor with the Damage Item Special Effect can harm or not mean walking down the street with one won’t get
destroy it as normal, but otherwise a hero’s armor and them in trouble. The following are the most common
clothing endure anything that is thrown at them. weapons found in Destined, from close combat melee
weapons up to rockets that can stop an armored car.
• Adaptive Modification: If you use this option, a hero
must purchase specific modifications to ensure that Weapons in Destined have the following Traits:
their armor is not damaged or destroyed by their
powers. It might be special materials such as flame- • Dam: The amount of damage the weapon inflicts on
retardant cloth or a fictional substance such as a successful attack.
“multi-adaptive fibers” that only exists in a superhero
setting. This increases the Allotment Slot cost of armor • DM: Whether a Ranged Weapon can benefit from the
by 1, and without it any damaging powers that affect the user’s Damage Modifier or not.
Melee weapons
Weapon Dam Size AP/HP Cost RL Traits
Axe, Fire 1d6+1 M 4/8 1 C Sunder
Baton 1d4 M 4/6 1 C Thrown 5/10/20
Brass Knuckles +2 S 2/4 1 C Adds to base unarmed damage
Club 1d6 M 4/4 1 C -
Knife 1d4+1 S 6/8 1 C Thrown 5/10/20
Improvised, Small 1d4 S 2/4 - - Improvised, Thrown 5/10/20
Improvised, Medium 1d6 M 4/4 - - Improvised, Thrown 5/10/20
Improvised, Large 1d8 L 4/6 - - Improvised
Improvised, Huge 1d10 H 6/10 - - Bulky, Improvised, Thrown 5/10/20
Improvised, Enormous 2d6 E 6/15 - - Bulky, Improvised, Thrown 5/10/20
Shield, Regular 1d4 L 4/12 1 U Passive Block 3
Shield, Heavy 1d4 H 6/15 1 U Passive Block 4
Spear 1d8+1 L 4/8 1 U Reach 2, Thrown 5/10/20
Staff 1d6+1 M 4/4 1 C Defensive, Reach 2
Sword, Long 1d10 L 6/12 2 U Two-handed
Sword, Medium 1d8 M 6/10 1 U -
Sword, Short 1d6 M 6/8 1 C -
Unarmed 1d3 S - - - Normal human unarmed damage
Whip 1d3 S 4/4 1 C Entangle, Reach 3
130
• Size/Force: The amount of impact the
weapon inflicts upon a hit, used to
determine the effectiveness of Parries.
Measured in Small (S), Medium (M),
Large (L), Huge (H), and Enormous (E).
* Auto: Able to switch from normal fire to automatic of the heroes are hit, the enforcer rolls 1d3 for each to
fire by taking the Ready Item Action. The weapon can determine how many shots actually hit.
fire 3 round bursts or fully automatic fire as an attack. * Bulky: The weapon is cumbersome or awkward to
* 3 Round Burst: Increase the difficulty of the attack use, or is a Ranged Weapon that normally requires
to Hard; upon a success the target is hit 1d3 times in bracing or a bipod to use effectively; the user’s
random locations. Uses 3 rounds of ammo. Initiative is lowered by 5, and attack rolls with it are
* Fully Automatic: Increase the difficulty of the attack one Difficulty Grade harder.
to Formidable; divide 10 shots evenly between any * Dazzle: The weapon releases a bright flash and loud
number of targets within a 10-meter long line, with noise, and targets within the radius must make a Hard
excess shots being lost. If successful, roll randomly to Endurance check or be blinded and deafened for 1d3
determine how many shots hit each target in random Turns, making all checks or attacks related to those
locations. For example, a mob enforcer unloads on senses Formidable. Within twice the radius the
Shadowstalker, Torc, and Eclipse, dividing 10 shots evenly Endurance check is Standard difficulty and beyond
between them with each getting 3, and 1 shot is wasted. If any that no check is needed.
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Destined
Ranged weapons
Weapon Dam DM Force Range Load AP/HP Ammo Cost RL Traits
Pistol, Light 1d6 N L 50/100/200 3 4/12 15 1 C -
Pistol, Heavy 1d8 N H 50/100/200 3 4/12 10 1 C -
Pistol, Machine 1d6+1 N L 50/100/200 3 4/12 30 1 R Auto
Rifle, Hunting 2d8 N H 100/300/2000 3 6/12 5 1 C Scope 5
Rifle, Sniper 2d10+4 N H 900/1500/5000 3 6/12 10 2 R Scope 5
Rifle, Assault 2d6+1 N H 200/500/2000 3 6/12 30 2 R Auto
Shotgun, Combat 3d6 N H 20/100/200 3 6/12 6 1 U -
Blaster Pistol 1d8+1 N L 10/30/120 3 6/12 20 3 HR -
Blaster Rifle 2d6+2 N H 30/100/300 3 6/12 50 4 HR -
Taser 1 N M 10/-/- 3 4/4 1 1 C Incapacitating
Bolas 1d4 N M 10/25/50 - 2/2 - 1 C Entangle, Cost is for 5
Boomerang 1d4+1 Y M 10/20/50 - 2/3 - 1 C Returning, Cost is for 5
Bow, Compound 1d8 Y L 15/100/200 2 4/8 - 1 C Cost includes 20 arrows
Crossbow 1d10 N H 20/150/300 4 4/8 - 2 C Cost includes 20 bolts
Crossbow, Hand 1d6 N M 10/30/120 3 4/6 - 1 C Cost includes 20 bolts
Throwing Blade 1d4 Y S 5/10/20 - 6/8 - 1 C Cost is for 10
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5. Tools of the Trade
* Sunder: The weapon may use the Damage Item • Small: a broken bottle, a fist-sized rock, a brick, a pool
Special Effect on armor. cue.
* Thrown: The weapon can be thrown up to the
ranges listed. • Medium: a 2”x4” timber, a length of pipe, heavy
* Two-Handed: The weapon requires two hands to be chain, a bar stool.
used effectively. If the wielder attempts to use it with
one hand, all rolls with the weapon are two Difficulty • Large: a stop sign, a manhole cover, a garbage can, a
Grades harder. fence post.
If the Games Master allows, a hero may customize an • Enormous: a lamppost, a steel girder, a large boulder,
existing weapon as follows: add an additional special a dumpster.
Trait, increase the damage by one die step, increase the
Armor Points and Hit Points by 25%, or increase the Heroes with Enhanced Strength or Telekinesis may
range by 25% in all categories. Doing so increases the bring even larger improvised items to bear in combat.
base cost of the weapon by 1 for each customization Cars may be thrown, trees uprooted, or sections of
option added, although each individual modification buildings could be brought down on hapless enemies.
can only be added one time. For example, a hero wants a In these cases, the Games Master should refer to the
baton that hits hard and has a built-in Taser, so the cost for Perils section starting on page 201 to determine exactly
increasing damage and adding the Incapacitating Trait would what such large objects can do and how much damage
rise from 1 to 3. they can inflict to anyone caught in their path.
Heavy weapons
Weapon Dam Force Range Load AP/HP Ammo Cost RL Traits
Flamethrower 1d8+3 - 5/10/- - 4/6 10 2 R Incendiary
Grenade, Flashbang - - 10/20/30 - 4/4 - 1 R Radius 2, Dazzle
Grenade, Frag 3d6+2 - 10/20/30 - 4/4 - 1 R Radius 4
Grenade, Incendiary 2d6+4 - 10/20/30 - 4/4 - 1 R Radius 3, Incendiary
Grenade Launcher As grenade - 50/250/500 4 6/12 1 3 R -
Machine Gun 2d8+2 E 800/1500/4000 6 6/15 200 3 R Auto, Bulky
Blaster Cannon 3d6 E 600/1000/3000 4 6/15 100 6 HR Bulky
Rocket Launcher 5d8+5 E 500/800/1500 4 6/15 1 3 R Radius 5
133
• Explosive: Upon impact, the
projectile explodes in a 2-meter
radius for 2d6 damage to 1d3
locations. Alternatively, the
projectile has a shaped charge
that inflicts 3d6 damage to the
impact site or object. The hero
must decide which type of
explosive projectiles they have
when taking this item, but if they
have multiple explosive
projectiles, they can take some of
each type. This is a Restricted
item.
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5. Tools of the Trade
• Tracking: The projectile is made of a special football field looks impressive, but if it performs the
breakaway material, and upon striking a solid object it same function as a laptop or a tablet, it shouldn’t have a
falls apart and leaves a tracking device behind. The high cost. Many computer-oriented heroes have custom
tracker has built-in GPS transmitters that make systems with specialized software that aids in specific
attempts to Track the target one Difficulty Grade easier. tasks. In game terms, a special system makes certain
types of tasks easier for the hero, usually Computers
and Research rolls. For every skill the computer assists
Gear with, the difficulty of checks with that skill is one grade
easier, and both Cost and Restriction Level of the
Gear in Destined represents the wide variety of system are increased by one level each. So a hero with
equipment that heroes can access to assist them in their an A.I.-assisted search engine that grants a bonus on
nightly pursuits of justice. Gear is broken down into two Research checks would pay 2 slots, and the computer
subcategories: would have a Restriction Level of Uncommon.
• Hero Gear: These items can be found in the “real • Forensics Kit: Contained in a bulky case, this kit
world,” but still have useful applications for includes supplies to gather and store evidence from
superheroes. Most of this gear is easily accessible and crime scenes as well as reagents to do on-site testing of
can be obtained by anyone who has the appropriate samples collected. When doing an investigation of a
contacts and resources to obtain it. crime scene, Perception and Science (Forensic) checks
are one Difficulty Grade easier. See page 194 onwards
• Super Gear: These items are only found in comics for more information on investigations.
and either rely on fictional science to work or are
beyond what current technology levels are capable of. • Handcuffs: Either metal shackles that can be locked
While some of this gear is easily obtained, much of it is with a key, or nylon zip ties that need to be cut,
regulated or restricted, so it is commonly found in the handcuffs are used to bind someone’s wrists or ankles to
hands of established Organizations within the setting. limit movement and to aid in capture. An unwilling
target can have the cuffs placed on a location with either
Like armor and weaponry, Gear has a Cost that a successful Unarmed attack against the affected limb
denotes how many Allotment Slots are required to gain (requiring the Choose Location Special Effect), or as
it and a Restriction Level to show easily heroes can part of a grapple if the hero succeeds at an Opposed
access it. Brawn or Unarmed test against the target. Metal cuffs
have 6 AP and 12 HP, while nylon cuffs have 4 AP and
8 HP. Breaking them while worn requires a Formidable
Hero Gear Brawn check.
• Climbing Gear: Housed in a nylon bag, this kit has 50 • Night Vision Goggles: While wearing these bulky
meters of rope, a safety harness, carabiners, chalk, and goggles, the hero treats partial darkness as illuminated
grapples to assist in scaling as well as rappelling. While and total darkness as partial darkness. Vision is
using the kit, Athletics or Acrobatics rolls to climb or monochrome when using the goggles. Thermal
descend are one Difficulty Grade easier. imaging goggles are available for the same cost, which
allow the wearer to see heat signatures of creatures and
• Communicator: Whether it’s a commonplace objects in partial and total darkness in either differing
smartphone or a nearly invisible earpiece, shades of color or black and white.
communications equipment is vital for heroes to get in
touch with each other, coordinate tactics out in the field, • Rebreather: From hooded masks to bulky SCUBA
or call in the cavalry when things get tough. If it gear, rebreathers use a supply of oxygen and recycle
operates on a cellular signal and one is available, the exhaled carbon dioxide to allow wearers to breathe
range is global. For items like two-way radios, range can while in contaminated air, thin or absent atmospheres,
reach from several kilometers up to several dozen or underwater. The device supplies breathable air for
kilometers (in optimal conditions). up to six hours for the largest tanks. Miniaturized
versions are treated as Super Gear (see below), and they
• Computers: Computers come in all different shapes, usually provide up to 30 minutes of breathable air.
sizes, and power levels, but the basic functions remain
the same. In game terms the actual cost of a computer • Smoke Bombs: Appearing as small spheres the size of
is not as significant as what benefits it provides the hero, a golf ball or as large grenades, smoke bombs produce
so a room-filling server with a screen the size of a small thick clouds of obscuring smoke when dropped or
135
Destined
thrown. The bomb creates a cloud that heavily obscures Super Gear
a radius of 5 meters and lightly obscures out to 10
meters from the impact point. The cloud lasts up to one • Elemental Aegis Suit: A suit that covers the entire
minute, or much less depending on wind conditions in body, including a full helmet or hood, this item helps
the area it is used. protect the wearer from a specific form of damage from
one of the following options: acid/corrosive, cold/ice,
• Surveillance Kit: Packed in a thick case, the electricity, fire/heat, radiation, sonic/vibration. While
surveillance kit contains binoculars, sound wearing the suit the hero suffers half damage from
amplification gear, miniature cameras, listening devices, attacks using the chosen energy type, and is immune to
and GPS tracking bugs. Use of the kit makes Perception lesser incidental damage from dangerous
checks to observe a target one Difficulty Grade easier, environmental conditions related to the damage type.
and attempts to Track a bugged target two Difficulty For example, someone wearing a Faraday suit would take half
Grades easier. Concealing a listening device, camera, or damage from electricity and would be immune to
tracking bug requires a Conceal roll, or Sleight if placed electromagnetic pulses that could damage sensitive equipment,
on a person, which is used for Opposed Rolls against while someone in a Vulcan suit would be resistant to fire and
the target’s Perception to locate the device. would be able to tolerate very hot environments without
accumulating Fatigue.
• Utility Belt: A utility belt is a special piece of gear
designed to hold other items to allow for easy access Elemental aegis suits are very bulky, reducing the
when needed. While it may be some item other than a wearer’s Initiative by 6, and the suit often has an
belt, such as a bandolier or gauntlets with storage areas, internal supply of breathable air that lasts up to one
the function remains the same. If the hero is not hour. The same technology can be incorporated into
surprised, they may use the Ready Item Action as a Free full suits of armor, adding the cost of the aegis to
Action the first time they need a piece of gear stored in the suit’s base cost and increasing the penalty from Bulk
the belt during combat. Alternatively, they can use an by 6.
item in the belt as part of a Reaction with Games Master
approval. Utility belts can store about a dozen small • Flight Pack: The size of a large backpack, a Flight
items, usually small enough to fit in one hand, and Pack allows the wearer to fly using anti-gravity,
weapons with a Size/Force no greater than Small. miniaturized jets, or some other form of propulsion.
Larger items can be attached to the belt via hooks and The basic Flight Pack grants a flying speed of 15 meters
clasps, but they must use the Ready Item as a normal in combat, or up to 50 MPH outside of combat. The
Action to draw as normal. pack can be used for up to 3 hours before it needs to be
refuelled or recharged. See the Movement section on
page 199 for special rules on flight.
Gear Table
Gear Cost Restriction Level
Hero gear
Climbing Gear 1 C
Communicator 1 C
Computer 1 C
Forensics Kit 2 U
Handcuffs 1 for 5 sets C
Night Vision Goggles 2 C
Rebreather 2 C
Smoke Bombs 1 C
Surveillance Kit 2 U
Utility Belt 1 C
Super Gear
Elemental Aegis Suit 3 R
Flight Pack 2 R
Glider Cape/Suit 1 U
Grapple Gun 1 U
Miniaturized Gear - +1 level higher
Power Suppression Bindings 3 R
136
• Glider Cape/Suit: This device is either a large
cape or a specialized suit with retractable wings
under the arms that stretch down to mid-thigh
when extended. The wearer uses an Action to
either grip the ends of the cape or extend the
wings of the suit, gliding a base distance equal to
10 times the height they launched from. This
distance can be extended by using thermals to
gain altitude, and with a successful Athletics
check the wearer can also avoid damage from
a fall as long as they are free to use the cape
or wings.
Vehicles
The role of vehicles in a comic book can vary greatly
depending on the setting, the heroes, and the
current storyline. Sometimes a vehicle is nothing
more than a plot convenience to get the heroes to
their destination, and in this circumstance no game
statistics are needed and the use of the vehicle is just
part of the narrative.
T he Allotment system as presented is designed to simplify the economics of purchasing to match the way
comic books hand-wave money to get on with the story. Petty cash is also framed this way, boiling it down
to an Allotment check to see if the hero has the money available. While this may work for most groups, it can
also lead to a disconnect in the story when your multimillionaire crimefighter can’t afford a $50 bribe to an
informant thanks to a bad die roll but the hero who lives at homeless shelters is able to take their date out to
the fanciest restaurant in town. For players that want a more realistic portrayal of cash on hand for their heroes,
you can use the following optional rule for heroes that dedicate an Allotment Slot to petty cash.
• Petty Cash: The hero has a set amount of money available for unexpected expenses that occur during the
course of the adventure. For every Allotment Slot assigned to this, the hero has a number of dollars equal to
their Personal Allotment Rating percentage multiplied by the factor listed below based on their Social Status,
as detailed in the Petty Cash Table. For example, if The Mortician (Working Class) and Luminous (Wealthy) both
have a Personal Allotment Rating of 70%, if they devoted one slot to petty cash The Mortician would have $350
on hand and Luminous would have $3500 to spend.
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Destined
Vehicle Speed Rating damage. Any remaining damage is subtracted from its
Structure Points, and has a percentage chance equal to
Speed Rating Notes the damage that got through of affecting a System
Ponderous Fastest speed for Enormous vehicles (see below). When a vehicle is reduced to 0 Structure
Sluggish - Points, it is either destroyed or so badly damaged it
Slow Fastest speed for Huge vehicles must be scrapped.
Mediocre -
Gentle Fastest speed for Large vehicles
Moderate - Speed
Rapid Fastest speed for Medium vehicles
Fast - To simplify the complexity of calculating things like
Fleet Fastest speed for Small vehicles velocity and acceleration, vehicles in Destined are given
an abstract Speed Rating. Speed is used to roughly
• Structure: The vehicle’s Hit Points. judge if one vehicle can catch up with or overtake
another in chases and combat, and to determine how
• Speed: The basic Speed Rating of the vehicle, quickly a vehicle can get from point A to point B.
represented by an abstract measurement. Although the same Speed Ratings are used for all
vehicles, the scale for ground, water, air, and space
• Systems: Vital components of the vehicle such as the vehicles are vastly different, and flying craft always
power plant, cockpit, weapon systems, and so on. trump their ground and water-based counterparts.
• Traits: Special abilities and capabilities of the vehicle, A vehicle’s Speed can be increased beyond its
either inherent to its type or added on as standard value with a Successful Drive (or Boating or
enhancements. Pilot) check. The operator must decide if they want to
increase it one level or two, but both carry the risk of
• Shields: Some vehicles have special Shields that help damaging the vehicle if it is sustained for long, and the
protect against damage, but ablate under duress. Drive check for raising it two levels is at Herculean
difficulty. A vehicle can tolerate a one-step increase for
• Cost: The cost of the base vehicle in Allotment Slots. no more than 1d6 minutes (1d12 on a Critical), or 1d3
minutes for a two-step increase. Maintaining the Speed
• RL: The Restriction Level of the vehicle. any longer than this immediately causes 1d3 System
Hits to the vehicle’s power plant. A vehicle can decrease
its Speed gradually down one level per round up to a
Size full stop with no risk of harm. Making a sudden
reduction in Speed can cause damage to the vehicle’s
The vehicle’s Size is integral to determining many of its Engine/Propulsion System (or Sublight Drive for space
key statistics, and below are tables detailing several vehicles). Decreasing Speed by two levels requires a
Characteristics based on the Size. Note that the Hull Successful Drive check, with Failure inflicting 1 System
and Structure statistics represent average ranges for Hit to the Engine. Decreasing it by more than three
that Size category. levels requires a Herculean check, with Success
inflicting 1 System Hit to the Engine and Failure
resulting in 1d2+1 System Hits to the Engine.
Hull and Structure Fumbling a check to decrease Speed results in 1d2+1
System Hits to the Engine and a roll of the Loss of
The Size and function of a vehicle affect how resilient it Control Table (see page 145).
is to damage and how much punishment it can take
before it stops working. Whenever a vehicle suffers When engaging in chases or races, compare the
harm, the Hull value is reduced by the incoming Speeds of all vehicles involved. The faster vehicle will
Vehicle Size/Traits
Size Terrestrial Vehicle Spacecraft/ Enhanced Terrestrial Vehicle Enhanced Spacecraft
Small 1 4 6
Medium 2 5 7
Large 3 6 8
Huge 4 7 9
Enormous 5 8 10
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5. Tools of the Trade
win by default unless the slower vehicle can increase its vehicles often have abilities far beyond the norm, just
Speed to the same level or uses fancy maneuvers or the like the heroes who drive them. The maximum number
environment to gain some advantage. If the vehicles are of Traits a vehicle can have is based on its Size as listed
both able to maintain the same speed, refer to the Chase below, but heroes also have the option to purchase
section starting on page 183 for ways to resolve the enhanced versions of normal vehicles by paying double
situation. the normal Allotment Slot cost listed below.
Terrestrial Vehicles
Size System Hits Civilian Hull Military Hull Structure Examples
Small 1 1-3 4-6 1-20 Motorcycle, Jet Ski
Medium 2 1-6 7-9 21-40 Sedan, Gyrocopter, Speedboat
Large 3 4-9 10-12 41-60 Truck, Small Aircraft, Helicopter, Tank
Huge 4 7-12 13-15 61-80 Yacht, Airliner
Enormous 5 10-15 16-18 81-100 Airship, Cruise Liner
Space Vehicles
Size System Hits Civilian Hull Military Hull Structure Examples
Small 1 4-9 10-12 10-50 Starfighter
Medium 2 7-12 13-15 51-150 Light Freighter, Shuttle
Large 3 10-15 16-18 451-1350 Heavy Freighter, Cruiser
Huge 4 13-18 19-21 1351-4050 Escort Frigate, Light Battle Cruiser
Enormous 5 16-21 21-24 4050-12000 Generation Ship, Heavy Battle Cruiser
141
the campaign, and the Games Master will establish how
Vehicle and hero speed often the craft can traverse dimensions and how much
control the heroes have over where they end up.
match pace with or even overtake many terrestrial • Enhanced Performance: The vehicle’s Speed Rating
vehicles. For simplicity’s sake, assume that most is one step higher than the normal maximum for
flying heroes operate at Ponderous Speed without its Size.
the Supersonic Boost, or Moderate speed if they
have it, and speedster heroes operate at Fast • Escape Systems: The vehicle is outfitted with
speed, both modifying upward by one level if they emergency Systems to get the pilot and crew off the
have Boosts that enhance their Movement Rate craft in the event of catastrophic damage or System
further. failure. If the craft suffers damage that would result in
destruction, the crew can spend a Reaction or a Luck
Point to eject from the craft if they are within a few
• Burrowing: The vehicle is designed to tunnel meters of the escape System. On terrestrial vehicles this
through the ground to a maximum depth equal to its is usually an ejector seat or life boats, while on space
Hull Rating x 5 meters at a Speed Rating three levels vehicles it is escape pods with limited thrust and life
lower than the vehicle’s normal speed (minimum of support for at least a week.
Ponderous).
• FTL (Faster than Light): Only available for
• Camouflaged: The vehicle has an adaptive Hull or spacecraft, the vehicle is fitted with a special engine that
cloaking technology that makes attempts to spot it one allows it to travel faster than the speed of light. The
Difficulty Grade harder. The vehicle cannot attack while speed of the drive determines how fast the ship can
cloaked, but the Trait does Surprise anyone who hasn’t travel a single parsec (or 3.26 light years) over a time
seen it in combat. factor (minutes, hours, days, and so on), determined by
the Games Master. In most cases this speed factor is
• Cargo: The vehicle is designed to hold cargo and universal for all ships in the setting, so if the Games
strips out passenger space to accommodate it. Cargo Master determines the rate is hourly, then all ships with
space can be specialized to account for specific FTL drives can travel a single parsec in one hour. A
conditions, and when fully laden (equal to the vehicle’s successful check of either Craft (Spacecraft) or
Structure in tons), the craft’s Speed is reduced by two Navigation (Astrogation) can speed up this rate by a
steps, to a minimum of Ponderous. factor of 1d3 parsecs per time factor, but the ship suffers
a System Hit to the FTL engine after the trip is
• Carrier: The vehicle is designed to carry smaller completed.
vehicles or remote-controlled craft such as drones. A
vehicle can hold one craft that is one Size level smaller • Ground Vehicles: The vehicle is capable of ground
than it, 5 craft that are two sizes smaller, 20 craft that are travel.
three sizes smaller, or 50 craft that are four sizes smaller.
Carrying vehicles of different sizes divides up the • Hover: The vehicle hovers a few meters above the
amount by a proportional equivalent to the maximum ground on a cushion of air or via anti-gravity Systems.
amount of each type carried, rounded down. For
example, an Enormous war carrier could carry 25 • Jump Jets: Only available for ground craft, the
Small starfighters and 10 Medium shuttlecraft. vehicle has pneumatic actuators, short burst thrusters,
or antigravity pulse generators that allow it to more
• Construction: The vehicle is designed for heavy easily vault over obstacles and impediments. With a
construction work. It automatically has the All-Terrain successful Drive check the vehicle can jump twice its
Trait, but its maximum Speed is reduced by two steps to height vertically or five times its length horizontally.
a minimum of Ponderous. Construction vehicles are
fitted with task appropriate tools such as cranes, • Luxurious: The vehicle is designed to carry
excavator attachments, and dump trucks. passengers, and excess cargo space is converted into
luxurious passenger accommodations including private
• Dimensional Travel: The vehicle is capable of staterooms, swimming pools, entertainment facilities,
traveling to alternate and parallel dimensions. This and extra crew to cater to their needs.
form of travel is usually a narrative tool and based on
142
Doctor Vellaro is fleeing the scene of his most recent outrage in a super-tank. Sky Raven gives chase on
her motorbike, skillfully dodging fire from the mad scientist’s contraption.
• Military-Grade: Only available for military vehicles, • Resilient: All Systems in the vehicle can withstand one
the craft is built according to military specs and its Hull additional hit than normal as determined by their Size.
increases to the mid-range of a military vehicle of This Trait can be stacked, so Resilient 2 would allow
its Size. Systems to take two more hits than normal.
• Pocket Dimension: The vehicle has an extra- • Resistant: The vehicle is protected against a specific
dimensional space in its interior, allowing it to hold far type of dangerous substances or forms of energy, such
more cargo and passengers than a craft of its normal as acid, EMPs, or fire. If this Trait it taken one time, the
Size. The vehicle is considered to be two sizes larger for vehicle takes half damage from the source. If this
purposes of determining System Hits for cargo, crew, Trait is taken twice, the vehicle is immune to that source
and passenger Systems. of damage.
• Rails: The vehicle relies on a rail system, which • Seaborne: The vehicle is buoyant and can travel on
restricts the path of its movement but allows it to the surface of water.
achieve speeds up to three steps higher than its Hull
Size would normally allow. • Spaceborne: The vehicle is capable of leaving and re-
entering an atmosphere, and sustained flight in space
• Ram: The vehicle is outfitted with a reinforced ram and within an atmosphere. It is also sealed against
that reduces damage when the operator performs a vacuum and shielded against cosmic radiation.
ramming maneuver against a target (see page 170).
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Destined
• Stealth: The vehicle is designed to avoid detection by • Weaponized: The vehicle has hard points for weapon
radar, sonar, and other long-range sensor Systems. Systems equal to one-tenth of its Structure Points,
Attempts to spot the vehicle using electronic sensors are rounded down. The owner must still pay the cost of any
one Difficulty Grade harder. Systems the vehicle has, (see Vehicle Weapons on page
146). Military vehicles have this Trait for free.
• Submersible: The vehicle is capable of submersing
beneath the surface of water to an operating depth of its
Hull Rating x10 meters. Its collapse depth, the absolute Handling and
maximum the vehicle can reach without being crushed,
is 1.5 times its operating depth. Maneuvers
• Superior Handling: The vehicle’s handling is one For routine travel, heroes are not required to make
Difficulty Grade easier, based on its Size. rolls to operate a vehicle, but the lives of heroes rarely
are routine. Evasive or sudden maneuvers, such as
• Targeting Systems: The vehicle has advanced tight turns during a chase or avoiding other vehicles
targeting Systems that aid in attempts to lock on to and pedestrians on busy city streets, requires a
targets. See page 170 for more information. successful Drive (or Boating or Pilot) check to maintain
control of the vehicle. The difficulty of this check is
• VTOL: (Vertical Takeoff Or Landing), the vehicle can based on the inherent handling of the vehicle and how
lift up into the air without needing to gain ambitious the maneuver is. Failure on this roll means
speed and momentum first, and can hover in place while the vehicle is out of control and the operator must
airborne. roll on the Loss of Control Table below to find out
what happens.
• Walker: The vehicle propels itself using articulated
legs. Walker vehicles are capped at Gentle Speed no The handling of a vehicle is based on its Size and
matter what their Size, but they can be built much larger serves as the base difficulty for any checks the vehicle
and remain more stable than other forms makes, modified by the difficulty of any maneuvers the
of locomotion. vehicle makes. The default handling is Standard for
vehicles Large Size or smaller, Formidable for Huge
• Wall Rider: Only available for ground vehicles, the vehicles, and Herculean for Enormous ones. The
craft can drive up vertical surfaces by using specialized Superior Handling Trait modifies this, and damage to
wheels, gravity Systems, or a powerful winching a vehicle’s control Systems can make the handling
mechanism. Its Speed Rating is reduced by one while difficulty harder. The Difficulty Modifier for
using this form of movement. The vehicle cannot end its maneuvers is determined by the complexity of what
movement while on a vertical surface or it will fall. If this the operator is attempting and any obstacles or
Trait is taken a second time, the vehicle has specialized difficult terrain the vehicle is traveling through, with
mechanisms that allow it to travel at normal Speed, and the Games Master ruling on what difficulty modifiers
it is capable of stopping and “holding on” while on a are applied, or if the vehicle can even attempt the
vertical surface. maneuver. Some example maneuvers and terrain
modifiers as well as their difficulties are listed below,
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5. Tools of the Trade
and difficulty penalties from multiple sources are • Size: The minimum Size a vehicle has to be for the
cumulative. weapon to be mounted to it.
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Destined
Helicopter
Boat (Yacht)
Hull: 4 (Medium Civilian)
Hull: 10 (Huge Civilian) Structure: 22
Structure: 75 Speed: Rapid
Speed: Slow Handling: Easy
Handling: Formidable System Hits: 2
System Hits: 4 Traits: Airborne, Superior Handling, VTOL
Vehicle Weapons
Weapon Damage Range Ammo Load Size Cost RL Traits
Machine Gun 2d8+2 800/1500/4000 200 4 M 2 R Auto
Gatling Gun 3d6 300/1000/2000 200 4 M 3 R Auto
Missile/ 5d6 5000/50 km/ 1 5 L 3 HR Radius 5
Torpedo 100 km
Large Missile 6d10+10 Max 2000 km 1 10 H 6 HR Radius 10
Ballistic Missile 10d10+20 Max 30000 km 1 20 E 8 HR Radius 40 kilometers
Tank Cannon 3d8+2 1000/4000/8000 1 5 L 3 HR Radius 5
Blaster Cannon 4d6 300/1000/2000 500 5 M 4 R Incendiary
Heavy Blaster 5d6 1000/3000/6000 300 5 L 5 R Incendiary
Cannon
Artillery Battery 5d6+6 Max 100 km 1 5 H 6 HR Radius 10
Blaster Battery 6d6+6 Max 100 km 10 5 H 7 HR Incendiary, Radius 8
Spiral Mount 10d6+20 Max 40000 km 1 10 E 9 HR Incendiary
Cannon
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5. Tools of the Trade
9 Sublight Drive Speed is reduced one level per hit Ship begins to drift and is helpless
10 Weapons A number of weapon Systems proportional to hits are Ship can no longer fire weapons
rendered inoperable
*Re-roll if vehicle does not have the system
148
6. Combat
combat
A
fter a tense chase through the rain slicked streets, • Combat is both abstract and tactical. Most of what
Starry Night finally has her nemesis cornered in a occurs during a battle is in the imaginations of everyone
blind alley. She relishes the look of panic on his face, playing, but the rules also make it simple to determine
but then it slips away and turns into a cruel sneer. how to resolve nearly any situation and what options
From the shadows all around her black-clad assassins emerge, are available to each combatant. While battle maps and
weapons gleaming in the moonlight. With a snap her miniatures (or virtual tabletops) are not required, the
collapsible batons slide out of their holsters and she enters a rules also support their inclusion for groups that prefer
fighting stance... a visual representation of the battlefield.
While heroes sometimes are able to diffuse a • Combat is exciting. The inherent risk involved with
situation with their words, too often the only language combat in Destined helps ramp up the excitement and
the forces of evil understand is that of the fist. Action- the tension. Seeing good planning and tactics rewarded
packed fights are a staple of comic books, from will exhilarate players, and seeing the enemy gain the
vigilantes taking out gang members from the shadows upper hand will make them scramble to turn the tide of
to caped heroes trading blows and blasts with their battle. Each Turn of combat is one more thrilling panel
archnemesis high above the city. The combat system in in the comic that your group is creating together.
Destined is flexible enough to cover everything from
gritty street fights to epic brawls involving fantastic Whether gritty or cinematic, the combat system
powers and hurled cars. It is also fast-paced and tactical, presented in this chapter is designed to handle
with actions resolved quickly and options to make every whatever conflict the heroes find themselves in the
fight tell its own story. There are a few core concepts middle of. The rules also cover how to run superheroic
that are part of the Destined combat system you should combats and how powers and special forms of
keep in mind when you run a conflict: movement factor into each battle.
Visualizing Combat virtual tabletop, but some groups find this helps them
visualize the battle better so they can plan their tactics.
In roleplaying games there are two typical styles of Games Masters can draw on the maps to set the scene,
handling the visualization of combat. The Destined or use terrain to add elements and more visual flair. To
rules support both types of gameplay, and it comes keep things simple, each square or hex on the map is
down to whichever your group prefers to use. roughly one meter in diameter, and the rules below give
the opportunity to help support tactical movement and
The first is known as “theater of the mind,” and it action, if this is the style your group prefers.
relies entirely on the spoken descriptions of actions and
the environment to paint a picture in the imaginations
of everyone involved. While it can be challenging to Combat Rounds
come up with the details needed and keep track of
everything, it makes the game feel like everyone In combat, time is measured in Combat Rounds, each of
involved is contributing to a collaborative novel, and which lasts approximately five seconds. In comic terms,
can be good for groups who are not stuck on exact you can think of a Combat Round as a single page
ranges and every detail of the battle. during an action scene in the story.
The other option involves use of some form of “battle Each participant acts on their Turn, which
map,” with tokens or miniatures that represent represents a second or two of each Combat Round.
everyone involved in the conflict. As mentioned above, Heroes can strike at a foe, launch a ranged attack,
Destined does not require the use of a battle map or a maneuver around the battlefield, unleash their powers,
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Destined
Turns
The Adventures of
Shadowstalker, Part 2 Whenever it’s a hero’s Initiative, it is considered to be
their Turn in combat to take action. Where a Combat
Points to spend. All Reactive actions cost one Action Movement: No movement is possible.
Point.
• Delay Action: The hero reserves an Action Point to
• Free Actions are quick and can be accomplished use on either a defensive action (Evade or Parry), or to
during the course of the hero’s other Actions. Free take the Interrupt Reactive action. If the hero is not
Actions do not cost an Action Point to use. able to use the Delayed Action before their next Turn,
or before a new Combat Round starts, the Action Point
Below are the different Actions available for use by is lost for the round.
heroes in Destined. Each also notes what type of
movement, if any, a hero can perform while attempting Movement: Movement is determined when the Delayed
the listed Action. Refer to the Movement in Combat Action is taken.
section (see page 165) for more information on how
heroes can move around the battlefield. • Move: The hero can move up to their Movement
Rate, or use a movement Core Power such as Flight or
Teleport to move the amount detailed in the ability. The
Proactive Actions hero can also move into a vehicle or mount a riding
animal as a Move Action. If the hero is engaged in close
The following are further explanations of the Proactive combat with an opponent and that opponent is still
Actions available to use on the hero’s Turn. The hero capable of Action, they must win an Opposed Athletics
must take some form of Action on their Turn if they roll against their foe to be able to move away from them.
have an Action Point available, even if that Action is to If this check is failed, the hero is not able to disengage
Delay or take no Action. Note that some Actions like from the enemy and the Action is wasted.
activating certain powers or reloading a weapon may
take several Turns (and therefore several Action Points) For example, The Mortician is engaged in unarmed combat
to complete. with the assassin Obake and he wants to move to help a
wounded ally. Both he and Obake make Opposed Athletics
• Attack: The hero attempts an attack with a melee checks and unfortunately the villain wins. Obake quickly moves
weapon, an unarmed strike, an offensive Core Power, or in front of The Mortician to keep their deadly duel going.
a Ranged Weapon. Additional rules on Movement in Combat are detailed
on page 166 onwards.
Movement: The hero may perform a Quick Move, either
immediately before or after the attack. If moving after the • No Action: The hero takes no meaningful Action on
attack, the hero must roll to disengage (see below) unless the their Turn but still uses an Action Point.
opponent is unable to act on their next Turn.
Movement: The hero may perform a Quick Move.
• Brace: The hero assumes a firm stance and leans into
the impending attack. The hero’s effective SIZ is treated • Non-Combat Action: The hero attempts a skill roll
as 50% larger against Knockback or Leaping Attack, or that is not related to the combat. For example, while his
twice the normal amount against the Bash Special allies fend off a group of deadly robots, Shadowstalker makes a
Effect. The benefit is lost if the hero moves or is moved Mechanisms roll to try to pick the lock of a door blocking their
from where they braced themselves. escape route. If the Action is part of an Extended Task, or
Combat Actions
Proactive Reactive Free
Attack your enemy Counter a Core Power with one’s own Activate Boost on a Core Power
Brace against being knocked back Evade a danger or attack Assess Situation to see changes
Delay Action to later in the round Interrupt with a Delayed Action Drop Item at one’s feet
Move up to your Movement Rate Parry with a weapon or shield Quick Move (at 1/3 Movement Rate)
No Action Speak a short sentence
Non-Combat Action Use Luck Point to change fate
Outmaneuver a foe or foes Ward Location to prevent harm
Ready Item on person
Regain Footing after being prone
Struggle against bring grappled
Use Power that uses an Action
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Destined
the Games Master rules what is being attempted is • Use Power: The hero may use a Core Power that
involved or time-consuming, the hero may need to use requires an Action to activate. Some powers may
this Action for several Turns to accomplish their goal. require multiple uses of this Action to activate if they
have Limits that make them take longer to work.
Movement: The movement allowed is determined by the skill Alternatively, the hero may use this Action to activate a
being attempted. If the skill would require the hero to remain Core Power and hold its effect till a later time, waiting
in one place to accomplish his goal, no movement is allowed. for the right moment to use it. The hero may use the
power as a Free Action at any point up until their next
• Outmaneuver: The hero engages multiple foes in an Turn. The hero may continue to hold the Core Power
Opposed contest of the Evade skill. Those who fail to by taking this Action on subsequent Turns, and they
beat their roll, or who are unwilling to spend an Action may use the Counter Action below freely while the
to contest them, cannot make attacks against them that ability is held. Any skill checks involved with the use of
Combat Round. See page 175 for more information on the Core Power are not made until it is activated.
Outmaneuvering.
Movement: The hero may perform a Quick Move before or
Movement: If the hero is successful at Outmaneuvering after the Core Power is used.
at least one opponent, they may perform a Quick Move after
the Action.
Reactive Actions
• Ready Item: The hero may draw an item from
somewhere on their person, retrieve a dropped item The following are details on the Reactive Actions a hero
from the ground, or grab something within their reach. can attempt outside of their normal Turn as a response
This Action is also used to reload a weapon, open a to an imminent threat.
door, turn on a device or vehicle, or any other activity
involving another object that doesn’t require a skill roll • Counter: The hero can attempt to use a Core Power
(see Non-Combat Action above). If reloading a weapon to counter the use of another person’s Core Power. The
with the Load Trait, the hero must have the appropriate power must be one that requires a single Action to
ammunition and this Action must be taken a number of activate or be held in reserve (see above). The Games
rounds equal to the rating listed to ready the weapon to Master determines if the two Core Powers could cancel
be used. each other out (for example, using an ice power to
counter a fire power), and both parties make Opposed
Movement: The hero may perform a Quick Move, but must checks of the relevant skill related to the Core Power
make a Standard Athletics check as part of the move. If this use, or Willpower if no skill is specified. If the hero is
check is failed, a handheld item is dropped and moves 1d4+1 successful, the Core Power is completely negated, even
meters away. If the hero does not move while taking this if it would normally affect multiple targets or an area.
Action, no roll needs to be made.
Movement: The hero may perform a Quick Move before the
• Regain Footing: If the hero is prone and no opponent counter is attempted.
is adjacent, they may rise to their feet. If an opponent is
adjacent, the hero must win an Opposed Athletics or • Evade: The hero can attempt to use the Evade skill to
Brawn (hero’s choice) check against them to rise. dive clear of an attack or danger. Normally this leaves
the hero prone unless mitigated by a Core Power,
Movement: The hero can perform a Quick Move after Special Effect, or other circumstance. If the hero uses
regaining their footing. If an opponent is adjacent, the hero the Acrobatics skill instead of Evade, they do not end up
may only move after if the Opposed check was successful. prone if they are successful.
• Struggle: The hero attempts to extricate themselves Movement: The hero may perform a Quick Move as part of
from something that has them held or bound, such as the Evade. If the hero was running as part of their previous
being grappled in unarmed combat, the Grip Special Turn they may also Evade, but not if they were sprinting.
Effect, or bindings from the Ensnare power. Each
specific effect details how the hero can get free from the • Interrupt: If the hero chooses Delay Action on their
situation. previous Turn and the circumstances dictated come to
pass, they may use the reserved Action Point to
Movement: The hero is unable to move while bound or held, Interrupt an opponent to attempt the declared Action.
but if his attempt to get free is successful he can perform a Unless the opponent is no longer able to act due to the
Quick Move once freed. hero’s action, they may take their Turn normally once
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6. Combat
the hero’s action is completed. Interrupt can also Movement: As per that of the Action to the hero used while
be used against anyone close by the delaying hero, speaking or gesturing.
within the Reach of their weapon or unarmed attack.
• Use Luck Point: The hero uses one of their Luck
Movement: As per that of the Interrupting Action. Points. This can be done under any circumstance when
a Luck Point can normally be spent (see page 197).
• Parry: The hero can attempt to defend themselves by
blocking, leaning away, or using fancy footwork to Movement: As per that of the Action the Luck Point is being
minimize the blow. The hero must either use an object, spent on, or no movement if used on someone other than
weapon or shield in hand to Parry, or their body if the hero.
unarmed.
• Ward Location: On their Turn, the hero positions a
Movement: The hero may perform a Quick Move after the held weapon (usually a shield) to protect a single Hit
Parry if it is successful. Location. If that location is struck, it is treated as if the
weapon successfully Parried the attack as a Free Action.
Free Actions The location remains warded until the hero changes
the location protected, or uses the weapon to make an
Free Actions can be performed at different times during attack. Due to their design, shields can ward multiple
the Combat Round, as specified in their description, locations (see pages 130 and 132).
and cost no Action Point to use. The hero may take
multiple Free Actions when allowed within reason. Movement: The hero may be moving no faster than running
speed.
• Activate Boost: The hero may spend Power Points to
apply any Boosts available to a Core Power they are
using as part of another Action. The hero may apply Non-Combat Powers
several Boosts at once if they have the Power Points.
in Combat
Movement: As per that of the Action the hero used on
his Turn. While Core Powers like Blast, Inherent Armor, and
Regeneration have obvious applications in combat
• Assess Situation: If there are no opponents engaged situations, creative heroes can use nearly any power at
with the hero, they can make a Perception roll on their their disposal to give them an edge or take down their
Turn to note any changes in the current situation. foes. Using Adhere to get out of reach of a foe, Empathy
to notice an enemy goon is hesitant to attack, or X-Ray
Movement: As per that of the Action the hero used on Heightened Senses to see an opponent’s hidden gun
his Turn. are all tactical applications of powers that may normally
be overlooked. The Games Master should encourage
• Drop Item: The hero drops a held item at their feet creative use of Core Powers in combat, especially when
on their Turn or during a Reactive Action. heroes find ways to use their abilities in unexpected
ways. For example, a hero with Creation could make a weapon,
Movement: As per that of the Action to hero used when but he could also form something in the path of a Charging
dropping the item. enemy to cause his foe to Trip. If there would be a
detrimental effect that would require a roll to resist on
• Quick Move: The hero can move up to one-third the part of the target, here are some general guidelines
their normal Movement Rate, as long as they did not to keep in mind in determining what skill to use for the
take the Move Action during their current or previous resistance roll:
Turn. The Proactive and Reactive Actions detail times
when a hero is able to use a Quick Move, and if • Athletics is used to resist something that would
attempting to disengage from a foe in close combat the impair a target’s movement or balance.
hero must win an Opposed Athletics check as detailed
under the Move Action above. • Brawn is used to resist something that would
overwhelm a target through physical force.
• Speak: The hero says a short phrase to someone who
can hear them, or gestures to someone who can see • Endurance is used to resist something that would
them. The hero can do this as part of their Turn or affect the target’s health or physical well-being.
during a Reactive Action.
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Destined
he decides to Quick Move behind a nearby 1. On their Turn the attacker spends an Action Point,
machine to get some cover and Use Item to draw rolls against their Combat Style or Unarmed skill, and
his staff. Eclipse uses a Quick Move to float high notes the result.
above the factory floor and spends her first Action
Point on Use Power, activating Sensory Overload 2. If desired and able, the defender spends an Action
with the Flashbang Boost to attempt to blind three Point, rolls against their Combat Style or Unarmed if
of the goons standing close to each other. Two fail Parrying, or Evade if attempting to dodge out of the
their rolls to resist and stumble back, cursing as way, and notes the result.
they try to rub the effects of the bright flash from
their eyes. The remaining four goons Use Item to 3. The success level of both results are compared as per
draw weapons, two with heavy pistols and two with a Differential Roll (see pages 56 and 159).
shotguns, and Quick Move towards any cover they
can find. Finally, Torc barrels ahead with a Move to 4. Any difference grants the combatant with the
get closer to the goons, bellowing fiercely as he successful superior roll one or more Special Effects (see
locks eyes with one of the criminals. pages 158-163).
• Perception is used to resist something that deceives 6. If the defender achieved a Success or Critical, for a
the target’s senses. Parry reduce any damage inflicted based on the
comparative Size(s) or Force(s) of the weapons involved.
• Willpower is used to resist something that would If the defender used Evade, the attack inflicts no
overwhelm the target’s self-determination or emotions. damage and the defender is prone unless they have
This is normally an Opposed check, and if the given some special ability.
Core Power has no active skill associated with it, use the
hero’s Willpower for the roll. 7. Reduce the damage by defender’s Armor Points (if
any) and apply any remaining damage to the location
struck.
How Combat Works
Note that any Special Effects generated by the
In Destined, each time the hero acts or reacts in combat, exchange are independent of whether or not damage is
it represents a single strike, block, or dodge against inflicted. It is quite possible for the defender to gain the
their foe. This ebb and flow is meant to keep battles higher success level and still suffer damage, or the
dynamic and tense, where tactical decisions and a bit of attacker’s blow to be completely deflected and the
luck can turn the tide of even the most desperate fights. defender still suffer some consequence.
Combatants attack and resist the attacks of their
opponents, giving both sides a chance to change their
fate and turn the battle in their favor. Weapon Size/Force and Damage
This back and forth mechanic applies to any combat Reduction
situation, whether the hero is diving for cover behind
crates to avoid machine gun fire, or someone trying to The bigger the weapon the hero uses, the harder the
break free from the iron grip of the mad scientist’s impact of the hit. Every damaging weapon and special
robot servitor. attack in Destined is given a Size (for close combat) or
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6. Combat
Force (for ranged combat) that represents how hard it to pay compared to being struck by whatever danger
strikes when it connects, and how easily it can they were facing.
overwhelm a target’s defenses. For close combat
weapons, unarmed attacks, and shields, Size is also used In melee or ranged combat, attempts to Evade are
to determine how well it can block other attacks when handled as Differential Rolls just like attempts to Parry,
used to Parry. Size and Force categories are Small, and a successful evasion may grant the hero Special
Medium, Large, Huge, and Enormous. Effects just like any other combat roll. While going
prone may actually aid the hero against ranged attacks,
If the defender is successful in Parrying, then they it can put them at a disadvantage against Close Combat
can reduce the attacker’s damage based on the Attacks. If the hero is unable to regain their footing
comparative Size or Force of the attacker’s weapon after Evading, they can continue to try to attack and
against the Size of the Parrying weapon or object. defend against their foe, but they suffer a situational
penalty to checks from Fighting While Prone (see page
• Parrying an attack with a weapon or shield of equal or 171).
greater Size deflects all damage.
Against other dangers, such as avoiding being struck
• Parrying with a weapon or shield of one Size less only by a vehicle or leaping clear of a Peril (see page 201), the
deflects half of the damage. Evade skill roll is Opposed by the opposition’s skill
check or the Potency of the Peril (as rolled against by the
• Parrying with a weapon or shield two or more Sizes less Games Master). If the hero succeeds, they either
fails to deflect any damage. manage to avoid the threat entirely or suffer a reduced
effect, depending on the nature of the danger.
For example, if Torc successfully Parried a Huge block of
concrete with a Huge heavy shield he would block all the Heroes with Acrobatics may substitute that skill for
damage and Parrying it with a Large stop sign would halve the Evade, with the same limitations as above, except they
damage, but Parrying it with a Medium staff wouldn’t stop any will not be prone after a successful roll.
damage at all.
Evading requires some room to maneuver and
While it may seem counter-intuitive to Parry with a freedom of movement on the part of the defender.
weapon incapable of blocking the damage, defenders Evading may be difficult or impossible under certain
may choose this option in the hopes of gaining a Special circumstances:
Effect that will grant an advantage in the battle.
• The hero is helpless or entangled.
157
Shadowstalker and missed, the hero might still make a Parry
roll to use the opportunity to Disarm the goon or Trip and send
him sprawling to the ground.
Special Effects
Hovering in the air, Eclipse lets loose blazing rays
of light at the villains, blinding two of them. There are many ways for a hero to best their foe,
sometimes without needing to lay a hand (or fist) on
Armor them. Special Effects represent different combat
techniques and maneuvers that heroes can use to gain
Even the toughest heroes need protection to keep them an advantage over their foes or put their enemies at a
safe when the bullets start flying, and armor can be a disadvantage that the hero can exploit. Proper use of
lifesaver when out fighting crime. Any damage that gets Special Effects can quickly turn the tide of a battle or
through the target’s defenses is further reduced by any give a hero a fighting chance against a seemingly
Armor Points the hero has from powers, worn armor, or untouchable foe.
other protective measures. If armor reduces the
damage to zero, the hero is spared from harm but may As mentioned above, skill rolls in combat are treated
still be subjected to Special Effects that don’t require as Differential Rolls, with the combatant who gets a
damage to be inflicted. higher Level of Success gaining one or more Special
Effects to use against their opponent. For example, if the
attacker rolls a Success and the defender Fails his attempt to
Defending Against a Parry, the attacker gains one Level of Success and one Special
Effect. Refer to the table below to see how Differential
Missed Attack Rolls are used in combat.
If the attacker misses their roll, the defender still has the Any Special Effects won in an exchange must be
option to spend an Action Point to Parry or Evade. determined before damage and Hit Location are rolled,
While this may seem like a waste of an Action Point, a and any Endurance rolls that result from Serious
skilled defender can use this to their advantage to gain Wounds are rolled after the effect is applied. If more
one or more Special Effects to give them an edge against than one Special Effect is won, the combatant can freely
their opponent. For example, if a goon tried to stab mix and match from those available to them, and some
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hostilities and seek a way to escape the situation if one grade easier. Disarming only works on targets no
possible, only surrendering if it seems they have no more than twice the hero’s SIZ. If the hero has a free
other option. hand and made an Unarmed roll to attack or Parry,
they can instead take the weapon if the target is
Damage Item: The hero strikes an item the target is unsuccessful. The weapon size doesn’t matter, but the
holding or carrying, or if using a weapon with the disarming hero can’t take a weapon from a target more
Sunder Trait, the hero can damage the target’s worn than twice their SIZ.
armor. This can be done as an attack or as part of a
Parry and inflicts the weapon’s damage to the item and Distract: The hero intimidates, tricks, or taunts the
not the target. Weapons and other items subtract their target as part of the attack in an attempt to distract
Armor Points, and if the object’s Hit Points are reduced them. The hero makes a Deceit (for tricks), Influence
to zero, it is broken or destroyed. Armor subtracts its (for taunts), or Intimidate (for intimidation) roll as a
Armor Points from the damage, and any excess damage Free Action, Opposed by the Insight of the target.
reduces the armor’s AP in the location hit as plates are Alternatively, the hero may instead use a non-damaging
cracked and bindings are torn. effect of a Core Power as part of the distraction, such as
Stretching to tap the foe on the shoulder or using
Disarm: The hero knocks, yanks, or twists an item out Enhanced Speed to make their body move in a quick
of the hand of their target. The target makes an succession of motion. If there is no skill roll specified as
Opposed Combat Style roll against the original attack part of the power, the hero may roll Athletics for
or Parry, and if the target loses, the item is either physical Core Powers or Willpower for mental Core
knocked away a number of meters equal to the hero’s Powers. If the target is unsuccessful, the next check they
Damage Modifier or at the target’s feet if the modifier is make as part of an Action (Proactive or Reactive) is one
not a positive value. If the disarming hero’s weapon is grade harder.
larger, the target’s Opposed Roll is one grade harder. If
the disarming weapon is smaller, the target’s check is
Difficult or Impairing Terrain amount moved is divided up among the hero’s available
Turns to determine how far they move on each of their
Fallen debris, fissures in the pavement, and patches of Actions. For example, if Torc ran across the battlefield, he
ice from a cold villain’s freeze ray are just a few would move a total distance of 18 meters during the round
impediments that make it hard for a hero to get around (Movement Rate of 6 times 3) and on each of his 3 Turns (for
the field of battle. There are two types of adverse 3 Action Points) he would move 6 meters. Heroes may only
terrain heroes have to worry about on the battlefield: take the Evade or Ward Location Actions while
Difficult Terrain and Impairing Terrain. running, or attack with a Charge Attack during the Run
or immediately after (see below).
Difficult Terrain slows down heroes when they cross
over it, with each meter of actual movement costing two Other forms of movement heroes have access to
meters of the heroes’ Movement Rate. For example, if Torc from Core Powers such as Flight or Super Swimming
attempted to move through waist-high water, he would only may also “Run” to increase their movement, tripling
move 3 meters but spend his full 6 meters of Movement Rate. their Base Movement Rate for the ability. Refer to the
Difficult terrain includes things such as wading through sections below on other forms of movement for any
water or mud, rocky or uneven surfaces, thick special rules related to alternate movement forms.
vegetation, or steep inclines.
Impairing Terrain caps the hero’s physical skills (see Sprinting in Combat
page 54) due to adverse conditions, limiting their ability
to perform other tasks while moving through the A hero may choose to Sprint during a Combat Round,
situation. For example, Shadowstalker is battling agents of the moving up to a maximum of 5 times their normal
villain Kraken on top of a submarine in rough waters, and all Movement Rate (15 meters for most humans). Like a
his skill checks are capped at his Athletics value as he tries to Run, this consumes all of the hero’s Actions for the
account for the pitch of the vessel. The Games Master Combat Round and the total amount moved is divided
chooses a skill that would be most appropriate to the up among the hero’s Turns to determine how far they
conditions of the terrain, but it is usually Athletics for moved on each Action. For example, if Torc sprinted instead
terrain relating to balance, Brawn when strength is he would move a total of 30 meters, moving 10 meters on each
needed, Endurance if the terrain tests stamina, or of his Turns. Heroes may not take any other Actions
Evade if there are hampering obstacles to avoid. Some while sprinting, although it makes them a bit harder to
example forms of Impairing Terrain (and their target with Ranged Weapons (see below).
connected skills) are: balancing on moving surfaces or
terrain (Athletics), fighting in heavy winds or driving Just like running, aerial and aquatic heroes may also
rain (Brawn), combat in a thin atmosphere “Sprint” while using their special forms of movement
(Endurance), or battling foes while avoiding falling bits (see page 199).
of debris, volcanic ash, or hail (Evade).
Crawling in Combat
Ground Movement in Combat
A prone hero may crawl up to 1.5 meters (about 5 feet)
Even if they can’t soar through the air or burrow under per Turn of movement, but they are also more difficult
the street, the hero always has their own two legs to get to target with ranged attacks (see below).
them around in combat. When a hero takes a Move
Action on foot, they can move up to their normal
Movement Rate on their Turn. Ground-based Aerial Movement in
movement has three additional options when a hero
chooses to move. Combat
Flying heroes are a common sight in superhero cities,
Running in Combat and all too often the skies are awash with the sounds of
battle as these aerial champions fight with evil high
A hero may choose to Run during a Combat Round, above the streets. The Flight Core Power is the most
moving up to a maximum of 3 times their normal common way heroes will have access to the sky, as it
Movement Rate (for most humans, this is 18 meters for allows heroes to hover in place or soar around the
the Combat Round). This consumes all the hero’s battlefield high above the action. Normally heroes don’t
Action Points for the Combat Round, and the total need to make skill checks to remain aloft, but the Games
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6. Combat
Leaping in Combat
Sonic Boom!
Leaping and bounding around the battlefield can be an
Other Forms of
Teleportation in Combat
Movement in Combat
Teleporting in combat (most often from using the
While ground and aerial movement are the most Teleport Core Power; see page 119) allows a hero to
common forms of travel heroes use, they are by far not circumvent many obstacles and circumstances that
the only options available to them. Here are some would hinder other heroes. Heroes with this ability can
specific rules on other forms of movement available to move past difficult terrain, escape from grapples with
heroes in Destined. ease, or disappear from foes they are engaged with (or
appear suddenly next to an enemy). A teleporting hero
can use a Move Action to teleport away from any effect
Climbing in Combat that binds or traps them, such as the Grip Special Effect
or the grappling unarmed maneuver (see page 177).
Heroes clinging to the wall can attack foes from With a Move Action the hero can also immediately
unexpected angles, but they suffer some limitations to disengage from a foe they are in close combat with, or
their combat abilities due to their precarious position. A appear behind a foe. In the latter case the hero can
climbing hero has all their combat skills capped by the attempt a Hard Stealth check as a Free Action Opposed
value of their Athletics skill, and humanoid heroes are by the Perception of the foe. If the enemy is aware the
limited to fighting with a single limb as the other three hero has the Teleport Core Power, their check is one
must remain connected to the surface being climbed. grade easier. If the hero is successful, their next attack
Heroes with the Adhesion Core Power can fight with against that foe has Surprise (see page 176). If the hero
two limbs, but they are still subject to the above skill cap. has some Limit on the power that makes teleportation
obvious (such as bright flashes of light), they cannot
attempt this Surprise maneuver.
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6. Combat
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Destined
to slip through the shadows and vanish from in front Ramming Speed
of the man he just kicked, reappearing behind the
goon to get the drop on him. He manages to Vehicles can be used as weapons themselves, crashing
succeed on his Stealth check and the goon outright into each other to inflict damage. To ram another
fails his Perception check, so he has no idea vehicle, the attacker must succeed at an Opposed
Shadowstalker is now right behind him. Eclipse vehicle operation skill check against the target, or
decides to fly up higher into the rafters over the against the Evade skill of a person or creature being
factory floor to put some distance (and range) targeted. If successful, the vehicle inflicts 1d6 damage
between her and the gun-wielding goons, and per Size level plus an additional 1d6 for every level of
glides behind one of the steel beams to get some Speed Rating it is traveling faster than the target. For
cover. The man whom Shadowstalker kicked delays example, if a Large truck traveling at Gentle speed crashed
his Action, hoping to get a shot off if he finds the into a car moving at Slow speed, it would inflict a base 3d6
hero, shouting taunts and curses as he eases damage for its Size and an additional 2d6 damage for
forward. The two blinded goons are still stumbling traveling two Speed Rating levels faster. The vehicle
around with one ducking down behind some crates performing the crash takes the same amount of
and the other working his way towards his shouting damage it inflicts, or half that damage if outfitted with
ally, but after this round their eyes will finally a ram. Armor does apply to damage inflicted by a
readjust and they will be back in the fight. Two of crash. Any vehicles involved in a ramming attack,
the men decide to take pot shots at Eclipse, using including the one initiating it, must make vehicle
her higher altitude as their Effective Range. Between operation rolls or immediately roll on the Loss of
that and her cover, both their shots miss her. Torc Control Table on page 145. If the ramming vehicle hit
continues his battle song as he moves over to the from behind or sideswiped the target, this check is at
men shooting at his friend, cracking his knuckles as Hard difficulty. If it was a head-on collision, the
he walks. Across the factory, a massive figure has difficulty is Herculean.
been running across the floor as fast as it can. As of
yet the heroes are unaware of this new threat as it
charges towards them. Evasive Maneuvers
Just like heroes, vehicles can dodge incoming attacks to
• Lock-On: The hero spends an Action Point and avoid damage. This is performed as a Reactive Action
attempts to use the vehicle’s targeting systems to get a and costs an Action Point, and the operator uses the
lock on a specific target. The hero makes a System Ops appropriate vehicle operation skill to perform the
roll. If the vehicle is in an open, unobstructed area, this evasive maneuver. If this check results in a Fumble, the
check is at a Standard difficulty. If there are many vehicle must also roll on the Loss of Control Table.
obstacles or adverse environmental conditions, the
check is a Hard difficulty or higher, as determined by
the Games Master. If successful, the Systems have locked Close Combat
on to the target and attack rolls against the target with
vehicular weapons are one grade easier as long as the When the hero gets up close and personal with the
lock-on is maintained. Normally the lock-on remains in villain, fists fly, swords flash, and anything in reach can
effect until the target is obscured by a solid obstacle, goes become a weapon. The following are clarifications of
past the Long-Range value of the vehicle’s weapons, or previously mentioned rules and special close combat
uses the Break Lock-On Action below. options that can help make combat more varied and
interesting. Note that while some of the following
• Break Lock-On: The hero spends an Action Point to (Charging, Leaping Attacks, Sweep Attacks) apply
break the lock-on of another vehicle targeting the craft. primarily to close combat, many of the rules below can
The hero makes an Opposed System Ops roll against be applied to all combat situations.
the result of the other craft’s initial check to establish the
lock-on. If this check is successful, the other vehicle is no
170
Situational Modifiers
Situational Modifiers are applied under certain
conditions that might affect a combatant’s fighting
ability, for good or ill. The Games Master
determines the modifier applied to a combatant’s
skill rolls, and when two or more modifiers would
apply, uses the most severe.
Charge Attacks
A hero can move full bore at their foe, slamming
into them with the added Force of their Charge to
deliver a powerful strike. A Charge Attack can be
used after a hero has spent an entire Combat
Round moving towards a foe, and if successful the
hero can either remain engaged with the target or
keep moving past them, if they have movement
remaining. The following rules apply to all
Charge Attacks:
• The attacker’s Damage Modifier is increased by Baron Malycer’s favorite enforcer, Char, bursts into the
one step for this attack (or two steps if the attacker factory to back up the goons. The stakes have just gotten
has four or more legs). In addition, the Size of the a lot higher for Shadowstalker and friends.
attacking weapon is increased by one step.
the attacker’s weapon, which may be able to penetrate
The target of a Charge Attack has three options by some or all of the target’s defenses. The target may also
spending an Action Point: attempt to Parry, Evade, or be subjected to Knockback from the attack, even if they
try to Counterattack the Charging hero. Attempts to are able to deflect some or all of the blow, which may
Parry can be risky due to the increased effective Size of leave them in a vulnerable position. Evading has the
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Destined
Situational Modifiers
Optional: Realistic Ranged
Just like with close combat, ranged attacks have
Situational Modifiers that may be applied in specific Modifiers
circumstances.
For games where you would like to make penalties for
ranged attacks a bit more realistic, the following
Aiming optional penalties may be used in place of the simplified
penalties above. In these rules the actual distance to the
A hero that spends additional time aiming with a target relative to its SIZ is what determines any
Ranged Weapon can potentially increase their chances modifiers to the base difficulty of the shot, and the
to hit. If the hero spends an entire Combat Round range of a weapon or Core Power is more of a
aiming with their weapon, any difficulty penalties from performance characteristic than a factor in difficulty.
range or Situational Modifiers are reduced by one The base difficulty of the shot is Standard, modified by
the range modifiers below as well as any other modifiers
Range Base Difficulty affecting the attacker. The following modifiers assume
an active target in an open area, and a static object at
Weapon Range Base Difficulty known range (such as a building) should reduce the
Close Standard
difficulty by a step or two.
Effective Hard
Long Formidable
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6. Combat
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Destined
A t the end of the round, only Eclipse and Char have an Action Point remaining. High above, Eclipse decides to
use her laser Blast Core Power to try to take down one of the men shooting at her. She is at the Effective Range
of her power so the difficulty of her shot starts at Hard, but fortunately she is able to make the roll. The goon is
unable to Evade the Blast since he is out of Action Points, so he is hit in the right leg for a whopping 10 points of
damage. This incapacitates his leg and he drops to the floor screaming in pain, a hole burned through his thigh.
Across the factory floor, Char decides to unleash some of the heat within his mutated body as a short-range fire
Blast against poor Torc. Unable to defend and lying prone, Torc is hit with a Critical Success and Char is able to
use the Choose Location effect since it is at Short range and his foe is prone. He also picks Maximize Damage,
inflicting 16 points of damage against the hero! Even with his tough skill, Torc still takes 10 points of damage,
enough to give him a Serious Wound. He fails his Endurance check and falls Unconscious from the pain of the
burns. Just as Char is about to finish him off, the factory’s fire-suppression systems are activated as a result of the
villain’s molten body and fire Blast. The mutated mobster cries out in pain as the foam reacts with his molten hide,
and he reluctantly yells for his remaining men to retreat. Seeing their friend gravely injured, Shadowstalker and
Eclipse decide to let the criminals go for now and rush to Torc’s side to tend to his burns.
• If the attack is Parried, reduce the damage based on cumulative, so if a hero has a Serious Wound to their
the relative Sizes of the weapons. chest and then suffers another to their right arm, their
skill checks will be at two grades harder if they use their
• If the Hit Location is armored, reduce the damage by injured arm. This penalty persists until the location is
the Armor Points value of that location. healed back to a Minor Wound. If the Endurance check
is failed, a seriously wounded limb is unusable, or the
If the damage inflicted by the attack is above zero hero is Incapacitated if the injury was to the head, chest,
after all the above are applied, the location struck or abdomen. The hero remains Incapacitated until
reduces its Hit Point value by the damage inflicted. treated with a successful First Aid or Easy Medicine
Note how many Hit Points remain to determine what check, but they still suffer any penalties from the
type of wound the location suffers. wounds until they are healed.
results in a Persistent Wound for a limb, or instant death Underlings: More competent than Rabble, Underlings
if the head, chest, or abdomen was struck. If the roll was are sent in to delay, weaken, or take down the
a Fumble, a limb is severed or damaged beyond repair characters. While they are weaker than standard
instead. Even if the check is successful, the hero will die supporting characters, they are still just as skilled and
from shock and Blood Loss if not treated with a First can prove to be capable foes if the heroes are
Aid or Easy Medicine roll within a number of Combat unprepared or cocky. Underlings use the following
Rounds equal to their Healing Rate. rules:
Major Wounds do not heal naturally unless the hero • Underlings use the Standard Skill values listed for
is under some form of professional medical care, and their type.
while under such treatment the hero gains back Hit
Points in the location based on their Healing Rate for • Underlings wear moderate armor if so equipped.
every week in treatment.
• Underlings are unable to use Special Effects in
combat.
RABBLE AND
• Underlings have one-third the normal Hit Points in
UNDERLINGS any given location, and when they suffer more than two
injuries they are knocked out, killed, surrender, or flee
Supporting characters in comics are usually not up to as determined by the attacker.
the level of the heroes and villains, and even an average
superhero can easily take down standard street • Once one-half of their numbers have been disabled,
criminals without breaking a sweat. The following rules Underlings attempt to Withdraw from the fight or
provide options to make opponents less challenging surrender if they are unable to escape.
individually to allow Games Masters to populate their
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7. Spot Rules
Spot Rules
T
he rules for skill use and combat cover most meaning they either anticipate the chase was about to
situations that can occur in a typical gaming occur or they take advantage of the situation prior to
session. This section includes rules for the chase to get a head start. For example, the villain Baron
situations that require rules outside of what Malycer is being confronted by a group of young heroes and he
has been covered in previous chapters, giving the decides to take his leave. He detonates an explosive device he
Games Master other ways to adjudicate different had planted before their arrival and the Games Master rules
encounters that fall outside the norm, or add to the that this distraction lets him start the chase with an advantage.
other rule systems previously discussed. A hero’s powers can also give them an advantage, with
things like Enhanced Speed and Flight having obvious
benefits when engaging in a chase. A side that starts
Chases with an advantage begins the chase with a tally of 25%
before any rolls are made, or 50% if the Games Master
Heroes often find themselves embroiled in desperate rules they have a distinct advantage.
chases and tense pursuits, either as the pursuers or the
pursued. In Destined the mechanics for chases are
handled as Opposed Extended Tasks (see page 57), What Skills to Use
where one side is attempting to escape (the Escapee)
and the other is trying to catch up (the Pursuer). The The skills used by the Escapee and the Pursuer depend
exact distances involved are not important, with the on their modes of travel during the chase, and both
percentage completed representing how close each side groups don’t necessarily have to use the same skills.
is to their goal. The first side to reach 100% wins and Anyone traveling under their own power, either by
either escapes or catches up to the other group, and running, the Flight Core Power, or swimming, rolls
when conducting a chase there are a few things to against their Athletics skill. Anyone using a vehicle uses
consider. the appropriate skill to the type of craft they are
operating, either Boating, Drive, or Pilot. Using a
mount requires checks against the Ride skill.
Starting the Chase
Everyone involved keeps a tally of their current
When a pursuit is started, the players and the Games percentage of success, and this can serve as a gauge for
Master should establish where everyone is when the how well they are doing in the chase. Because this
chase starts and who is participating. If multiple system is abstract, the players and the Games Master
supporting characters are involved, the Games Master will need to narrate how their respective characters are
may also divide them into smaller groups to make faring in the chase based on their percentage. For
handling them in the chase easier. The Games Master example, a hero that only has 25% after a few failed checks
must also decide if one side starts with an advantage, might be stumbling over clutter in the environment or tripped
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Destined
and is struggling to try to catch up. Note that sometimes the • Create an Obstacle: The participant either heads into
Escapees may have a lower total than their Pursuers, an area with Impairing Terrain or obstacles, or causes
and this often represents them barely staying ahead of something to block or slow down their opponent. If the
their foes and puts them in a vulnerable place where the Games Master rules there is something in the
Pursuers can end the chase with a well-placed attack environment that could already be used, the participant
(see Make an Attack under Impediments below). simply changes course, and everyone involved makes
their chase checks as normal using the base difficulty
imposed by the current situation. For example, the robber
Environment ducks into a crowded dance club and both he and
Shadowstalker make their checks at Hard difficulty due to the
Where the chase takes place has an impact on the crowds and distracting lights. If the participant actively
difficulty of the checks involved. Racing after a villain creates an obstacle, they must either cause damage to
down a clear city street would not affect the difficulty, something in the environment to create the obstacle or
but that same chase in the middle of rush hour traffic pull something down behind them. Causing damage is
would be much harder. Things like clutter, dangerous handled as an attack roll against whatever is being
environmental conditions, difficult terrain, or weather targeted to create the obstacle. Pulling something down
all impact how hard it is to maneuver, especially when requires a Brawn check with a difficulty based on the
the two sides are trying to move as fast as possible. The size of the object being used.
Games Master sets the difficulty for the chase or adjusts
it for each Opposed check depending on changing • Make an Attack: The participant uses an opportunity
conditions. Normally the same difficulty applies to both to launch an attack at their opponent, possibly injuring
sides in the chase unless one side has the means to them or taking them out of the chase entirely. For
circumvent any obstacles or impairing conditions. For ranged attacks, the participants can’t have a difference
example, Shadowstalker’s Teleportation Core Power makes it of more than 25% between their current tallies for the
easier for him to get around crowds and obstacles when he Extended Task. Continuing the above example, the robber
chases after a fleeing robber. pulls a gun and plans to fire a few shots at Shadowstalker. The
robber’s tally for the Extended Task is currently 75% and
Shadowstalker has 50%, so he can make the attack. If
Impediments Shadowstalker was only at 25%, he would be too far away or
not in sight for the robber to shoot at. For melee attacks, both
In addition to the environment, the participants in the sides need to be Neck and Neck (see below). Because
chase can attempt to impede or harm the other side as both parties are still engaged in the chase, attack and
a way of improving their odds. In the case of a slower defense rolls are one Difficulty Grade harder. If the
participant trying to either escape from or catch up to a attack hits, it is resolved normally, and if the target
faster one, impediments may be the only way they have suffers enough damage to be Incapacitated, or suffers a
a chance of winning the contest. During their Turn, a Serious Wound to a location that would render them
participant can attempt to cause an impediment that incapable of continuing, the target is removed from the
makes the check of their opponent more difficult. Any chase. Also note that Special Effects such as Stun
skill check the impeding participant makes for the chase Location or Trip Opponent (including going prone
is one Difficulty Grade harder for that round, and they after Evading) may prevent the target from making
choose one of the following options. their next check in the chase as they recover from the
effect.
• Create a Distraction: The participant either says or
does something to distract their opponent, or uses These are the most common impediments someone
something in the environment to draw the opponent’s can cause during a chase, but the players and the Games
attention elsewhere. This is handled as an Opposed Roll Masters are encouraged to come up with their own
with the target, and the skills used depend on the type creative ways of impacting the situation, using the above
of distraction the participant hopes to accomplish. examples as guidelines for how they can be resolved.
Tricking or taunting the target requires an Opposed
Deceit vs. Insight, while attempting to redirect them or
frighten them requires an Opposed Influence or Multiple Participants
Intimidate vs. Insight (or Willpower if attempting to
scare them). If the check is successful, the opponent’s While a chase is sometimes a contest between two
next check in the chase is one Difficulty Grade harder, individuals, more often it involves multiple participants
or two grades harder if the participant scored a Critical on each side trying to either catch the other party or get
Success or the opponent rolled a Fumble. away. For heroes, each individual player should roll
184
The team pursues Baron Malycer’s limo along the Gemelos City beachfront in their hovercar. Eclipse
fires a bolt of energy at the fleeing vehicle, while The Mortician takes aim with a missile launcher.
their checks separately and keep their own tallies for the If the chase involves vehicles or mounts, passengers
Extended Task. Some heroes may fall behind while can attempt to leap onto the other side’s craft or mount
others keep in the chase to the bitter end. Important when they are Neck and Neck. The leaper must succeed
villains and other main characters controlled by the at an Athletics roll, with the difficulty determined by the
Games Master also make individual rolls and keep Games Master based on how fast everyone is traveling
separate tallies, but groups of less important supporting and the current conditions (terrain, weather, and so
characters (especially Rabble and Underlings) should on). While dramatic, this can be a risky maneuver that
use the Sorting Roll option from page 56 and use a tally can lead to the leaper falling from the vehicle if they fail
for each group of similar characters. the roll (see Falling From a Vehicle on page 190). Once
onboard, the leaper can attack the crew of the other
craft, try to dismount the rider of a mount, or sabotage
Neck and Neck a vehicle to impair its operations.
186
Overexertion
Heroes often push themselves far beyond what their
bodies are capable of when the situation demands it.
When a hero engages in long-term strenuous physical
activity, such as extended travel on foot, heavy lifting, or
long-term labor without periods of rest, they must make
an Endurance check to avoid suffering Fatigue. The
sections on Feats of Strength and Movement Outside
Combat below talk about how those activities can fatigue
heroes. Other physical activity is rated as either Light,
Medium, or Strenuous, and the Fatigue table on page
186 details how long a hero can engage in that level of
activity before they need to check to see if they become
fatigued. Once this time elapses the hero must make a
skill roll appropriate to the type of activity they are
engaging in: Athletics for exercise, Brawn for heavy
lifting, or Endurance for general activity or labor.
Fatigue Levels
Fatigue Level Skill Grade Movement Initiative Action Points Recovery Time
Fresh No Penalties
Winded Hard No Penalty No Penalty No Penalty 15 minutes
Tired Hard -1 No Penalty No Penalty 3 hours
Wearied Formidable -2 -2 No Penalty 6 hours
Exhausted Formidable Halved -4 -1 12 hours
Debilitated Herculean Halved -6 -2 18 hours
Incapacitated Herculean Immobile -8 -3 24 hours
Semi-Conscious Hopeless No Actions possible No Actions possible No Actions possible 36 hours
Unconscious No Actions possible No Actions possible No Actions possible No Actions possible 48 hours
Dying Will die in a number of minutes equal to twice the hero’s Healing Rate unless treated
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Destined
• Failure: The hero accrues 1d2 Levels of Fatigue. an extended period of time, such as when lost in a
blazing hot desert or trapped on an icy mountaintop.
• Fumble: The hero accrues 1d3 Levels of Fatigue. Normally the hero begins to suffer the effects after a
number of hours equal to their CON if they have access
The cumulative skill penalties from Fatigue make to proper clothing for the environment, but the rate
Asphyxiation extremely dangerous, so heroes should be may be slower or faster depending on the conditions
careful when they are in any situation where they could (see Weather on page 206). Like Deprivation above, the
be deprived of air. Fatigue lost to Asphyxiation recovers hero must make an Endurance roll after this time
very quickly, usually at a rate of one level per minute of period has passed and again for each interval of time
rest, but the Games Master may slow down this rate that passes within the environment or suffer a Level
depending on the circumstances. For example, a hero that of Fatigue.
was drowning might have damage to their lungs and may
recover at the normal rate instead.
Stress
Deprivation Heroes lead stressful lives. They carry a lot of emotional
weight on their cloaked shoulders, and if it builds up
Heroes often find themselves in far-flung places or too much it can begin to take a toll. Heroes also face
trapped away from help, deprived of the basic villains who have abilities and powers that can alter
necessities everyone needs for survival. Deprivation emotions, with the classic example being the bad guy
occurs when a hero is deprived of food or water for an who creates fear and terror in their victims. Emotional
extended period of time. Games Masters may also apply and mental strain can degrade a hero just as much as
the effects for artificial beings such as robots that are physical exertion and the Fatigue system can be used to
unable to recharge their power source or aliens that simulate mental strain as well. If a hero is exposed to a
require more exotic forms of sustenance. stressful situation, the Games Master can call for a
Willpower check using the guidelines listed above, but
• Food: Without a sufficient amount of food, starvation based on POW instead of CON. If the hero fails this
begins to take hold. A hero can go a number of days check, they suffer a Level of Fatigue. This Fatigue is
equal to half of their CON before they must check for cumulative with any caused by physical sources, as
Deprivation. After this they must check every day they different sources of stress build up. The Games Master
are without food. determines if Fatigue from mental sources can lead to
death, but normally this should be reserved for only the
• Water: Without a sufficient amount of water the hero most extreme sources of emotional toil. For example, a
begins to suffer from dehydration. A hero can go a hero subjected to the fear powers of his archnemesis could
number of hours without water equal to their CON x4, literally die from fright if he keeps failing his Willpower checks.
although arid or hot environments might reduce this to
CON x3 or even CON x2. After this time the hero must
make a Deprivation check and repeat this check again Fatigue Levels
every 4 hours without water, or every hour in extremely
arid or hot conditions. The Fatigue Levels table details the penalties suffered
for each Level of Fatigue accrued. The Skill Grade
After the listed time has passed, the hero must make an establishes the base difficulty for any Actions the hero
Endurance check or suffer a Level of Fatigue. This attempts. For numerical penalties, the values listed are
check must be repeated at the intervals listed above, not cumulative. So if Shadowstalker was at the Wearied level
and like Asphyxiation the cumulative penalties can and gained another Level of Fatigue, his Initiative Penalty
make survival very difficult. Heroes are unable to would go from -2 to -4 and he would lose 1 Action Point.
recover Fatigue lost to Deprivation until they have
access to sufficient food and/or water.
Recovering from Fatigue
Exposure Heroes recover from Fatigue based on their Healing
Rate and the Recovery Time listed for their current
When heroes are willing to go to extremes to keep the Level of Fatigue. The amount of rest and recovery
world safe, they may find themselves in some extreme needed from each level is equal to the Recovery Time
conditions that make survival difficult. Exposure occurs divided by the hero’s Healing Rate, although as noted
when a hero is in a hostile or extreme environment for above recovering from Asphyxiation can occur much
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7. Spot Rules
more quickly. Heroes recover from the highest Level of Critical Success. A Fumble causes the hero to land
Fatigue first, working down until they are fully awkwardly, suffering maximum damage to all locations
recovered. So if Shadowstalker was Exhausted after his affected. As long as the check is successful and the hero
ordeal in the desert, based on his Healing Rate of 2 it would doesn’t suffer a Serious Wound, they land relatively
take him 6 hours to recover from the Exhausted level, 3 hour safely and are not prone.
from Wearied, one and a half from Tired, and another 8
minutes from Winded. All told it would take him almost 11 • Heroes with the ability to fly can attempt to halt their
hours of rest to recover completely. descent with an Athletics check. If successful, the hero
reduces the effective distance fallen by their normal
flying Movement Rate, and if this reduces it to 0 or
Falling below they are able to stop completely. Heroes that can
Teleport still travel at the same orientation and velocity
When you spend a lot of time battling evil on rooftops, after falling and must take the Full Stop Boost to arrest
there is a good chance your hero may take the a fall with the power.
occasional tumble. Anytime a hero falls, they take
damage based on the total distance fallen as shown on • Falling onto a soft surface, such as deep snow or a
the table below. Armor Points from worn armor do not large pile of straw, causes the effective falling distance to
protect from this damage, but those gained from the be halved as long as the Games Master rules the surface
Force Field or Inherent Armor powers do. Damage is could help mitigate the damage. Heroes falling into
rolled separately for each location; it is not spread water can attempt an Athletics check to dive in and if
among them. So if Shadowstalker was knocked off the side of successful they take damage as if falling onto a soft
a skyscraper and fell 12 meters to the street below, he would take surface.
4d6 damage to four different parts of his body and would
probably be laid up for some time. • Heroes falling onto a damaging surface, such as into
piles of scrap metal in a junk meter or a pit of lava, take
There are a few additional considerations and rules the normal damage of the surface in addition to the
pertaining to falls. falling damage.
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Destined
Falling From a Vehicle flying vehicle (no higher than 20 meters in the air), the
distance below is added to the height of the fall. For
Battling a villain atop a fast-moving vehicle has its own example, The Mortician attempted to get on board a mob boss’s
risks, but heroes may also be knocked off and subjected fleeing helicopter, but the boss’s bodyguard knocked him off with
to a painful tumble. Falling from a flying vehicle is a boot to the face. The helicopter was traveling at Moderate
treated just like any other fall, and depending on the speed and was 10 meters in the air, so The Mortician will treat
altitude the hero may have some time to consider their the fall as if he fell a total of 18 meters.
options.
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7. Spot Rules
A hero with the Enhanced Strength Core Power (see There are a few other important considerations
page 93) uses the same rules as above, but their normal regarding natural healing:
lift is determined by the Power.
• The hero cannot engage in strenuous activity while
attempting to heal, including combat. If the hero does
Healing From anything more than light activity (minor household
tasks, slow walking, basic research, and so on), while
Injuries attempting to heal their Healing Rate is reduced by 1d3
for that time period. If it is reduced to 0 or below, the
After the fight is over and the threat is neutralized, hero does not heal at all during the normal time
heroes need to take time to lick their wounds so they interval for the injuries.
can be ready for whatever the next challenge is. While
combat is the primary source of injury, heroes also run • If the hero is undergoing at least basic medical care
risk of suffering wounds from Falling and from Perils, and observation by someone trained in Medicine while
but all damage recovers in the same way no matter what healing, their Healing Rate is doubled for that time
the source. interval.
A hero’s Healing Rate determines how many Hit • Powers such as Regeneration speed up the rate of
Points are recovered for each injured location while the healing, and powers that heal injuries do so
hero rests and recuperates, and the rate of healing for instantaneously. If the hero would be dying from a
each location depends on the type of wound the severe injury or from advanced Fatigue, such powers
location has: automatically stabilize the hero unless further harm is
inflicted.
• Minor Wounds: the injured location recovers the
Healing Rate after 12 hours of rest.
Persistent Injuries
• Serious Wounds: the injured location recovers the
Healing Rate after 24 hours of rest. Healing from Persistent Injuries is a long and difficult
process, and it can take a hero out of action for some
When a Hit Location with a Serious Wound recovers time. A Persistent Injury takes a number of weeks to
to where the hero is back to a positive Hit Point value, heal equal to the amount the hero was reduced below
they begin healing as if it were a Minor Wound. For the negative value of their normal total Hit Points. So if
example, if Hare’s Healing Rate is 3 and she has been reduced the injury to Hare’s leg went to -7 Hit Points, which is 2 below
to -4 Hit Points in her leg, after a single day she would be at -1 the negative value of the location’s normal maximum of 5, it
and after two days she would be back up to 2 Hit Points and would take her two weeks of rest to recover if she suffered a
would start healing every 12 hours instead. Heroes continue Persistent Injury.
to heal naturally as long as they are taking time to rest
until all wounded locations are up to their normal Heroes can still benefit from natural healing to the
maximum value. Also keep in mind that injured injured location, but it can’t be restored above 1 Hit
locations heal independently of each other. Point until the Persistent Injury heals, even with powers
So using the above example, if Hare also started with a second like Regeneration. The hero may act while they have a
loss of 3 Hit Points to her chest (normal maximum of 7 Hit Persistent Injury, suffering the normal effects of the
Points), that injury would be fully healed after 12 hours before wound, but recovery doesn’t start until the hero stops
she had even recovered any damage to her leg with the Serious and takes time to rest. If something interrupts that rest,
Wound. or the location is injured again, the hero must start the
healing process from the beginning.
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Destined
The Situation
When the interrogation takes place has as much of an
impact as how the heroes are approaching it. If the hero
tries to threaten a thug in the middle of a crowded mall
surrounded by onlookers, it may be much more
difficult than dangling the same thug off a rooftop by
their ankle. The Games Master should consider the
events leading up to the interrogation as well as the
location chosen and apply modifiers to the hero’s roll
and/or the subject’s check to resist. What the hero says
may also factor into the final difficulty of the checks, and
the Games Master should reward clever ideas and good
roleplaying. Some example Situational Modifiers for
interrogations are listed on page 193, and they can be
used as a basis for other situations.
The Outcome
If the heroes are successful, they get whatever
information the subject of the interrogation knows
about the topics they are inquiring about. Since
interrogations serve to move the story along, the Games
Master should ensure that if the subject knows the
information the heroes want, it should be revealed.
The Mortician persuades a Syndicate underboss Your average hired goon may not know every detail of
to help him with his inquiries. their employer’s schemes, but they should know
something that helps advance the narrative. A Critical
subject must make an Endurance or Willpower Success by the heroes, or a Fumble by the subject,
(subject’s choice) check to resist, Opposed by the attack should reveal additional information beyond what the
check of the hero. An example of this form of interrogation heroes asked for.
is slamming a villain’s head against a table or wall while
questioning them. On the flip side, if the heroes Fumble, or the subject
scores a Critical Success, the information may not be
For most simple interrogations, especially with non- accurate or the subject is able to convincingly pass along
significant supporting characters, the situation should false information. It’s also important to keep in mind
be resolved with one Opposed check between the that if the heroes pursue the wrong subject, no matter
participants. Significant supporting characters or how well they roll, the information may just not be
villains may require a prolonged effort on the part of there. Interrogating the villain’s second-in-command
the heroes to get the information they need, so the may prove fruitful, but harassing their grandmother or
Games Master may treat it as an Opposed Extended their landlord will probably not reveal the location of
Task instead (see page 57). In this situation the heroes their secret underwater base.
may change their approach during the interrogation,
such as the classic “good cop/bad cop,” so the rolls
required may vary as the heroes switch methods. Investigation
Heroes should keep in mind that how they approach When trying to stop a crime, heroes are often called
interrogations may have longer-lasting effects. Heroes upon to piece together clues and do legwork to find the
who routinely torture their prisoners will gain a villain before they can strike again. Investigation of a
negative reputation among anyone aware of their crime is a vital part of the pursuit of justice in both the
methods, whereas if someone discovers they were real world and in the four-color worlds of comics, and
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7. Spot Rules
few faculty members that someone who looks a lot like the villain an important part of the puzzle is revealed and it may
has been seen around the physics department. That information lead into a new part of the campaign, or perhaps cause
gives them some important leads to intercept the villain or lay a things to head in a new direction. Unlike normal
trap for him. Extended Tasks, ongoing investigations work as a
“campaign timer” of sorts to allow the Games Master to
If the heroes do manage to get 100% or above on the slowly reveal elements of an important plot point until
Extended Task, the Games Master should provide them the eventual reveal. If heroes miss one of the clues that
with all the vital information available from the tasks are part of the ongoing investigation, it simply delays
they completed and give them an additional piece of the reveal until they are able to accumulate enough
information related to all the information they information or details to resolve the investigation.
discovered or something revealed by the pieces of the
puzzle they did uncover. For example, while The Mortician
is tracking a killer, he manages to succeed on his rolls to Luck Points
examine the most recent murder scene, review his files on all the
killings, question people in the neighborhood near the murder While skills and powers are invaluable, sometimes the
scene, and research the city sanitation records to see where local only thing that helps heroes survive is a little bit of luck.
sewer lines pass through. Since he got 100%, the Games Luck Points represent a hero’s ability to cheat fate and
Master also reveals that there are manholes leading into the turn a Failure into a Success, or escape a deadly
sewers within a short distance from the murder scene. situation by the skin of their teeth.
Reluctantly The Mortician dons his waders and heads into
the sewers. Heroes gain a number of Luck Points as determined
by their Attribute at the beginning of each new game
If the heroes roll a Critical Success on one of the task session and they are spent as part of play. Luck Points
checks involved, the Games Master should reward them replenish to their normal value at the start of each game
with additional information in addition to advancing session, so players should not be stingy about spending
the tally further on the overall investigation. On the flip them when needed. A hero can only spend a single
side, rolling a Fumble should provide them with false Luck Point as part of an Action, although opposing
information, or even a red herring that could make the sides in a conflict can each spend points if they are
investigation go off the rails. available. Each of the following options is available at
the cost of 1 Luck Point:
Ongoing Investigations • Twist Fate: The hero can reroll any die roll that affects
them. This can be a skill roll, a damage roll, or anything
In the real world, criminal investigations are prolonged else involving or affecting the hero. For example,
affairs that can take weeks, months, or even years to Shadowstalker is trying to punch out a mob gunman who is
resolve. In comics, most investigations take place over a about to open fire on him. His Combat Style with his baton is
few panels or pages, but some mysteries can take several 68%, but he rolls an 83 on his attack. He spends a Luck Point
issues to finally resolve. Investigations can occur in a to reroll and this time gets a 23, a Success! The hero can
single session, or span the course of the current even force an opponent to reroll an attack or damage
adventure, but some may take several sessions to roll made against them. Unfortunately the gunman isn’t
resolve. These investigations often resolve around dropped by Shadowstalker’s attack, and he shoots at the hero
important plot points of the overarching campaign or with his submachine gun. The gunman has a skill of 64% and
relate to a specific mystery that is part of the rolls a 47, a Success. Shadowstalker decides to spend another
background of one or more heroes. For example, Luck Point to force the mobster to reroll, but the second roll is a
Shadowstalker has been finding tidbits relating to a mysterious 14 and still a Success.
terrorist Organization that is infiltrating the underworld. Over
the course of several adventures he uncovers clues that The hero must accept the result of the reroll, even if
eventually lead him to the source of all his recent troubles. it’s worse than the original roll. Sometimes that's the
chance you take when you push your luck.
The Games Master may treat some mysteries as
ongoing investigations where the tally for the Extended • Desperate Effort: If the hero has exhausted all of
Task is advanced by actions taken over the course of their Action Points during a conflict and needs a last
multiple sessions. When the heroes discover a clue burst of energy, they can spend a Luck Point to gain an
related to the ongoing investigation, the Games Master additional defensive Action Point for that Combat
adds 25% to the tally as normal and keeps track of their Round. Continuing the above example, Shadowstalker spent
overall progress. When the heroes finally reach 100%, his last Action Point for his attack and he really doesn’t want to
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Destined
be on the receiving end of a hail of bullets. He spends his last Team Luck Points
Luck Point to gain an extra Action Point, trying to Evade the
gunfire. Heroes are stronger when they work together for the
common good, and the fates seem to favor their
• Mitigate Damage: A hero who is Incapacitated by growing legend. Heroes who work together gain a pool
damage can spend a Luck Point to reduce the effect to of Team Luck Points that are shared among the group,
a Serious Wound, reducing the damage to one Hit Point and any member of the group can draw from this pool
less than would be required to Incapacitate them. just like they would from their personal Luck Point
During another encounter, Shadowstalker gets clobbered by the Reserves. The pool starts at a base of 2 Luck Points, and
villain Char and takes a whopping 16 points of damage to his heroes can add an additional Luck Point for each
head! This will immediately Incapacitate him, and he really member who has a Passion related to another member
doesn’t want to be at the molten thug’s mercy. He spends a Luck of the team or a Passion in common with another
Point, reducing the injury so that he is at -5 Hit Points in his member of the team. For example, the sibling hero duo of
head. While he is still reeling from the powerful blow, at least Tortoise and Hare each have a Passion related to protecting
now he has a chance to escape. each other, so each of them would contribute an additional point
to the Team Luck Points because of their bond. Torc is also on a
• Power Reserves: When the hero has exhausted all of team with them, and while he doesn’t have the deep connection
their Power Points, they can spend a Luck Point to his teammates share, he and Hare both share a common goal to
immediately regain 1d4+1 Power Points up to their Protect the Innocent, so he also contributes one point, bringing
maximum value. For example, Shadowstalker has been trying the total to 3 for the group.
to free a nuclear power plant from occupying agents of
Chimaera, and has been using his Stealth Strike Boost to strike No matter how many shared Passions members of a
and fade while taking down the guards without raising an team have, each individual hero can only add one Luck
alarm so they don’t harm any hostages. By the time he gets to the Point to the pool. Note that these Luck Points are
last ones, he only has a single Power Point left and needs 2 to available to all members of the team, even if someone
fuel his ability. He spends a Luck Point and rolls 1d4+1 doesn’t have a shared Passion to contribute. If the
with a result of 4. He regains 4 of his spent Power Points, group forms their own superhero team (see page 228),
gaining a second wind just in time to try to take down the all members of the team contribute to the pool even
last guards. if they don’t have a Passion in common with the other
members of the group.
Balancing
M any comic book heroes pull off one-time tricks with
their powers to defeat a threat and never use the trick
again. This is more a function of individual comic book
writers getting the character out of a tough spot, but it is
Moving while balancing on a surface such as a such a common comic trope you may want to allow the
narrow ledge or a rope requires a Hard Athletics option for your players. As an optional rule, a Luck Point can
check or a Standard Acrobatics check. While be spent to gain a one-time use of a Boost for one of the
balancing, the hero may only move at one-third hero’s Core Powers. In addition to the Luck Point, the hero
their normal Movement Rate, and attempting to must also spend double the requisite Power Point cost of the
go faster prompts another skill check at one Boost. The Boost lasts for one Action or for one Extended
Difficulty Grade harder. Note that distractions, Task, and after the Action or Task is completed, the hero
slippery surfaces, and high winds can increase the must make an Endurance check as a Free Action. If this
difficulty by one step or more, but using a safety check is failed, the hero gains a Level of Fatigue from the
harness or a pole to help balance will make it one strain of pushing their power in a new and unique way.
grade easier. If the hero fails a check to balance
under normal conditions, they fail to make any
progress that round. If they fail while suffering a side streets and alleys. Unless the mode of flight is
penalty under adverse conditions, they may make an limited in some way, flying heroes can hover in place
Easy Acrobatics or Standard Athletics check as a Free and even “Run” and “Sprint” using their ability. Flying
Action to grab hold of something to prevent themselves is adversely affected by wind and weather conditions,
from falling. If they fail this second check, or roll a with heroes taking penalties to movement and skill
Fumble on the initial check, they fall. checks to fly as detailed below in the Weather section
(see page 206). If something would ever negate the
hero’s Flight Core Power while they are in the sky, they
Climbing immediately fall but can attempt to lower the damage
with a successful Acrobatics check, if they are trained in
If a surface has ample handholds and the hero is using the skill (see pages 63-64).
proper equipment like ropes, climbing or descending is
a Very Easy Athletics check under normal conditions.
Ascending movement is one-third the hero’s normal Jumping
Movement Rate, although with proper gear a hero can
descend up to their normal rate. Not having proper A hero who makes a successful Athletics check and
gear, trying to climb a surface with few handholds, or moves at least 5 meters beforehand can jump up to
attempting it in adverse conditions such as in high twice their height horizontally or half their height
winds or during a rainstorm will increase the difficulty vertically. If the hero attempts to jump from a standing
of the check by at least one grade or more. If the hero position, these distances are halved. For every full 20%
fails a check to climb under normal conditions, they the hero has in Athletics, they may add 1 meter to their
either fail to start the climb or make no progress. If they horizontal distance with a running start, or 15 cm to
fail while suffering a penalty from adverse conditions, their vertical distance with a running start. If the hero
they may make a Standard Brawn check as a Free jumps more than half their maximum distance, they
Action to maintain their grip on the surface or rope to end up prone upon landing unless they roll a Critical
prevent them from falling. If they fail this second check, Success. Failing an Athletics check means the hero
or roll a Fumble on the initial check, they fall. aborted the jump before they started, while a Fumble
either halves the intended distance of the jump or the
hero falls and suffers 1d3 damage, or more if they failed
Flying to clear a pit or other obstacle.
Heroes who are able to fly under their own power don’t
need to make checks to move under normal conditions, Running
such as flying in clear, open skies. Flying through
moderately cluttered urban areas requires an Easy As mentioned, heroes may choose to Run or Sprint
Athletics check, or a Standard one if there are when they perform normal ground movement,
obstructions such as power lines, clotheslines, or narrow although doing either for prolonged periods of time
199
Shadowstalker uses his grappling gun to swing from a nearby parapet and make a boots-first entrance
into the hideout where Malycer’s henchmen are lying low after the fight at the factory..
will accrue Fatigue (see page 186). For every full 25% the Super Swimming Core Power (see page 96) may
the hero has in Athletics, they can add an additional “Run” and “Sprint” normally when underwater.
meter to their Base Movement Rate while sprinting, or
half that when running over long distances. This also
includes movement prior to a Charge Attack, but if Swinging
space is limited the hero may forgo this extra
movement. If the hero has a rope, chandelier, or some other form
of line, they can attempt to swing with a successful
Standard Athletics roll or an Easy Acrobatics roll. The
Swimming hero is limited to the length of whatever they are
swinging on and the distance they are from the ground
Under normal conditions a hero can make an Easy as the arc of the swing will reach down the full length of
Athletics check to swim up to their normal Movement the rope. For example, The Mortician wants to use his grapple
Rate in calm water. Water that is choppy, is full of gun to swing between two rooftops 20 feet apart from one
obstacles, or has a strong current increases the difficulty another. It has a line 30 feet in length, enough to reach between
of this roll by at least one level or more. Failing an the rooftops, and at 50 feet off the ground he is in no danger
Athletics check to swim normally means the hero makes of hitting the streets below. If he was only 20 feet up, he would
no progress or is forced to tread water, but in difficult either need to adjust the length of his line or risk hitting the
conditions it also imposes a Level of Fatigue. Fumbling pavement during his swing. If the hero fails a check to
the roll means the hero begins to sink or breathes in swing, they fail to land properly, resulting in a swing
some water and begins to drown (see Asphyxiation on back in the opposite direction. A Fumble on this check
page 187). Normal heroes may not increase their either means the hero falls or they misjudge the
movement by “Running” or “Sprinting,” but they can distance and strike an object or structure along the path
increase their swimming Movement Rate by 1 meter for of the swing.
every full 20% they have in Athletics. Heroes who have
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7. Spot Rules
Not every threat heroes face comes from the Note that some Core Powers have effects that are
machinations of a devious villain or the machine gun of treated as Perils with an Intensity detailed within the
a gang member. The life of a hero is subject to many power. This denotes the maximum level Peril Intensity
kinds of dangers such as insidious death traps, being created with the Core Power, and the player should
crushed by falling debris, or the venomous bite of a work with the Games Master to develop appropriate
deadly snake. In Destined, these other potential sources Perils based on what the power is capable of. For example,
of harm are known as Perils, and they represent the hero Siren can create up to a Peril Intensity 3 with her
Peril Conditions
Condition Effects
Agony Any skill roll with the afflicted Hit Location must also be less than or equal to the lower of the hero’s Endurance or
Willpower or it automatically fails, or all skill rolls are affected if the Condition targets the entire body.
Blindness The hero cannot see and automatically fails all checks related to vision.
Confusion All skills based on INT or CHA are two Difficulty Grades harder.
Contagion The hero transfers the Peril by touch or through the air within 3 meters of them.
Deafness The hero cannot hear and automatically fails all checks related to hearing.
Death The hero becomes Incapacitated and will die in a number of Combat Rounds equal to twice their Healing Rate if
left untreated. A Hard First Aid or a Standard Medicine check will stabilize the hero.
Exhaustion The hero gains a Level of Fatigue that can’t be recovered as long as the Peril is in effect.
Fever All skill checks are one Difficulty Grade harder from fluctuating body temperatures and body aches.
Hallucinations The hero experiences delusions that make it difficult to separate reality from fantasy. The effects of this are largely
determined by the Games Master, but are often perversions of the hero’s strongest Passions, past misdeeds, or a
theme taken from popular fiction or common fears.
Mania The hero gains a temporary Passion equal to their Willpower based on an irrational compulsion or obsession such
as acquiring new belongings, rampant paranoia, or fear of something mundane or harmless.
Nausea The hero is unable to eat and must roll against Endurance when undertaking any physical action that requires a
skill check. On a Failure the hero becomes violently ill for 1d3 Combat Rounds and is unable to act during that
time.
Paralysis The hero either can’t move the affected area or can’t move at all if the Peril affects the whole body.
Sapping The hero’s reserves of power are drained, losing a number of Power Points equal to the Immediate Damage value
of the Intensity of the Peril.
Unconsciousness The hero is rendered Incapacitated for the time period specified by the Peril and gains a Level of Fatigue upon
awakening.
Unsteadiness When the hero attempts to move, they must make a Hard Athletics check or immediately fall prone.
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Destined
Elemental Control of water. She commands the river to rise up energy such as a laser blast. If the Peril would cause
and flow onto the city streets to impair a group of thugs, and harm much like a weapon would (cutting, burning,
the Games Master rules this would cause no damage but piercing, crushing, and so on), then Armor Points
potentially inflict up to 3 Conditions. She rules anyone caught should apply normally. If the damage is something
in the water would be Unsteady, and would suffer from more insidious, like poison gas or strong radiation, then
Exhaustion and Paralysis each Turn they failed an Athletics most types of armor will have no effect on it and the
check against a Potency of 65% as they are caught in the hero would need specialized protection to keep safe,
rough currents. such as a gas mask or NBC suit for the above examples.
3 3d6 1d6 3 61-70% Objects of SIZ 21-30, strong acid, bonfire, strong
radiation
4 4d6 2d6 4 71-80% Objects of SIZ 31-40, industrial solvent, burning
building
5 5d6 3d6 5 81-90% Objects SIZ 41-50, toxic chemical bath, molten
lava, exposure to a reactor core
Each additional +1 +1d6 +1d6 +1 +10% For each additional +10 SIZ for objects, extreme
threats such as solar surfaces, atomic bombs, and
so on
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7. Spot Rules
Master has final say if a Peril causes harm to multiple Agony in the victim if the initial resistance check is failed, and
locations, but here are a few guidelines to keep in mind then Nausea for several hours before eventually leading to
when determining what and how many Hit Locations it Death. Keep in mind that Perils can inflict both damage
can affect. and Conditions, an especially dangerous combination.
V illains are always coming up with new and terrible ways to dispose of their foes in overly elaborate and
easily escapable ways. Here are a few ideas to spark your imagination for your own insidious traps. While
Intensity levels and damage values are not given, some general guidelines on how to structure each are given
so you can customize it for your group.
• Counterweight of Doom: One hero is bound to a table, above which is suspended a massive crushing
weight. Another hero, preferably a strong one, is positioned under another weight and must not let it fall or
the counterbalance will drop the suspended object down and crush their companion. Both weights inflict
Immediate Damage if they fall, and the heroes need to make a series of Opposed Rolls against the Potency to
beat the trap (Brawn for the lifter and Acrobatics, Athletics, or Mechanisms for the bound hero to escape). An
alternative to this trap is the Treadmill of Doom, which replaces one weight with a treadmill where a hero must
continuously Run (and make Athletics checks) to prevent the deadly weight/spikes/buzz saw from descending
on their ally. While the danger of this trap is obvious, the more insidious risk comes from accumulated Fatigue
from constant exertion, which can wear the heroes down before they can get free.
• Disco Inferno: The trap of choice for music-themed villains. The heroes are trapped in a room made to look
like a dance club. The only way to unlock the door is to move according to a pattern given on lighted floor tiles,
and any missteps cause gouts of flame shooting from the floor or walls to roast the clumsy hero. For an
additional challenge, the room slowly heats up to spur the heroes to dance like their lives depend on it. This
trap is an Extended Task using a Hard Athletics or Standard Perform (Dance) roll Opposed by the trap’s Potency.
Failing a check results in Immediate Damage from fire, and with the heating room option the trap slowly builds
up Ongoing Damage, raising the Intensity each Combat Round. The heating option can be treated as the
Exhaustion Condition, forcing the hero to make an Endurance check at a specific time interval or suffer
increasing Fatigue. As an alternative, villains can use the Last Dance version where the hero must continuously
dance to the beat or suffer ongoing damage from an electrified floor. In this version Potency is used to Oppose
Rolls to escape or disable the trap.
• The Drowning Pool: The heroes are bound within a compact room that is slowly filling with liquid. Usually
it fills with water so the heroes will eventually drown, but it could also be sand, mild acid, or a flammable
substance that will eventually come in contact with a pilot light on the ceiling. The heroes must make Athletics
checks to tread water or Endurance checks once it fills to avoid Asphyxiation (see page 187). A damaging
substance inflicts Ongoing Damage, while the ignition example above would cause Immediate Damage
followed by Ongoing Damage as the heroes burn. The trap’s Potency is used for Opposed checks to disable it
or escape by breaking out or bypassing the door. An alternative version is the classic crushing wall trap, where
the walls come together or the ceiling descends. This trap only inflicts damage after a specified time period,
and until then heroes can attempt Brawn checks against the Potency to hold back the crushing walls. The
Potency is also used for attempts to disable to trap by stopping the mechanism or any attempts to get free from
the room.
succession, while others are a single Immediate quickly as the blaze itself. Fires are Ongoing Damage
Damaging effect that triggers under certain Perils with an Intensity equal to the size of the blaze (see
circumstances or after a period of time. The Potency of below). Large fires can also quickly remove breathable
the trap is the skill rating for attempts to counter or air from an area by consuming oxygen and filling it with
disarm it, and the Games Master may make this process smoke, which can cause Asphyxiation to heroes without
an Extended Task of several skills to make the trap a source of breathable air (treat as the Exhaustion
trickier to defeat. It should be noted that villains rarely Condition). Typically, fires don’t have a Potency rating,
stay behind to see if their nefarious trap kills the heroes, but one can be used to oppose effects and powers that
assuming their brilliant device is infallible. try to put out or counter the blaze. For example, if Siren
was attempting to use her water powers to snuff out a
• Fires: Fires are very dangerous and can quickly rage building on fire, the Games Master may have her roll
out of control if enough flammable materials are her Willpower against the fire’s Potency. If a fire is left
present. The intense heat it causes can burn just as unchecked and occurs in an area with flammable
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7. Spot Rules
Hare’s ultra fast reactions and acrobatic skills enable her to deftly somersault over a blast of fire from
a flamethrower trap in Dr Vellaro’s underground lair.
objects, it can quickly grow in Intensity as it spreads into an Opposed check against the Potency with either
a larger area. Athletics (to wiggle free) or Brawn (to move the object).
• Large Objects: Superheroic battles often use nearby • Pathogens and Poisons: Deadly viruses and poisons
objects as makeshift weapons, and having an are all-too-common Perils in the lives of heroes,
automobile hurled at you or dropped on your head can potentially serving as a greater danger than any
quickly ruin a hero’s day. Large objects, whether gangster wielding a machine gun. They are usually
deliberately thrown or the result of some calamity Ongoing Damage Perils, and their Potency is resisted by
(debris from a collapsing building, runaway truck, and the Endurance of the victim to see if they take effect.
so forth), are treated as Immediate Damage Perils with Intensity is based on the virulence of the pathogen, how
an Intensity equal to their relative size and material hard it is to resist, or both. Armor does not protect
strength. For example, the aforementioned car might against them, and they either last a predetermined
be Intensity 4 for a typical mid-sized sedan. A period of time or until the hero is able to successfully
deliberately hurled or driven object does not use resist their effects.
Potency to Oppose the target, but instead uses the skills
of the attacker (Athletics or Drive, for example). Diseases and Poisons often delay their damage and
the damage reoccurs after a period of time either equal
Large objects thrown or wielded as weapons are to the initial Onset Time or as a separate value, which is
treated as Improvised Weapons (see page 133). Large also the time a new resistance check is made. For example,
objects that are the result of some environmental or flesh-eating bacteria might inflict damage an hour after
situational cause are given a Potency rating to Oppose infection, if the resistance check is failed, and again daily, at
attempts to Evade them, or Brawn checks to catch them which time the hero attempts to fight it off again. Many
(if the target is capable of doing so). Also note that large poisons and pathogens also inflict a variety of
objects can also pin targets under their weight, which Conditions instead of or in addition to damage inflicted.
requires the target to spend an Action Point and make For example, a sleep poison would not inflict damage, but
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Destined
• Alien Spores: A dangerous alien fungus that affects any who breathe in the spores. It is an Intensity 3
pathogen that inflicts a Level of Fatigue every 10 minutes if an Endurance check against its Potency of 65 is
failed. Victims who fail the first check are afflicted with Confusion and Hallucinations until they can successfully
pass an Endurance check after an hour has passed, and every hour after that if the check is failed.
• Engineered Plague: A dangerous virus created by a dastardly villain that can either be ingested through
food or caught by being too close to one of the Contagious infected. It is an Intensity 4 pathogen that has an
Onset Time of 1 hour. At that time victims must make an Endurance check against a Potency of 80 or suffer
Nausea and Confusion. Those who fail the initial check must make another Endurance check every hour or
suffer Agony and a Mania that fills them with violent rage towards everyone around them. It can only be treated
with an anti-virus specific to the plague or by making 3 successful Endurance rolls while fighting off the virus.
• Neurotoxin: A deadly poison that can be lethal if it enters the blood through injection or a wound. It is an
Intensity 4 poison that causes Agony to all locations and Exhaustion and Fever unless an Endurance check is
made against a Potency 75. If this initial check is failed the target must make a second Endurance check 10
minutes later or suffer Death.
• Sleep Gas: A potent gas that can knock out anyone who breathes it in. This Intensity 3 poison causes any
who fail an Endurance check against a Potency of 70 to fall Unconscious for 1d6 minutes. Succeeding on the
roll still inflicts Exhaustion, but the victim is not knocked out. A Fumble on the resistance check knocks the victim
out for 1d6 hours instead.
as Perils, for game purposes the following three weather Fatigue from Exposure, with the rate of Endurance
conditions are what are focused on in these rules: checks listed below. Heroes with the proper Core Power
of Life Support do not need to make rolls against
• Precipitation: Moisture falling from the sky, extreme temperatures.
precipitation impairs a hero’s ability to perceive things
and may also slow movement. It also makes heroes wet, • Wind: Heavy winds can affect physical skills based on
which can make checks to avoid Fatigue from Exposure STR and DEX, giving them a base difficulty listed
to cold temperatures harder at the Games Master’s below, and can impair the rate at which heroes move. A
discretion. separate column lists the movement penalties for flying,
and hurricane-strength winds make flight impossible
• Temperature: Varying dramatically based on climate, unless the hero can make a Formidable Athletics check.
season, and elevation, temperature extremes can cause If successful, flight speed is one-tenth normal.
Visibility Table
Conditions Daylight Twilight Moonlight Moonless Night
Clear 500 m. 300 m. 50 m. 25 m.
Overcast 400 m. 250 m. 50 m. 25 m.
Moderate Fog 150 m. 100 m. 25 m. 15 m.
Dense Fog 50 m. 30 m. 15 m. 10 m.
Wind-Driven Snow 35 m. 25 m. 10 m. 5 m.
Sand/Dust Storm 20 m. 15 m. 10 m. 5 m.
Precipitation Table
Precipitation Type Visibility Effect
Light Clouds/Fog or Rain Two-thirds Visual skill checks are one grade harder
Heavy Clouds/Fog or Rain Half Visual skill checks are two grades harder
Severe Storm One-third Visual and auditory skill checks are three
grades harder
Light Snow/Ice Two-thirds Visual skill checks are one grade harder,
movement two-thirds
Heavy Snow/Ice One-third Visual skill checks are two grades harder,
movement one-third
Temperature Table
Climate Risk of Exposure Exposure Rate
Glacial Yes Every minute
Freezing Yes Every 15 minutes
Cold Yes Every hour
Normal No None
Hot Yes Every hour
Extremely Hot Yes Every 15 minutes
Wind Table
Wind Type Skill Grade Movement Rate Flight Movement
No Wind, Light Breeze Standard Normal Normal
Light Wind Standard Normal Two-thirds
Moderate Wind Hard Two-thirds Half
Strong Wind Formidable Half One-third
Hurricane Herculean One-third Impossible
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Destined
The life of a
hero
S
ky Raven returns to her lair after a long conflict with an incredible boon and save the hero a lot of money on
her nemesis, landing her black helicopter in its rooftop flashlights. Having powers would change your life in
hangar. While she didn’t defeat him this time, she significant and unexpected ways, and the same applies
found more information that could lead to his to your hero. It’s an important thing to consider when
downfall. Exhausted, she changes into her civilian clothing creating your hero, especially the time immediately
and calls her girlfriend Hannah, trying to explain why she was after their Origin when they are getting used to their
incommunicado for so long. However, it seems like this absence gifts. How did they react when they discovered their
might cause yet another argument, and it is getting harder and powers? Did they tell anyone? How did those people
harder to come up with plausible excuses. Sighing, she drives react? How did they learn to master their powers, or do
her beat-up sedan out of her lair through the fake storefront they have Limits that represent their continuing effort
disguised as a mechanic’s shop, driving toward a completely to learn to control their abilities? Were they tempted to
different fight. use them in self-serving ways? Did they give in to that
temptation?
Heroes in comic books often lead more complex lives
beyond wearing a cape and punching villains, often Another thing to consider is how the hero uses their
juggling civilian lives, membership on teams or within powers outside of their heroic life, if at all. Powers grant
Organizations, and keeping those they care about safe. a distinct advantage in situations related to whatever
While battling evil can be fun, taking time to develop ability they grant, such as using Enhanced Speed when
the other aspects of your hero can enrich the the hero is running late, or Teleport to get past the
experience and build a deeper collaborative story for bouncer outside a club. In comics, heroes often become
the entire group. This chapter focuses on some key quite good at using powers surreptitiously when a
elements of comic book superheroes and how to situation arises that warrants it, and in-game this may
incorporate them into your game: Great Power, Great require judicious use of skills like Deceit, Sleight, or
Responsibility, Heroic and Secret Identities, Stealth to pull it off. For example, if Shadowstalker wanted
Organizations, Creating Superteams, and establishing to use his Enhanced Speed in his day job to get to a meeting he’s
Bases of Operation. running late for, he’d have to make a Stealth check to avoid his
co-workers and the CCTV cameras. It can be easy to abuse
powers as a way to overcome mundane challenges, and
Great Power while the Games Master should never restrict players
from using their fantastic abilities, getting caught using
Just imagine having superpowers – being able to fly powers could put the hero’s secret identity at risk, or
through the air, shrugging off bullets, or being able to make them a target of those who would try to control or
stretch to reach that can up on the highest shelf of a big- exploit those powers.
box store. Even something that is relatively “mundane”
like the ability to see in the infrared spectrum would be
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8. The Life of a Hero
Also keep in mind that powers are powerful. The Depending on the frequency of powers in the
ability to fire an energy blast equivalent in power to a campaign setting, powered individuals may also be
high-powered rifle or being able to punch through a highly sought after in the regular workforce. Not
brick wall are great when fighting supervillains, but everyone who gains powers will want to risk their life
what ramifications are there for wielding such power? nightly, but may look for safer ways to use their abilities.
Even using the standard rules for damage, hitting a Someone with super strength would be a huge asset
mugger with a full-powered energy blast could lead to loading ships at the docks, while one who could
serious injury or even death, and missed blasts have to manipulate earth and stone would be valuable for
go somewhere. What happens if they damage a construction or mining work. If powers are not
building or accidentally hit an innocent bystander? uncommon, a setting might see the rise of
Does the super-strong hero have to treat the world as if superpowered sports leagues, movie stars who are both
it is made of glass so they don’t crush something or their own stunt person and do their own special effects,
someone important to them? On the flip side, powers and rescue workers who can phase through collapsed
also have specific limitations that need to be taken into buildings to rescue those trapped underneath. In such
account. A flying hero can hold themselves aloft, but are a setting, maybe your heroes are work-a-day powered
they strong enough to carry a bystander to safety? people who get drawn into the bigger world of
Boosts help overcome some of these issues, but having superheroics, whether they want to or not.
powers does not make a hero all-powerful.
Great Responsibility
Powers as Resources
As the saying goes, power corrupts; absolute power
As mentioned above, a hero’s powers offer them corrupts absolutely. In comics, the heroes make the
tremendous opportunities and advantages, and there decision at some point to use their abilities for the
are those out there who will inevitably see those gifts as benefit of others. Some make their choice because they
a valuable commodity. Corporations, media outlets, and have a strong moral base, while others are shaped by
governments may want to find a way to gain access to, tragic events and vow to use their powers to prevent
or to gain control of, a hero’s special powers for their tragedy from occurring to others. Some heroes start out
own benefit. A nearly invulnerable hero would serve as with selfish motivations, but after they see the good they
a great pilot for experimental vehicles, while a hero can do, they have a change of heart. The villains are the
with Empathy or Telepathy would be invaluable during ones who decide to use their powers for self-serving
negotiations. Powered individuals could serve as potent reasons, and this often is at the center of the conflict
weapons, extremely adept agents, or test subjects to between heroes and their foes. It can be important to
unlock the source of superpowers to replicate them. developing your hero to clarify why they made the
Depending on the Organization, they may choose legal choice to use their powers for good, and what motivates
or financial ways to gain access to the hero, such as them to continue the never-ending fight against evil. Do
making them contracted employees or putting them on they feel that their abilities were gifted to them to serve
retainer for their services. Other less scrupulous groups a higher purpose? Did they lose someone important to
would think nothing of black-bagging the hero and them, either by tragedy or even the hero’s own
whisking them off to some secret facility for inaction? Does the hero thrive in the spotlight and
brainwashing or vivisection. Sometimes the most worry about tarnishing their image?
dangerous villains aren’t the ones in dark-toned
spandex, but the ones who have limitless resources One other consideration is the burden of heroism. It
and the ability to operate above the law to get what is not easy to venture out night after night, putting your
they want. life in danger and risking everything you hold dear for
strangers who may not even appreciate what you do. In
Of course, not everyone who wants access to a hero’s many settings heroes are not revered but are reviled,
powers will be quite so nefarious in their approach. seen as something “non-human,” or are subjected to
Perhaps local community leaders approach the hero to scrutiny and cruelty by those who are jealous of their
use their gifts to protect their beleaguered gifts. Not all groups want to explore these heavier
neighborhood, or a community center asks if a flying themes, but taking time to consider them can help add
hero would be willing to give very special piggy-back depth to the heroes and to the campaign as a whole.
rides to underprivileged children as part of an event. Why does your hero continue putting on the mask
every night? How does the constant danger and threats
affect them? Are they ever tempted to give up the mask
and try to live a normal life? Are they ever tempted to
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Destined
B ecause of how significant a hero’s reputation can be to how the public views her, we’ve provided the
following optional rule to track exactly how the people view their protectors. A hero’s Heroic Reputation
functions like a specialized Passion, with the main difference being that it is not determined by the hero
themselves, but by their actions. Normally the players and the Games Master work together to decide an
appropriate Heroic Reputation based on some recent event or deed that drew attention to the hero. For
example, if Shadowstalker manages to take down a terrorist before he is able to detonate a bomb at a baseball
game, he may gain the “Savior of the Innocent” or “Terrorist Fighter” Heroic Reputation to reflect this deed.
The base value of this reputation is determined by how well known or publicized the event was, with examples
listed below.
A Heroic Reputation isn’t always something positive, and a hero can also gain a negative reputation based
on their actions, or their perceived actions. A hero who uses lethal force often might gain the “Brutal Killer”
Heroic Reputation, or one that mouths off to a reporter may earn something like “Angry and Unpleasant.”
While it may occasionally benefit the hero to cash in on their bad reputation, more often than not it will make
things difficult when dealing with people who know about it.
Just like Passions, Heroic Reputations can be used within the game to help or hinder the hero in specific
circumstances. Whenever the hero encounters someone who might have heard of them, the Games Master can
call for a Heroic Reputation check to see if they are aware of the hero’s reputation. If the roll succeeds, they
have heard of the hero and will react according to the reputation. If the hero has a positive Heroic Reputation,
perhaps supporting characters will be more likely to help them or may fawn over the hero, requesting
autographs and pictures. If the reputation is negative, the supporting character may be wary of the hero or may
even work against them if possible, withholding important information or threatening to call the authorities.
Alternatively, if the hero uses their negative Heroic Reputation as part of an Intimidation attempt, they may
actually benefit from it instead. If the roll fails, the person is unaware of the hero’s reputation and will not be
affected by it one way or the other. If the roll is a Critical Success, the supporting character will go out of their
way to help the hero, out of admiration or fear depending on the Heroic Reputation. On a Fumble, the Heroic
Reputation causes the hero some kind of trouble, even if it is positive. An admiring fan might not leave the hero
alone, following them around or even stalking them, or the person runs screaming from a hero with a negative
Heroic Reputation, possibly alerting others in the area to the hero’s presence.
Heroes can’t spend Experience Rolls to increase their Heroic Reputations, but they can Deepen and Wane (see
page 49) based on how the hero acts in accordance with them or against them. In fact, the deepening of some
reputations may cause others to wane. For example, a hero with a reputation for brutality may gain a new
Heroic Reputation for showing mercy after saving a villain. In this situation, that would lower their previous
negative reputation. There are no limits to how many Heroic Reputations a hero can have, but it is
recommended that they usually have no more than three to make bookkeeping easier.
stop risking their life for strangers and use their powers example to those around them? Do they value only
for their own gain? certain populations of the place they have sworn to
protect, such as specific neighborhoods, ethnic groups,
or age ranges? Do they believe in the law and the
The Public Good system, or do they believe they are corrupt and seek to
bring them back to the ideals they should serve? These
In comics heroes serve the needs of the people, often can serve as the basis for the hero’s Passions and work
selflessly, and are willing to risk their very lives to help as a tool to help roleplay the hero in different situations.
strangers and even those who would despise them. The true believer may not accept that their city’s police
When developing your hero, it is important to consider force is riddled with corruption, while the one who
why the hero would go out of their way to do this, and expects corruption within the system may be unwilling
how they view the people, the city, and the laws they to trust any authority figure. A good example of this in
work to serve. Is the hero a true believer in the system comics is Marvel’s Daredevil, who wants to believe in the legal
and the will of the people, using their own actions as an system he works for, but focuses his energies on helping the
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8. The Life of a Hero
Returning to base after battling the Pterodactyls, Sky Raven receives a worried text message from her
partner Hannah asking where she’s been. The life of a hero can be tough on those around them.
people of crime-ridden Hell’s Kitchen as a vigilante. He serves and media react to them will have an impact on how
the good of his neighborhood, but is also willing to work within they operate. If the campaign is set in modern times,
and outside the system to see justice done for those who need heroes will have to be aware that with the proliferation
his help. of traffic cameras, security systems, and smartphones,
nearly anything they do will most likely be filmed if
there is someone around to witness it. No matter how
Life in the Spotlight many lives the hero saved, the constant news loop of
them slamming the villain’s head on the pavement
Wearing flashy costumes and flying across the city is repeatedly may not help their reputation and may allow
bound to get attention, and in our modern age of the villain’s attorneys to find loopholes to get them back
technology and media scrutiny it would be difficult if out on the street.
not impossible for any superhero to stay out of the
public eye. In some cases this may actually aid heroes in Even if they are accepted by the public at large,
remaining myths for a time when media footage first heroes will have to cope with their status as celebrities
appears, with comment sections full of claims the and public figures. The press will hound them asking
footage is “fake” or “CGI.” But eventually heroes will their opinion on hot-button topics such as politics and
not be able to avoid the limelight, and how the public law, but they will also attempt to delve into the hero’s
211
Strolling through his neighborhood one weekend, Torc comes upon a burning home. His heroic instincts
kick in and he saves the family. Sadly, the event is covered on City news channels, and villains now have
a good idea of what Torc looks like and where he might live.
personal life (Who are you dating? What are you from their hands? Early on when powers are first
wearing? Who are your picks for the Oscars?). One emerging, governments would most likely scramble to
poorly worded comment, emotional reaction, or flub take action to monitor, control, or restrict the use of
may haunt the hero until the media latches on to the special powers.
next thing, but it can make their life a living hell until
that time. No matter how much good heroes do, there Many comics address this issue by creating a
will also be those who seek to tear them down for the governing body that polices the activities of vigilantes,
sake of morality, political gain, or ratings. Pundits and either at the national, state, or municipal level. In some
news network talking heads will trash them and turn campaigns, there may be laws on the books to protect
public opinion against them. Politicians will spout heroes when they take action to prevent crimes or
promises to enact laws to control the heroes due to their protect innocent people, acting as modified versions of
being public safety risks. Religious groups will decry “citizen’s arrest” laws that account for the unique nature
them as inhuman monsters, granted powers by some of superpowered beings. In other settings there may be
dark force seeking to corrupt the good people of the an established agency or Organization that costumed
world. Supervillains may be a big threat, but a hero’s heroes are required to register with; or the hero must
losing face in the public eye may take them down faster apply for a license, and while membership affords the
than any villain ever could. hero certain legal rights, it also applies regulations and
restrictions that members must follow. Maybe they are
prohibited from using lethal force in any situation, or
The Law and Heroes they may be required to purchase special insurance
policies to cover collateral damage they may cause in
In the real world there are strict laws in place that the field. This may cost the hero some Allotment Slots
restrict or prohibit the sale or use of weaponry to help to maintain their license, but will make things easier
maintain public safety, but what happens when a person when they use a vendor’s hot dog cart to clobber a
has the ability to fire the equivalent of a LAW rocket supervillain. Unlicensed heroes can be prosecuted for
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8. The Life of a Hero
their activities, and criminals they capture may be able Master and players should decide what level of
to avoid criminal charges due to technicalities of being oversight and the consequences of certain actions, if
apprehended by an unsanctioned hero. any, will take place in their game. Destined is your game.
The legend can be essential for making a hero desires this, in order to gain the upper hand over the
superhuman, not just in their powers, but also in the hero, but it could also be law enforcement, the press, or
stories that are told about them. If the mask comes off, even a citizen. In fact, in the modern age the
the hero loses the mystique that the heroic identity accessibility of smartphone cameras and instant internet
provides. The Masked Avenger’s nightly crusade access make it very difficult to avoid pictures and videos
against villainy becomes far less impressive if the entire of a hero being posted online. While domino masks may
city knows he’s just Bill from accounting. have worked in the past, heroes may need to opt for
full-face masks or helmets to preserve their identity,
On the flip side, not having a separate identity causes especially in an age where digital photo manipulation
fewer headaches since the hero can just be themselves can allow the removal of a mask while sitting behind
and doesn’t have to worry about elaborate steps to a keyboard.
safeguard their secret. There are many notable
precedents in comics of heroes who don’t wear masks In terms of game mechanics, a hero should be given
and even use their actual names when in costume, such a chance to protect their identity, even if they are in a
as Booster Gold from DC Comics and She-Hulk or Iron situation where it would seem there is no hope. Comic
Man from Marvel. While this may seem like less hassle, books are filled with unlikely circumstances or chance
it can also cause significant problems for the hero. First encounters that prevent the hero’s identity from being
and foremost, letting the world know who you really are revealed at the last second. In Destined, the Games
puts a target on anyone your hero cares about. It’s one Master can allow a hero to spend a Luck Point to avoid
thing for the villains to come after your equally capable a situation where they might be unmasked. The player
teammates to get to you, but it’s another if they attack can work with the Games Master and the group to
your annual family reunion or kidnap your beloved determine what happens to keep the hero’s identity
nana from the nursing home. For heroes with no safe. Here are a few examples:
significant social ties or loved ones to endanger, this may
not be an issue, but it also limits the hero’s ability to • Another hero, an ally, or the police arrive on scene
develop friendships since they can easily become just before the hero’s mask is removed and the villains
liabilities. The second major issue is how your loved opt to flee instead of risking capture.
ones view your heroic endeavors. While there may be a
level of pride about the hero’s determination to help the • Something in the environment occurs that separates
helpless, there may be equal levels of fear and anxiety the hero from the villain before they are unmasked.
about what will happen to the hero while battling crime. Maybe the pavement was weakened by the battle and it
Caring for a costumed vigilante can be very stressful, crumbles away in the nick of time, sending the hero
and it may make those most important to the hero falling to the sewer below.
question whether they want to remain part of the
hero’s life. • The hero prepared for such a scenario, and applied a
disguise prior to donning their mask for the evening.
The villain sees a face that they don’t recognize under
The Perils of maintaining a the mask.
Secret Identity • The villain decides at the last moment it would ruin
their game if the hero’s identity was revealed, opting to
As mentioned above, one of the biggest reasons for leave or take the captured hero to their lair to test their
maintaining a costumed identity separate from a latest death trap.
private one is the desire to protect aspects of the hero’s
life that are not involved with or equipped to deal with While defeat in battle is the most likely place a hero
their heroic double life. If the lines blur and the two can have their identity compromised, clever villains,
aspects cross, loved ones can be captured or hurt, jobs corrupt officials, and curious reporters may also decide
can be lost, and the hero loses their escape from the to actively work to uncover who the hero is behind the
stresses of being a hero. Great pains need to be taken to mask. The hero may even have to worry about close
protect the hero’s secret identity, not only while wearing friends and loved ones digging around as they search
the mask but also ensuring heroic problems don’t carry for an explanation to why the hero keeps disappearing
over into the hero’s civilian life. every time a supervillain attack comes on the news. For
anyone actively trying to dig into the hero’s identity, this
In costume the biggest risk to uncovering a hero’s would be handled as an Extended Task (see page 57),
secret identity is being at the mercy of anyone who opposed by the hero if they are aware of the attempt.
unmasks the hero. In most cases a villain or criminal
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8. The Life of a Hero
O ne of the worst things that can happen to a hero is for one of their enemies to learn their true identity. This
puts a target on everything and everyone the hero holds dear, and gives a villain leverage that can bring
the greatest heroes to their knees. It is a real possibility, especially if the hero finds themselves at the mercy of
a villain after being knocked out or captured.
Games Masters must work closely with the player to see how they feel about this possibility and how they
would like to handle it. If a villain learns the hero’s true identity, here are a few possible outcomes to consider.
• Who Is This?: Unless the hero is easily identifiable or famous, or carries their driver’s license in their utility
belt, chances are the villain will have no idea who the person is under the mask. If their civilian identity is just
another ordinary citizen, seeing the hero’s face may not even compromise their true identity.
• The Identity Is Inconsequential: For some villains, the heroic identity is the only one that matters and
learning who is under the mask is not even something they would consider. In their cat and mouse game, only
the costumes matter and knowing the truth will only ruin the mystique of their never-ending conflict.
• The Identity Is Leverage: If the villain knows who the hero is, revealing it to the world is potent leverage
over their hated enemy. While this will complicate the hero’s life, the villain may consider the information too
valuable to squander and the hero may need to find a way to even the odds with their foe or find a way to
induce plot-convenient selective amnesia in the villain (a comic book staple).
• The Honorable Rogue: Not all villains are absolute evil, and some even follow their own code of honor,
no matter how twisted. The villain may strike some sort of bargain with the hero in exchange for agreeing to
keep their identity secret, or it may be against their code to strike out at innocents such as loved ones as long
as the hero maintains the same agreement for the important people in the villain’s life.
• Burn It All Down!: Not all villains will play fair, and in some cases it can make for an interesting story to
follow what happens when someone truly heinous learns the hero’s identity. The villain may leak the identity
to the press, work to undermine the hero’s finances, or even attack or kidnap their loved ones to torment their
foe. A classic example of this occurs in the Frank Miller run on Marvel’s Daredevil when the villain Kingpin
discovers his identity. If the Games Master is pursuing this option it is highly recommended that the players
approve because it could completely change the direction of the hero’s life.
For example, after Shadowstalker exposes a local journalist Or he might find the reporter and punch him a few times. If the
for printing fraudulent articles, the fired reporter vows revenge reporter manages to nearly expose his true identity,
and decides to expose the hero in turn. He begins looking at Shadowstalker’s player may opt to use a Luck Point to foil them.
patterns of Shadowstalker’s movements in the city (Streetwise),
tries to hack into local CCTV cameras at those scenes to discover Other times, the Games Master may call for a regular
hidden footage (Computers), attempts to trick a local stoolie skill check based on individual situations. If the hero’s
who seems to be allied with the hero into giving him information significant other is upset that they keep ditching them
(Deceit), and has a friend at a local lab analyze what might be on dates, they might need a Deceit, Influence, or
a sample of the hero’s blood to make a genetic profile (Science). Seduction roll to convince them otherwise. If someone
If the reporter manages to reach 100% in the task, he is able to sees the hero vanishing from a cocktail party on security
piece together clues as to who Shadowstalker might be. footage, they might use Computers to alter the footage
Anything less will give him some information, but not quite to they can still be seen at the event. Players are
enough to learn his identity. encouraged to come up with clever ways to keep their
identities secret, from using Allotments to hire body
If Shadowstalker learns of the attempt, he may try to oppose doubles to inventing advanced hologram projectors to
it by changing up his patrol patterns (Streetwise), alter the show them working at their desk all night.
footage on the CCTV cameras (Computers), warn his stoolie or
pay him off to lie (Influence), and break into the lab to steal the Above all else, the heroes should always have a
blood sample or taint it so it provides a false reading (Stealth). chance to protect their secret, and the Games Master
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There are only so many times a hero’s boyfriend is
OPTIONAL: SEPARATE going to accept that they “are working late” or “have an
LIVES, SEPARATE PASSIONS emergency” in the middle of a date before they decide
to move on to someone else. Letting your loved
The Real Mask ever learn to slow down enough in her “real life” to
realize her son is heading down a path of crime? Taking
One question that is often explored in the pages of time to explore the secret identity instead of the heroic
comics is whether the superhero or the civilian is the one can be time well spent in fleshing out a hero into
true identity of the hero. Leading two separate lives can something more than statistics and superpowers.
have serious consequences outside of the complications
of juggling dual identities, compounded by the nightly There are numerous ways to explore the
dangers and stress that heroes face as part of their psychological and practical impacts of identity, and
crusade. It can be easy to lose the person behind the Destined allows as much or as little of this exploration as
mask as the hero becomes more engrossed in their your group prefers. Comics are full of stories about how
costumed persona, but it’s also just as viable that a leading the life of a costumed vigilante affects the hero’s
hero’s “normal” life could start pulling them away psyche, and how hard it can be to separate from the
from their crimefighting one, as they begin to heroic identity. Some examples of stories that explore
understand what they could lose by continuing their this are:
nightly pursuits.
• A loved one or significant other of the hero is seriously
While it may not be as exciting as chasing injured either as a result of the hero’s action or inaction,
supervillains to their volcanic lairs deep in the Pacific and seeing this person in that state makes the hero
Ocean, this concept can lend itself to some excellent question the validity of their crusade.
roleplaying. Is the hero Crimson Mask consuming the
life of alter ego Mike Parsons, the CEO of Conglomco, • After a few too many sleepless nights (possible after a
to the point where the board of the company he series of linked adventures with little downtime), the
founded is trying to oust him? Will the speedster Breeze hero begins to experience vivid hallucinations or
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dreams that affect their judgment and focus. Is this Establishing where a hero acquired their resources
some plot of a mind-bending villain, or is the hero’s also can serve as a source of dramatic conflict and
mind cracking under the pressure? tension in the campaign. It’s one thing for something or
someone to threaten the hero’s beloved great-uncle Sal,
• Something the hero does (or fails to do) causes them but it’s an entirely different thing to threaten the hero’s
to be lambasted by the press. Whether the stories are livelihood. This doesn’t necessarily have to be a villain
true or not, the hero quickly becomes a pariah in the taking aim at the hero’s civilian life (although that is an
public eye and people who previously supported them option if they discover their secret identity). Acquiring
are now distant or cold. Can the hero recover their expensive, restricted gear is going to leave some kind of
reputation and restore their confidence without public trail, no matter how well a hero tries to cover it up, and
support, or is it time to hang up the cape? that can be used by enemies or the authorities to trace
it back to the hero.
• A powerful being offers the hero a chance to see what
their life would be like if they had never donned the It can also be a more ‘mundane’ threat that may have
mask or gained their powers. In this alternate reality, the a short- or even long-term effect on the hero’s
world seems a better place and even villains never head Allotments. Perhaps someone stumbles upon one of the
down a dark path. Would the world really be better off hero’s equipment stashes and cleans it out, or some of
without the hero, or is the entity trying to trick them? the hero’s investments are affected by the recent
rampage of a villain on the financial district. Maybe all
Not all campaigns and not all players and groups those sick days recovering from nightly fights cause the
may fit these more psychological/roleplaying-focused hero to be suspended or even terminated from their
stories, but if your group is receptive, they can be a job, or the board of directors decides to accept a buyout
good break from the volcanic lairs, laser battles, and offer from another company and the hero is ousted.
giant robots.
This can lead to a reduction in the hero’s Personal
Civilian Lives and Allotments Allotment Rating, which can affect how the hero
approaches their crimefighting, especially for heroes
In comics there is a surprising amount of independently who focus more on gear. It is recommended that this
wealthy heroes who have seemingly unlimited money to reduction is temporary, perhaps a few sessions at most,
purchase all the custom cars, costumes, and weaponry and used as a way to challenge the hero and not punish
necessary to wage their war on crime. It is perfectly fine the player. This may also cause the hero to consider
if you want your campaign to focus on the action and different ways to protect their resources, such as tighter
not the logistics of financing a hero. Most players have security measures at their safe houses or switching their
to worry about their own finances in the real world, so investments to a different broker. It may also lead them
worrying about them in the game may not be to seek out sponsor Organizations to help finance their
appealing. But taking the time to explore where exactly heroic activities, but as we discuss below this can lead to
a hero’s resources come from can add another facet to its own complications.
them and serve as something to challenge them in ways
that don’t involve powers or fisticuffs.
Organizations
Personal Allotments (see page 124) represent the
income and assets that the hero has gained as part of While some heroes prefer to prowl the night alone or
their private life. This does not include general housing with a select group of trusted allies, others prefer the
and assets such as civilian transportation and furniture, security of having a well-established patron watching
which are covered by Social Status, but crimefighting their back while fighting the good fight. Be it a global
gear purchased with Personal Allotments still has to peacekeeping task force, an ancient society of mystical
come from somewhere. Where did the hero get this monks, or a famous Superteam whose base sits at the
gear from, and where did they find the means to heart of the city, these Organizations can be a valuable
acquire it? Does the hero have a job they need to ally and essential asset when waging war on crime. In
maintain their heroic lifestyle? Did they scrounge parts Destined, Organizations serve as benefactors to the
from junkyards, pawn shops, and used electronics heroes, providing resources and additional gear
stores? Did they stumble upon a stash of gear from a through Organizational Allotments (see page 126).
dead or retired hero? Was it bequeathed to them from They can also provide missions for heroes, valuable
a relative or a mentor? The trope of a wealthy hero information and intelligence, and access to non-player
makes it easy to explain their fabulous supercar away, supporting characters that can act as mentors, rivals,
but it doesn’t always make for the most interesting story. and love interests to the heroes. In fact, an entire
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campaign can revolve around an Organization that the this is the duo, where two heroes form a partnership,
heroes are all members of, and comics are chock-full of often with one as the mentor and the other as a
examples of this, such as Marvel’s various X-Men comics sidekick. Duos often have a common theme in terms of
that focus on teams of mutant heroes and DC’s Suicide their heroic identities and gear, and other heroes
Squad which follows a (reluctant) task force of criminals consider the pair a singular entity due to their close
pressed into service by the government. connection.
Not all heroes have to be members of the same • Government Agencies: As the guiding force of a
Organization, and each hero may have their own nation, governments (often) work to serve the people
separate groups they hold membership in. While this and establish laws that maintain the norms of society
gives each of them their own resources to tap into, it can and help keep the peace. In a world full of superheroes,
also lead to conflict if one hero’s patron stands in it is natural that the government would adapt and
opposition to another’s. For example, if Magicmaster is part develop Organizations to help monitor, police, and even
of an ancient order of sorcerers dedicated to the preservation of control the activities of powered individuals. These
magic, and fellow hero Inquisitor belongs to a group that wants groups are the ones heroes are most likely to be
to purge all magic from the world, there are going to be some involved with, serving as their patrons, allies, or even as
tense moments during the adventure. Members are expected unwanted watchdogs making sure they follow whatever
to serve the Organization’s ideals and rules, and this can laws and restrictions the setting has on superhumans.
create tension if one member of the group is more An alternative to this is the global peacekeeping force, a
concerned with serving their Organization’s needs military or paramilitary Organization that either
instead of what their allies want. Organizations can also supplements or operates outside of a government’s
become a source of conflict for member heroes if they established armed forces. These Organizations are
recognize that some of the group’s goals or policies formed to deal with some usual threat such as an evil
don’t align with their own. If a hero begins to realize the counterpart organization, an alien threat, or the rising
“peacekeeping” Organization they are part of actually tide of supervillainy. Sometimes global peacekeeping
strives to enact an authoritarian level of control over the forces employ or work with heroes, but other times they
population, will they compromise their ideals just to actively oppose heroes or view them as part of the
keep getting access to their cool toys? Just like other problem.
potential inter-party conflicts within the game, Games
Masters and players are advised to exercise caution • Corporations: Businesses and global conglomerates
when exploring these conflicts. Not only can it lead to are some of the biggest power players in the world,
tension at the gaming table, but it might make the shaping economies and the political landscape, and
player regret the time and resources they invested in providing much-needed goods and services to
the Organization they are part of. consumers. Heroes who are wealthy may gain their
fortune from a corporation they have a vested interest
No matter what purpose they serve in the campaign, in. Some businesses may sponsor them, and the heroes
Organizations can serve as another way of fleshing out may even act as their spokesperson or public face. While
the setting and providing much-needed assistance to this gives the hero access to corporate resources and
heroes who might have limited personal resources. publicity, it often puts them at the mercy of the contract
While there is a broad range of Organizations possible, that binds their behavior in public. Depending on the
here are a few of the more common types found in setting, a hero’s special abilities or high-tech equipment
comic books: might come directly from a corporation, so the hero
may be obligated to work with them to repay a debt, or
• Superhero Teams: Banded together to fight the forces do it out of fear they will lose access to their powers.
of evil, superhero teams are a staple of comic books and
are made up of some of the greatest heroes in the land • Secret Societies: Steeped in tradition and hidden
or up-and-coming heroes who dream of one day being from the scrutiny of others, secret societies work behind
the greatest. Some superhero teams have existed for the scenes to mold and shape aspects of the world to
generations, and becoming part of one is one of the their ideals and goals. Some have been around for
highest goals any burgeoning hero can strive for. Other centuries, with members ranging from average citizens
teams are forged in the fire of conflict, coming together to high-ranking politicians and power brokers.
after defeating some great evil to help prevent similar Some societies have a public face, but behind closed
threats from arising again. Superhero teams usually doors they work at a different agenda from what they
have a central iconic base, training facilities, trophies of project to the masses. Secret societies can have altruistic
past victories, and some means of rapid transportation goals that work toward the betterment of humankind,
to get heroes to where they need to be. A variation of or they could have hidden sinister agendas that even
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the hero may be unaware of until they rise to a sufficient setting the group focuses their resources and attention
rank in the hierarchy. on. An Organization can have one or many Spheres of
Influence, and they can be related or disparate. They
• Mystical Orders: Ancient and secretive, mystical also help determine what sorts of tasks and missions an
orders hold the secrets to the powerful and mysterious Organization will assign heroes, and how serving those
forces of the universe. In most cases, they are orders of goals or working against them can affect a hero’s
magic in whatever form it takes in the campaign setting, standing within the group. Some example Spheres of
either working to preserve hidden knowledge or trying Influence are:
to unlock it for their own gain. Mystical orders might
also serve a powerful entity such as a god or inscrutable • Anarchy: The Organization seeks to subvert ordered
alien presence, working for its glory or increasing its society and the rule of law. For example, a street gang
power. This category also includes ancient orders of works to undermine the authorities in their turf
martial artists, those who follow diabolical powers, and through acts of chaos and fear, while a subversive
societies of occultists and psychics who dabble with the shadow cabal wants to overthrow the existing system
unknown and unseen. Even if magic does not exist in and allow mayhem to rule until they can determine and
the setting, there are still groups who wish to foster implement a better system.
belief in it or seek ways to bring it back to a world where
it has since been lost. • Control: The Organization seeks to gain dominion
over a specific aspect of society, or society as whole. For
• Evil Organizations: Just like heroes have their example, an aggressive business may seek to gain a
patrons, villains have their own Organizations to serve monopoly on the products it creates, while a ruthless
their nefarious needs. Networks of terrorists, cabals of terrorist Organization may be determined to rule
supervillains, and paramilitary armies seeking global the world.
domination all fall into this category. They primarily
serve as antagonists for the heroes, but some campaigns • Discovery: The Organization seeks to uncover
may use them as patrons for heroes who are attempting something that is as of yet undiscovered. For example,
to infiltrate the group, or for heroes who are unaware a society of explorers may want to discover lost
that those they serve are actually the bad guys. historical sites, while a research firm may want to find
cures for incurable illnesses.
Organizations all share several Traits that define the
makeup of the Organization, requirements on the • Education: The Organization seeks to expand
members to gain access and maintain membership, knowledge and make it available to those who seek it.
what assistance the group provides, and what resources For example, a university wants to educate students on
members can access. The Traits of Organizations are: a wide variety of topics, while a mystical order may want
Sphere of Influence, Structure, Requirements, to enlighten truth-seekers that find them.
Protocols, Benefits, and Organizational Allotments.
• Financial: The Organization is focused on financial
and economic pursuits. For example, a corporation
Sphere of Influence may want to expand its holdings to continue to grow,
while an economic think tank may seek to find patterns
Every Organization has an agenda and goals that it was in the flow of money to predict market trends.
designed to work towards, and its Sphere of Influence
outlines what specific areas the group has influence • Industrial: The Organization seeks to build and
over or what the group’s overall purpose is. For manufacture the products or services it focuses on. For
example, a corporation would have influence over the example, a construction company wants to be part of
market for whatever goods and services it provides, the city’s efforts to build up its downtown, while a tech
while an ancient order of sorcerers might seek out manufacturer wants everyone to have its latest smart
magic spells and artifacts to strengthen their mystical home devices.
abilities. Organizations can have a narrow Sphere of
Influence that pertains to one singular focus or a few • Legal: The Organization is focused on upholding
related ideals, or they can have a broad scope that current laws or making changes to existing ones. For
covers multiple areas of society, culture, or resources. example, a law firm works to defend its clients from
possible prosecution, while an advocacy group wants to
In Destined Organizations, “Spheres of Influence” are change the laws that stigmatize and restrict the
short narrative descriptors outlining the general freedoms of mutants.
purpose of an Organization, and what parts of the
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8. The Life of a Hero
• Military: The Organization is part of a country’s Structure is presented as the description of the
armed forces, or is structured like a traditional military hierarchy within the Organization, and it outlines who
Organization. For example, a special operations unit the leaders are, what titles they hold, if any, and what
exists to deal with extranormal and paranormal threats other divisions or subgroups exist within the larger
to the nation, or a private security firm maintains Organization. For Organizations with multiple Spheres
military order and sells its services to the highest bidder. of Influence, details on which subgroups deal with
which Spheres should also be noted here. The
• Occult Knowledge: The Organization seeks out Structure can be as basic or complex as the Games
forbidden or lost knowledge about the supernatural Master wishes, but the more detail provided, the easier
and unusual. For example, a secret coven of witches it is to know who the heroes need to turn to when they
tries to preserve endangered mystical beasts still hidden have a problem and who they have to answer to when
in the wild, while a well-funded blogger goes out into they mess up. Outlining a few major supporting
the dark places of the world seeking the truth behind characters within the Organization can help with this
stories of monsters. and give some people for the heroes to interact with
when needed. In terms of defining an Organization’s
• Peacekeeping: The Organization is committed to Structure, consider the following:
upholding peace and tackling anything that would
threaten it. For example, an international task force • Who is the leader of the Organization? Are they in
uses high-tech gear and cutting-edge intelligence to complete command, or do they answer to a higher
counter dangerous terrorists, or a human rights group authority? For example, a CEO has great power within
sends out volunteers to help provide support after wars a corporation, but ultimately answers to the board
and disasters while preaching good will to those who of directors.
would listen.
• What are the different levels of leadership? Does each
• Superpowers: The Organization is dedicated to different section of the Organization have its own
advocacy, study, or control of those with special powers. leaders or command structure?
For example, a government bureau catalogues and
watches the actions of all known superpowered • When the heroes have a problem, who do they go to?
individuals, while a private corporation uses its agents Do they have an immediate supervisor, or can they go
and influence to capture those with abilities to use them straight to the top?
as lab rats in an attempt to weaponize their gifts.
• How well do the different parts of the command
• Upholding Tradition: The Organization seeks to structure get along? Are there conflicts within the
maintain long-standing traditions, rites, or practices. Organization over resources, importance, or bragging
For example, a secret society wants to preserve its rights after group activities like paintball outings?
legacy as well as the influence it has in the halls of
power, while an ancient cult strives to keep its beliefs in • If an Organization has no formal leadership, how do
an inhuman god alive through unspeakable practices they get things done? Who makes the big decisions
and ritual murder. when they come up?
Structure Requirements
Organizations by their very name are ordered in some Prospective members need to meet certain guidelines to
manner, and a group’s Structure describes the chain of become part of an Organization, and most if not all of
leadership and different subgroups within the larger them must be met before the hero gains entry into the
group. Some Organizations have intricate and complex group. Some Organizations offer membership to
command structures, with a distinct hierarchy of anyone who seeks them out, and require little more
leaders and sub-leaders who micromanage members than a handshake and contact information in case the
and operations at different levels. Others rely on a small member needs to be called upon. Other groups have
group of leaders, or a single leader, that directs all application processes similar to applying for a job or a
actions of those under them. For some groups the idea college, requiring forms to be competed, criminal and
of leadership is an abstract concept and the chain of security background checks, drug testing, and
command is loose at best or completely nonexistent, references from current members of the Organization
with all members having equal footing or operating or respected people within the community. Some
independently. groups make the requirements so stringent or perilous
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that few seek membership and even fewer succeed at Another option is to tie Requirements to Origins, so
getting it. They may demand sponsorship from an only heroes who gained their powers from a specific
existing member, undertaking a task or quest to prove source are permitted entry. The most notable example
the prospective member’s worth, or something of this in comics is Xavier’s School for Gifted Youngsters
dangerous or illegal to show the prospective member is from the X-Men series, where only mutants are allowed
willing to do whatever it takes to join (or to establish to attend. For example, an Organization focused on
leverage against them if they reveal the group’s secrets). magic may require members to have the Mystical
Origin, but one hero might be a sorcerer, another uses
Requirements can be purely narrative, require a potent magical artifact, and a third is possessed by a
extensive roleplaying of the process, be based on game barely contained demonic force. Even though their
mechanics such as certain Characteristics or skill levels, powers are quite different in nature, all three would
or be a combination of all of the above. In game terms, qualify under the requirement. Tying Origins to
Requirements describe the procedures and tasks Requirements can be a good option in a superhero
prospective members need to complete successfully story, but works best if all the heroes have the same
before membership is obtained, and it should also be Origin so no heroes (or players) feel excluded. Note
noted if total success is required or if heroes will be that using this option does not mean all heroes of the
considered if they were unable to complete all of the same type of Origin must have the same type of powers.
tasks asked of them. Some groups may even require
impossible tasks meant to be failed to see how the
heroes respond to stress and failure. Protocols
For example, the heroes are tasked with taking down a Once a hero is part of an Organization, they must abide
dangerous terrorist to gain entry into an elite military group. by the group’s rules and regulations established to
They fail to capture the terrorist, but manage to foil his plan uphold their ideals and agenda. Like Requirements, the
and arrest some of his top lieutenants. The group might policies and rules within an Organization can be simple
consider this enough, or not allow them entry until the terrorist or complex, depending on the nature of the leadership
is finally brought to justice. and the scale and scope of the group itself.
Organizations steeped in bureaucracy have myriad
For requirements based on game mechanics, the rules, bylaws, policy manuals, and red tape that can stall
needed values are detailed for the relevant skill or operations if implemented improperly but can run like
Characteristic and must be met to gain entry. For a well-oiled machine when followed correctly. Some
example, a science-focused Organization may require all groups have minimal rules, which makes it easy when
applicants to submit to an IQ test that verifies they have at least things are going smoothly, but can result in chaos when
a 140 IQ (INT 14), and have professional levels and the things hit the fan. For some groups, Protocols are
appropriate degrees in at least two fields of science (at least two traditions that stretch back to the founding of the
Science Specializations of 60% or higher). group, while other Organizations adapt to the changing
times and their Protocols adapt right alongside them.
Starting the game Protocols are primarily a narrative tool, establishing
as a member rules the hero must abide by to remain in good standing
within the group. The Protocols are often closely
• What actions are taboo or illegal within the group? • Access: The group provides special access to normally
What restricted actions outside the group are permitted restricted locations, such as after-hours access to public
or tolerated by members? An example of this could be a buildings or entry into restricted government sites.
spy Organization giving its members a license to kill.
• Facilities: The group has specialized facilities to aid
• Who do the heroes report to if they have a question members, such as machine shops, computer labs,
or problem? Who do the heroes report to if they have a medical treatment centers, or repair bays. Refer to the
problem with the person they are supposed to normally Bases section (page 231) for rules on creating facilities
report to? for this Benefit.
• What happens to members who break Protocols? Are • Information: The group has access to repositories of
they demoted, removed, or punished? Can they knowledge on topics related to its Spheres of Influence,
get back their status or rejoin the group, or are they such as scientific databases, detailed astronomical maps,
banned forever? ancient forbidden tomes, or registration records of
known superhumans.
Benefits • Legal: The group has the ability to assist with legal
issues or even bypass certain laws for its members, such
Being a member of an Organization provides perks to as utilizing company legal teams, licenses to carry
those who serve loyally, and these Benefits can be weapons, searches without warrants, or expunging a
primary motivations for joining the group in the first member’s criminal record.
place. Benefits are different from Allotments in that
they don’t represent material items, but are extra things • Personnel: The group has trained individuals who
that members of the Organization can call upon or can be assigned to members for certain tasks, such as
access. Benefits include access to information, combat troops, medical teams, computer hackers, or
personnel, and facilities that non-member heroes would academic experts.
not normally have. It also can include social and legal
perks that would not normally be available to the • Social: The group has influence among certain
average person. The size and scope of an Organization people and groups within society, and members can use
determines what sort of Benefits it can provide, this influence to help aid their goals, such as accessing
although even small groups can have one or two politicians, celebrities, congresses, law enforcement
extremely beneficial perks for itheir members. agencies, city officials, or other normally closed-off
social groups.
Benefits are usually accessible based on the rank of
the member, with low-rank membership offering few, if Benefits Rating
any, while higher ranks have access to more substantial
options. Like many other aspects of an Organization, The Benefits provided by an Organization have their
the Benefits are often related to the group’s Spheres of limits, and to reflect this each Benefit is assigned a
Influence or specific areas the Benefit provides percentage representing the maximum level of Benefit
assistance with. For example, a mystical order of mages may the Organization can provide. Normally this value is
have a secret library full of arcane lore, while a special task used as a general subjective measure of the Benefit, with
force run by the city’s district attorney may grant members a lower value representing the Organization having
certain legal perks or allow them to bypass certain city limited ability and higher values representing
regulations. significant ability. For example, if a paramilitary group has a
rating of 30% in Facilities, it might only have a few sites
What perks are available to different ranks should be available or limited options at a few locations, but if the same
detailed for the group, and a few examples of types of group has 70% in Personnel, it might have squads of well-
perks a group can provide are listed below: trained troops, intelligence agents, and pilots. The following
Benefit Ranks Table (see page 223) gives some general In addition, Organizations have access to resources
guidelines for measuring the level of a Benefit: beyond those of most individuals, and some possess
gear that would otherwise be inaccessible or illegal
The listed rank can also be used as a general skill within the civilian sector (see Restriction Levels, page
level when members need to use the service or want to 125). This allows members to potentially requisition
check if it is accessible at that time if they can normally items that are dangerous, restricted, or experimental,
access it. Heroes can use this rating to roll in place of a each of which carries its own risks, especially if that gear
relevant skill the hero doesn’t normally have (or has at falls into the wrong hands while out in the field.
a lower rank) or use it to Augment a skill the hero
already has. For example, if Shadowstalker got himself into Organizational Allotments function much like
some legal problems, he could use the legal arm of his patron Personal Allotments, with a few notable exceptions.
Organization Omega, rolling against their rating instead of his
Knowledge (Law) skill. First, Organizations have specific types of gear
available to members based on the primary role of the
A member’s access to a Benefit is also limited by their group, and the gear available is noted in the group’s
rating in Organizational Allotments for the group, even description. For example, a military Organization has
if the normal rating for the Benefit is higher. For weapons and armored vehicles, a mystical group provides
example, when Shadowstalker called on Omega’s Legal Benefit artifacts and talismans, and a research company provides
(80%) to get him out of a jam, he would be limited to his cutting-edge tech and experimental gear.
Organizational Allotment Rating of 55% for Omega for any
rolls made using their legal defense team. This represents a Second, Organizations are assigned a Restriction
lower-ranking hero not having access to the best Level for the gear they have available. Any items of this
resources their Organization has to offer, or that the level or lower are purchased at listed cost for members
Organization is only willing to offer or risk so much on using Organizational Allotments, but gear from higher
its fledgling members. Restriction Levels is not available. Note that often a
member’s rank will also influence the Restriction Level
they have access to within the group.
Organizational Allotments
Third, gear can only be requisitioned for missions
Another perk that Organizations provide their and tasks related to the Organization or to serve its
members is access to resources and equipment to assist overall purpose. So a member of a high-tech spy ring
in fulfilling any missions or duties that serve the group’s could ask for a high-tech laser watch if they were
goals. When working on an assignment for the group, pursuing one of the group’s enemies or following
or when performing a function that promotes the orders to track down a double agent, but not if they
Organization’s ideals or purpose, members can access wanted it to help open cans at home. A member can
these resources to support their endeavors. attempt to request gear for something unrelated to the
group’s goals or outside a mission, but this requires a
If a task is not assigned by the group, or when Hard Influence check against the Insight of whomever
working in opposition to the Organization’s ideals, the member is attempting to requisition the item from.
members are denied access to these resources and If the misappropriation of gear is discovered, the
requests for them will be turned down. Misuse of member risks losing rank within the group or even
organizational resources may even lead to demotion or expulsion from the Organization (see below).
removal from the group, so members need to be careful
about accessing the Organizational Allotments provided Finally, the Organizational Allotment level of a
by their group for personal reasons. member serves as a general guideline for their standing
within the Organization. The higher the rating, the
more the hero has been entrusted with, and this is
Rank and Allotment Ratings related to their status and rank within the Organization.
Note that the ranks listed are general titles, and
Allotment Rating Rank
individual Organizations have their own rank structure
01-20 Recruit
and names.
21-40 Common
41-60 Dedicated
61-80 Proven
81-100 Overseer
101+ Leader
224
The forces of Omega, the international anti-supervillainy Organization, prepare for another battle
against the scum of the multiverse. Omega chief General Roger Bragg looks on, checking whether his
men and women have all they need for the dangers ahead.
few general concepts are at the core of changes in a below the threshold of a lower rank are immediately
hero’s rank within the Organization: Loyalty, Duty, demoted, losing Benefits and access to privileges they
and Activity. previously enjoyed. If the hero is lowered below a
rating of 10%, they are removed from the Organization
• Loyalty: How dedicated is the member to the group? and lose access to everything they gained from it. In
A loyal member follows the Structure of the group and some cases, there may be more serious consequences,
takes no actions to inflict harm on the group, its such as legal action or even gaining the group as an
members, or its reputation. Loyalty to a group is often enemy. Even if there is no extreme action taken, it is up
represented by a positive Passion related to the group, to the Games Master to determine if the hero can ever
and the higher the rating, the more loyalty the member rejoin the group.
has to the group.
• Duty: How well does the member fulfil their role Example Organizations
within the group? A dutiful member follows the
Protocols of the group and does their best to see that The following Organizations are examples of a few
other members abide by those rules as well. Duty can classic superhero tropes that exist in many comic
also be represented by a positive Passion related to book settings. You can use them in your own campaign,
following Protocols, but it can also be demonstrated by within the Destined setting provided in this book, or
actions that support those rules. as a basis for creating your own groups for your
campaign.
• Activity: What does the member do to serve and
elevate the ideals of the group? An active member seeks Aceso Industries (Corporation)
out opportunities to perform tasks for the group, serves
on committees, and undertakes missions assigned by Aceso Industries is a biotech company that specializes in
their superiors. An active member also finds ways to cutting-edge medical equipment and pharmaceuticals,
help the group outside of assigned missions, and recently they have been working on innovations to
performing outreach or obtaining resources that could help local superhumans and provide medical treatment
benefit the group. to people injured by powered villains. While Aceso is a
business, there is a strong focus on community outreach
In many cases, a member’s actions and behaviors are and altruistic projects for the underprivileged.
what determine if they deserve an increase or decrease
in their Organizational Allotments, which also have the • Spheres of Influence: Discovery, Medicine,
corresponding effect of changing their rank within the Technology
Organization. The Games Master has final say if a
particular event affects a hero’s standing within the • Structure: Aceso is run by a board of directors headed
group, and assigns a bonus or penalty to their by company founder Dr. Allisa Roberts. Each
Organizational Allotment Rating from the group. subdivision focuses on a specific type of medical
These changes are persistent and remain in place until equipment and is headed by a Director.
the hero takes some other action that affects their
standing. Generally, most routine changes to the rating • Requirements: Most Recruits must go through a
should be equivalent to spending an Experience Roll on standard employment application, criminal back-
skills (1d4+1), but the Games Master may make a ground check, and drug testing. Those wishing to work
higher adjustment if the action was especially in research must also have a background in medicine,
significant. Some examples of circumstances that could science, and biomedical engineering.
trigger a modifier to Organizational Allotments are
listed in the Organizational Rank Modifiers table (see • Protocols: As outlined in the employee handbook,
page 227). members of Aceso Industries are expected to perform
all their assigned job duties and respect other
When a hero crosses the threshold into a higher employees and affiliated contractors. Members are also
rank, they may advance to that rank immediately, or expected to follow the appropriate chain of command
they may need to undertake a special mission, ritual, or and not use company facilities or supplies for personal
other task dictated by the group’s Protocols for gain or non-work-related purposes.
advancement. Once the new rank is obtained, the hero
gains any additional Benefits related to it, but may also • Benefits: Aceso provides in-house medical care to all
have new duties related to their increased standing members through its on-site clinic free of charge
within the group. Heroes whose Allotments are lowered (Facilities: Medical 90%). Members of rank Dedicated or
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8. The Life of a Hero
higher can utilize Aceso facilities after hours as long as • Requirements: No one asks to be part of Omega, and
they report the usage to their supervisor (Access: Aceso if they do, they are usually turned away at best, or
Facilities 70%). Those of Overseer or higher can use disappear at worst. Instead, the group seeks out
company jets and helicopters for personal use potential members from all branches of the military in
(Personnel: Pilots 80%) and have unlimited access to cooperation with the armed forces of all allied nations.
any company facility (Access: Aceso Facilities 100%). Potential Recruits endure a grueling series of physical,
mental, and combat challenges to prove their worth,
• Allotments: Members of Aceso have access to medical and the final test is a solo field mission against a
technology up to the Uncommon level, or the superpowered threat. Superpowered members must
Restricted Level if they are of Proven rank or above. endure the same brutal training.
This includes medicines, robotic-assisted surgical
equipment, experimental military exoskeletons, and • Protocols: Omega follows strict military regulations,
advanced cybernetics. and members have their days filled with training, drills,
and intelligence analysis. Chain of command must be
Omega (Military Unit) followed, and any insubordination or breach of conduct
is punished swiftly and harshly. While members are
Omega was developed by several allied world expected to never “go rogue,” General Bragg has been
governments to help deal with the rise of superpowered surprisingly lenient on members who break protocol to
individuals and to help curb the actions of rogue or take down a dangerous threat on their own.
criminal superhumans. Originally working as an elite
covert military unit, Omega’s members remain highly • Benefits: Omega works to preserve the privacy of all
trained in combat and tactics, especially against members, wiping away any information that could be
superpowered targets. Omega also employs used against them or their loved ones (Legal: Expunge
superhumans to help deal with extreme threats, either Records 70%). All members also have quarters in the
as full agents or as freelance contractors who are called unit’s secret and highly-guarded headquarters, hidden
upon when needed. under Fort Morrison in Virginia (Facilities: Fort Morrison
85%). Members of Dedicated rank or higher can access
• Spheres of Influence: Control, Military, the group’s extensive database on superhumans with
Peacekeeping prior approval from their commanding officer
(Information: Superhumans 80%). Those of Proven or
• Structure: Omega is under the leadership of General higher rank may requisition Omega soldiers for special
Roger Bragg, a tough, no-nonsense career soldier who missions (Personnel: Soldiers 75%) and have legal
has firsthand experience dealing with superhumans. protections against covert actions taken in the field
Individual strike teams have a designated field (Legal: License to Kill 90%).
commander who makes critical decisions in the field,
and the entire operation is overseen by a secret • Allotments: Members of Omega have access to
committee that answers directly to the United Nations. Restricted weapons, armor, and military vehicles for use
in missions for the group. Those of Proven level or
higher have access to Highly Restricted weapons for use Lore 80%). Those of Proven rank or higher may access
in special combat missions. special magical gateways at each site that allow instant
transportation to any location where mystical ley lines
Sect of the Silver Chalice (Mystical converge (Facilities: Mystical Gateway 90%).
Secret Society)
• Allotments: Members of the Silver Chalice gain access
Dating back to the 17th century, the Sect of the Silver to mystical artifacts and talismans at the Uncommon
Chalice was founded by a group of witches and warlocks level. Those of the Overseer rank or higher can request
to help prevent the spread of dark magic and the rise of Restricted items, but only for the most important or
malevolent extra-dimensional entities. The Silver dire magical emergencies.
Chalice works behind the scenes to defend the innocent
against monsters and evil forces and to contain dark
magic that seeks to corrupt the world. The Silver Creating Superteams
Chalice maintains strict secrecy to protect themselves
from their many enemies and to prevent their In the campaign setting there may be a preeminent
accumulated mystical knowledge from falling into the Superteam, the apex of what a group of heroes can
wrong hands. achieve when they work together. Perhaps your heroes
dream of being part of that team, or maybe they want to
• Spheres of Influence: Control, Occult Knowledge, create their own heroic group that will become the new
Peacekeeping legends of the setting. Anytime a group of heroes comes
together to fight the good fight, they can be called a
• Structure: The Silver Chalice is led by a triumvirate of "Superteam," but the rules presented below allow
powerful spellcasters known as the Hooded Cabal who players to make a team that functions like other
rarely meet in person, but instead communicate often Organizations within the setting, with their own
through mystical means. Each one resides in special resources, shared Allotments, and Superteam Benefits
pocket dimensions that are only accessible at select that all members can take advantage of. These rules can
Silver Chalice sites across the globe, and their true also be used to create any other type of player-
identities are only known to each other. All information established Organization within the campaign, whether
and potential issues must be passed on to one of them, the heroes want to make their own business, found a
and the Cabal decides on a course of action. sorcerous order in their grandfather’s old mansion, or
establish a security firm to assist them in their
• Requirements: Potential members are provided with crimefighting endeavors.
a complex magical riddle delivered on a parchment
letter to their home. If they are able to solve this
enigma, they are transported to a sacred but isolated Setting up the Superteam
site where members of the Silver Chalice challenge
them to magical duels and tests of their will against the When the heroes make the decision to create their own
temptations of dark forces. Those who pass must drink Superteam, they establish the Spheres of Influence,
from the ancient silver chalice, which is said to turn the Structure of leadership, Requirements for entry, and
unworthy to stone. Protocols for members just like any other Organization.
Since these are narrative tools, there are no specific
• Protocols: All members of the Silver Chalice must game mechanics for them and players can choose to
respect magical traditions and the secrecy inherent in make them as minimal or as detailed as they like. These
the practice of the arcane arts. They must never use aspects should be decided by all the players involved
magic for material gain, or against other members of with the team, and as the core members of the team
the Silver Chalice, unless those members are corrupted they should be able to make adjustments as long as the
by dark forces. Finally, members must contain or other members of the team agree. Since this is a player-
destroy all artifacts of darkness and must never use created Organization, the Games Master should only
their corrupting powers, even if trying to serve the step in to arbitrate disagreements or if something would
greater good. be inappropriate or unreasonable for the group. In
terms of developing these four aspects, here are a few
• Benefits: All members may seek sanctuary at one of things to keep in mind for Superteams:
the three homes owned by the Silver Chalice (Facilities:
Silver Chalice Demesne 70%), and those of Dedicated • Spheres of Influence: These should serve to define
rank or above may also use the magical libraries at each what the key goals of the team are. For most traditional
site for research and education (Information: Occult Superteams, this will include things such as Legal
228
The heroes gather to discuss their response to the wave of supervillain activity that is causing chaos in
the city. As they share information they begin to see a pattern behind the attacks and signs of a sinister
purpose directing them.
(upholding the law) and Peacekeeping, but players are • Requirements: This aspect only comes into play if the
free to determine whatever aspects of the campaign heroes allow other people within the campaign to
they want their group to focus on. Perhaps they are become part of their team. This may include support
deeply involved with their local community, or they staff such as maintenance personnel, pilots, or security
focus their efforts on keeping a specific group of the for a base, but it may also include other heroes who wish
population safe, such as children. Determining the to become members. Players can decide how they will
group’s Spheres of Influence can help guide where the test prospective employees and team members, which
campaign focuses, based on their choices. can be a fun roleplaying opportunity or even an
adventure on its own.
• Structure: In most Superteams the Structure is very
simple since all player-heroes will have equal ground • Protocols: In comics, Superteams have their own
within the group. But in comics, traditionally rules and regulations, and members who violate them
Superteams have someone who is the default leader of are either reprimanded or removed from the team. In
the group and is called upon to make decisions when terms of Destined, this is something that would work
the team can’t come to a consensus. While this is not a better with supporting characters and not something
requirement, the players can also choose someone to be that should usually be applied to the player-heroes. If
in charge or to serve as the group’s spokesperson. there would be a player-controlled hero that would
“break the rules” of the team, the Games Master and
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Destined
230
8. The Life of a Hero
Size • City Grid: The base is hooked into the local power
grid just like any other house or building. Obviously
Size is a measure of the total space available in the base, this requires the base to be in a location that has an
and it serves as a pool of points for Security measures established power grid available, so this option is not
and Amenities. The location may be a single site, such available if the base is in a remote or exotic location such
as a cavern or an abandoned factory, or spread out over as on a distant mountaintop or in a satellite in orbit.
several contiguous sites, such as two floors of a While the city grid can provide sufficient energy for
skyscraper or several buildings that are part of a larger nearly any base Size, there are a few drawbacks. First,
military base. Size is measured in slots which are used someone with access to the grid can trace back the base’s
for certain features listed below, and a base can only power usage and use it as a means to locate the hero’s
have a number of features equal to its total Size rating. sanctuary (checks to locate the base using this method
For example, a Size 6 base can have special Security and are one grade easier). Second, the base is subject to
Amenities features that total no more than 6 points in their Size blackouts, brownouts, or anything else that causes the
cost. Note that heroes can increase the Size of their base grid to go down. While there is normally no cost to this
by paying the difference between levels, and expanding option, the Games Master may decide if the heroes have
does not necessarily mean they move to a new location. many power-draining features that the heroes may
Maybe other floors in the skyscraper become available have to start paying a cost representing their power bill
or they slowly renovate the abandoned military base as for the location. Teleporters are convenient, but they
they gain more resources. use a lot of juice.
233
Security
Security determines how well the base is
defended from outside attack or intrusion,
and covers factors such as the secrecy of the
base’s location and defense systems to protect
against physical, electronic, or exotic attacks.
A base with few security measures is a
tempting target for the heroes’ enemies.
Heroes with the means and space can build a
veritable fortress, but this might prevent them
from utilizing gear that could be just as
valuable. Like other aspects of bases, Security
takes up Size and has an Allotment Cost
associated with it, but some security features
require one but not the other. If both Size and
Cost are blank, the listed feature is considered
to be standard for any base that doesn’t have
an upgraded feature.
Amenities
Amenities are any perks or special facilities the
base has that provide additional features or
aid the heroes with specific tasks. Some
Amenities are simply creature comforts,
giving the heroes a place to rest and relax
between missions. Others have specific game
benefits related to certain skill rolls, or they
allow heroes to undertake certain actions that
require specific tools or workshops while
present at the base. Amenities use up a
portion of the base’s available Size and may
have a Cost associated with them that must be
paid to gain access to the perk.
Base Security
Security Measure Size Cost/RL Notes
Basic locks - - Requires a Standard Mechanisms roll to gain access through doors and windows
Normal structure - - Exterior walls and doors have AP 6 and 30 HP, interior walls and doors are half that
amount
Public site - - Difficulty to find the base with Perception is Standard
Upgraded locks - 1/C Requires a Hard Mechanisms roll to gain access through doors and windows
Reinforced structure 1 1/C Exterior walls and doors have AP 8 and 40 HP, interior walls and doors are half that
amount
Basic weapon systems 2 3/R Four external cannons that inflict 2d8 damage with a Force of E, requires System Ops
roll to use
Hidden location - 2/U Base difficulty to find the base using Perception is Hard
Basic cybersecurity - 1/C Computers rolls to access base systems are one Difficulty Grade harder
Advanced locks - 2/U Requires a Formidable Mechanisms roll to gain access through doors and windows
Armored structure 2 3/U Exterior walls and doors have AP 12 and 50 HP, interior walls and doors are half that
amount
Advanced weapon systems 4 5/R Eight external cannons that inflict 4d6 damage with a Force of E, requires a System
Ops roll to use
Remote location - 3/R Base difficulty to find the base using Perception is Formidable
Advanced cybersecurity - 3/R Computers rolls to access base systems are two Difficulty Grades harder
Force field 2 5/HR Easy System Ops roll to activate force field with AP of 12 that surrounds base, any
damage that penetrates the field reduces its AP by 1
Cloaking device 3 6/HR Perception and System Ops rolls to notice base are two grades harder
Robot guards 2 4/HR 10 security robots (use statistics found on page 323)
Inaccessible location - 5/HR Base difficulty to find the base with Perception is Herculean
Base Amenities
Amenity Size Cost/RL Notes
Computer systems 1 2/U Computers and Research rolls are one grade easier
Laboratory 2 3/U Craft, Engineering, and Science rolls are one grade easier
Living quarters 1* 1/C Can accommodate 4 people for each Size spent
Manufacturing room 2 3/U Craft rolls to create items are one grade easier
Medical bay 2 3/U First Aid and Medicine checks to heal are one grade easier
Repair facilities 2 3/U Craft and Mechanisms checks to repair items or vehicles are one grade easier
Storage 1* 1/C Can store up to 250 cubic meters per Size spent
Teleporter 2 5/HR Teleports up to 5 heroes a maximum of 1000 kilometers to known location
Training room 2 3/U After a week of training, roll Experience Roll spent to improve skills twice and take
higher roll
Vehicle bay 1* 2/U Accommodates a vehicle Size equal to the number of Size spent
Features marked * have variable size and costs.
235
Destined
Creating your
comic
N
octurne walked up to the podium, his footsteps discussions on running a Destined game, important
echoing through the condemned concert hall. He themes of comic book stories, how to create a campaign
took a moment to let it all sink in, pulling down setting, and designing villains to challenge your heroes.
on his vest to straighten it before raising his baton
up, letting the quiet surround him before the blare of the piece
started. Then with a flick of his wrist it began. Around him the Basic Superhero
fanfare soared in volume and with it an image arose above the
stage, harsh light in the dimness. The lines of light coalesced Themes
into a map of Gemelos City, and as the baton bounced,
pinpoints of light appeared. The first note of the downbeat Comic books run the gamut of lighthearted stories,
played as the pinpoints grew into locations, a local bank and from brightly clad do-gooders with their underwear on
the site of an armored car stop. Each one seemingly the outside to grimdark vigilantes who are only
interconnected to the other, each one a robbery he planned. marginally better than the scum they gun down. While
Then he turned, directing more pinpoints all around the city. the tone and maturity level of comic book stories can
The financial district. A shipment of medicine. The destruction vary wildly, there are a few common themes that are
of a restaurant where three dons of the local mob were meeting part of superhero tales throughout their near-century
for lunch. Each one measures in the composition he had of history. While the Games Master does not need to
written. As the music built to a crescendo, Nocturne moved at a explore all of these themes, keeping them in mind as
feverish pitch. More and more crimes all over the city, all you craft your world and stories can help to maintain
synchronized in perfect tempo to send the police and the city’s the proper feel of the genre.
heroes scrambling. All distractions. While the city was in chaos,
his baton found its final target: the museum where a valuable
collection of original sheet music by the great master was being Modern Mythology
displayed. He smiled as he reached the culmination of his
perfect concerto of crime, the music in his head stopping as the For nearly all of recorded human history, there have
image winked out and plunged the concert hall into darkness. been stories of people with abilities far surpassing those
of mortal beings. From ancient gods and heroes, to tall
The city is riddled with crime, from the lowest street tales, to oracles and prophets, there are countless
thugs to the vilest villains scheming in their lairs, just legends of people with superhuman gifts woven
looking for the opportunity to tear it all down and throughout our past. Mythology serves to teach us
rebuild everything in their scowling image. Every hero wisdom and valuable lessons and impart morality, with
needs a city to protect the innocent and do battle with the stories providing a form of entertainment. Although
the evildoers who foster chaos and destruction, and this these ancient tales have been relegated to the realm of
chapter outlines how to create a campaign for Games superstition in our modern “enlightened” culture of
Masters to set their players loose in. In these pages are cold, hard reason, something within us is still drawn to
236
9. Creating your comic
mythology. Comic books are one avenue that has helped you may see that sometimes the heroes can be villains
fill this need. Larger-than-life beings with powers gifted and vice versa. Heroes such as DC’s Batman have
to them by otherworldly circumstances are the new morphed from the campy ’60s TV version to the Dark
“gods” of our modern era. These four-color heroes Knight, skirting the law and sometimes being viewed as
battle their own monsters and struggle with the demons much a criminal as the villains that haunt Arkham
inside themselves, all the while protecting the fragile Asylum. It’s important to establish whether your players
mortals around them. Even ancient gods and heroes want to play a game of stark contrasts of morality or
have found their way onto the comic page, becoming something more nuanced, where the protagonists (and
superheroes instead of demigods. Creating superhero antagonists) fall somewhere in the middle.
stories relies on this sense of “modern mythology” that
is found on comic book pages, and the heroes will build Exploring the idea that even the most pure-hearted
their own legacies as they face labors and defeat beasts and well-meaning hero can do things that would be
in their quest to go down in the books of legend. considered “bad” in society’s terms is a great
opportunity for roleplaying. If the White Lance,
defender of the weak, accidentally kills someone, even if
Duality it’s his long-time nemesis who recently burned down
the local orphanage, the public could change their
When a hero puts on a mask, they become someone minds about if they want him as their protector. He’s no
else. No longer a mild-mannered citizen, they turn into longer the hero; he’s a murderer, even if he feels the
forces of nature that wreak havoc on the seedy ends justified the means.
underbelly of the city. As mentioned in the previous
chapter, the dual nature of a hero is an integral part of Shades of gray come to the forefront when the
telling superhero stories. Heroes must balance their heroes do something that is questionable in the service
secret, ordinary life against their heroic one. They have of what they view as “right.” This concept goes back to
allies in costume and friends and family in their lives the age-old question of the morality of stealing a loaf of
outside of tights and masks. They skirt the law and even bread to feed a starving family.
break it in the pursuit of justice.
For example, if a hero steals a multi-million-dollar
This sense of duality permeates nearly all aspects of experimental aircraft to fly somewhere on a mission,
comic books, and can be a great source of roleplaying but returns it unscathed, it’s likely they’ll still be seen as
and drama if explored. While the flashy fights against a criminal, especially by those he or she stole it from.
villains thrill readers, it’s the deeper exploration of what Society has written and unwritten rules around what’s
makes a hero tick that connects them to the fictional acceptable and what’s not, and if heroes break those
person on the page. Sometimes the clashes of the dual rules, they can quickly become anathema. It can also be
nature of the hero take them down harder than any a challenge when the villains are not simply mustache-
villain’s fist. It is best to focus on one or two aspects of twirling cads and the heroes (and players) feel sympathy
duality in the campaign so the players are not for them or see their point, even if the way they are
overwhelmed by a constant barrage of deep moral trying to make that point is dangerous. A one-note
quandaries and internal struggles. For example, villain who is evil for evil’s sake is quickly forgotten, but
street-level vigilante stories often focus on how heroes the nemesis with layers, motivation, and a deeper
operate outside the law while also trying to serve it, and reason for their actions is one that will be talked about
the mightiest superheroes are regularly challenged by long after the campaign has finished.
balancing their sense of duty as a hero against the
possibility of their secret life endangering those
around them. Comic Book Reality
While comic books are ostensibly set in the “real world,”
Black, White, and Shades they exist in a fictional reality that often doesn’t follow
the natural laws that make up our reality. Instead of
of Gray suffering terrible illness or death, people exposed to
massive doses of radiation get amazing powers. Instead
In typical comic book stories, it's easy to tell who is the of collapsing under its own mass, the airplane caught by
hero and who is the villain. Over time, our outlook on the hero remains intact as they hold it under the middle
the world has become more nuanced, and so have our of the fuselage. Heroes dodging bullets and lasers seems
views of heroes and villains. Pick up a comic or watch a no more difficult than getting out of the way of a slow-
superhero movie developed in the past 20 years and pitch softball. Comic book reality favors the story and
237
Destined
the fantastic, bending the rules as needed to make the • Make Sure to Play Fair: A good Games Master is fair
heroes larger than life without worrying about real- and impartial in their adjudication of the rules, and
world science. Not all players (and Games Masters) feel does not play favorites within the group. If you give one
comfortable with playing it fast and loose with the laws player a slap on the wrist for rolling a Fumble and
of physics, preferring to err on the side of reality over another loses a leg when they roll one, odds are you are
fantasy. Others want the opposite direction, where going to have some tension at your table. While rules
heroes toss cars like footballs and have buildings are made to be broken, they are also meant to be
dropped on them with little more than a few scrapes consistent across the board. If you break a rule or fudge
and a bruised ego to show for it. It is important to sit a die roll to help one player, you need to do it for all
down as a group and discuss what level of reality is your players. Roleplaying games are collaborative and
expected in the campaign so everyone can enjoy the cooperative, and the Games Master should be fair and
shared world you are creating. impartial so that everyone at the table feels they are
being treated the same or be on the players’ side since
you are all sharing the game together. When the Games
On Being a Games Master becomes an adversary to the players, chances
are the fun level of the game will quickly drop.
Master
• Move the Spotlight Around: Roleplaying players
The Games Master has one of the most challenging come in many different flavors, from timid wallflowers
roles within the game, acting as director, referee, and to theatrical actors, with most falling somewhere in the
storyteller alongside the players. For most groups, the middle. It can be easy to focus on the players who are
Games Master is the one developing the setting, the most gregarious, social, and in-character, but that
planning the adventures, and adjudicating the rules to may leave other people at the table feeling like they’re
keep the game moving. There are numerous articles, a bit player in the game. It’s important to engage all the
books, websites, and videos giving great advice on how players and give them their time in the spotlight so they
to be a good Games Master, so instead of repeating all feel like they are contributing to the story. It’s also
those tips here we will give you a few key suggestions on important for the Games Master to meet players where
how to run your games in Destined. they are at when engaging them. One player may be
happy to act out a roleplaying scene in-character,
• It’s Your Group’s Game: This book is full of rules, adopting a voice and always speaking as their hero.
campaign ideas, and advice. Don’t be afraid to throw Another player may be more interested in tactics and
anything out that you don’t like or doesn’t work for battles, and that is where they really shine. Still another
your game. If you don’t like some of the powers, don’t is new to the hobby and is nervous about roleplaying
use them. If your group thinks there are too many and still learning the rules, so they may need a little
Special Effects to keep track of in combat, cut down the encouragement. Finding a way to meet players where
list to the ones they use the most. Rules are made to be they’re at and making sure they have time to shine can
broken, changed, or removed if they are hampering help keep them invested in your campaign.
your game, so nothing in this book should be
considered sacred if it doesn’t work for your game. • Fun Comes First, Rules Come Second: Roleplaying
games, especially superheroic games, should be fun,
• Organization Helps: Games Masters build entire fast-paced, and thrilling. While Destined is designed to
worlds, all while still having to worry about the real be all those things, too much focus on the minutiae of
world outside of the game. We all have busy lives, the rules can quickly grind the game to a halt. The
people we care about, and plenty of information to keep Games Master is there to help keep the game running
track of, so finding a good way to organize the smoothly, and sometimes that means putting the game
information for the game can reduce the Games rules second. Spending 15 minutes poring through the
Master’s stress level. This is especially important if your book looking for the correct difficulty modifier for
group meets on an irregular or infrequent basis. A shooting in a light rain is time for players to become
sturdy notebook, a desktop spreadsheet, or a file in an bored and distracted as well as taking them out of the
organization app can be a lifesaver and help you keep game. Sometimes it is better to use your best judgment
tabs on the plot, events of previous adventures, on the rules and not worry about the specifics so the
important non-player characters, locations, and all the game can keep moving.
other details that make your campaign world live and
breathe. • Build the World Together: While the Games Master
is often the one crafting the campaign world, they are
not the only one playing in it. Everyone playing the
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game should have the opportunity to add to the world,
collaborating to add details, coming up with new
supporting characters, and detailing history that fleshes
out the details. When a group works together on the
campaign world, players feel that the world is truly
theirs and they become more invested in it. The Games
Master should allow their players the freedom to
contribute to the setting as long as those contributions
are not solely for the benefit of their hero. Allowing
them to design archvillains for their hero, detail the
neighborhood where they grew up, or add a quirky
relative who occasionally causes them trouble also
fleshes out their hero and makes them more “real”
within the world.
Silver Age Shadowstalker has left the legacy of the The Silver Age
Pulps behind and is recognizably a superhero in the
modern sense. Silver Age heroes are clean-cut good The Silver Age of superheroes revitalized a comics
guys, often with extremely potent abilities. industry that was starting to falter, bringing a whole
new generation of heroes and some enduring
Theme - The Dawn of Heroes: One idea to explore creators whose legacies live on today. It saw the rise of
from the Golden Age is setting the story at the heroes such as Spider-Man, the Avengers, and well-
beginning of the superheroic age in the setting. Starting known versions of heroes such as Green Lantern and
the campaign at the dawn of heroes allows for The Flash that persist to modern times. The Silver Age
exploration of what occurred to bring powered beings is often characterized by more lighthearted stories that
about and how the world reacts and changes to these often blend in aspects of science fiction, but some of the
strange new beings in their midst. The heroes most popular heroes of the day dealt with human foibles
themselves may suffer growing pains as they come to and flaws that helped readers connect with them.
terms with their powers (if any) and the moral struggles Heroes struggled with relationships, worked jobs, and
of whether to use their gifts for altruistic causes or for bickered just like regular families did, all while dealing
selfish reasons. Unlike settings where superheroes with masked madmen and cosmic threats.
already exist, the choices the heroes make along the way
can have serious impacts on how the world reacts to Theme - The Age of Heroes: The campaign setting for
their presence. This theme can be good for games this theme is a world where superheroes are a known
where you always want to explore how law enforcement factor, and may even feature into the daily lives of the
and the governments of the world deal with the rise of populace. Each city has its chosen defenders, tourists
heroes, and how criminals react and possibly up their flock to ornate hero bases at the center of town, and the
game to cope with superpowered do-gooders. news is filled with the most recent exploits of
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9. Creating your comic
world change when people expect powered champions regulatory board that established a set of
to swoop down and save them? How would it affect guidelines for what was and wasn’t permitted in
things like businesses and governments? comic book stories. Although the CCA was
primarily established due to the backlash against
graphic horror comics, it also filtered into more
Playing in the Silver Age traditional superhero stories thanks to books like
Fredric Wertham’s Seduction of the Innocent
If you want to set your stories during the Silver Age of (1954). While some publishers continued to create
comics, here are a few common traits of that era to keep books outside of the CCA, most agreed to the
in mind when developing your campaign: guidelines to avoid the growing public outcry
about the “corrupting” influence of comics.
• Heroes are still noble souls who fight for the good of Superheroes became paragons of law and order
the world, and they have strong moral values that guide while criminals were portrayed as irredeemable
their actions. Heroes of this era run the gamut of Power malcontents and in the end good always
Levels, but even the most powerful have relatable triumphed over evil. While many see this era of
human flaws and foibles that challenge them just as comics as more childish and kitschy, some of the
much as villains and criminals. themes that arose during the Silver Age have
filtered back into comics during the Modern Age,
• The common criminal is still part of the hero’s world, and a game set in this era can be a nice change
but this era saw the rise of the garish supervillain to of pace from grim and gritty stories typical of some
serve as a foil for the hero. roleplaying games.
• The Silver Age saw a rise in team-based books, and Theme - Deconstruction of Heroes: With this theme,
while the individual members often clashed, they heroes are a known commodity of the world but
always came together when danger loomed. attitudes about them are starting to change. Where they
may have been viewed as great champions at one point
in the world’s history, something has caused both the
The Bronze Age heroes and the populace to have a change in attitude.
Maybe a terrible crisis occurred and the heroes failed
Starting in the early 1970s comics started to move away the people, or maybe it’s simply the changing views of
from the sterile environment imposed by the Comics new generations. Whatever the cause, people have
Code and began tackling more of the issues of the day. become jaded or apathetic towards their champions
Heroes dealt with the growing dangers of illegal drugs, and the heroes themselves start to question their own
battled against social injustice, and tackled political motivations and roles in society. While this theme may
scandals and civil unrest. Villains returned to their seem a bit grim, taking time to explore how heroes
darker roots as true criminals and murderers, although would fit into the world, especially when it seems the
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Destined
world has turned its back on them, can be an interesting vengeance on the scum who terrorize the streets.
story to explore. This theme can also explore Characters like DC’s Hitman and Marvel’s Punisher saw
generational changes in heroes, where an established a rise in popularity during this era due to their no-
old guard clashes with the next generation of supers holds-barred take on fighting crime.
with their own views on their role in the world.
Theme - Rise of the Antihero: In a campaign
influenced by the Iron Age, the antihero becomes a
Playing in the Bronze Age viable option for player heroes. The antihero still battles
crime, but does so without the moral boundaries of
If you want to set your stories in the Bronze Age, typical comic book superheroes. Antiheroes are not
consider the following traits of the era when designing afraid to use violence as a means to an end, with some
your game: having no issue using lethal force. If you are exploring
the antihero theme, there are a few considerations to
• Heroes are often still noble in nature, but the weight keep in mind. First, are all the heroes antiheroes or just
of what they do and the changing tides of the world a few? This can lead to potential conflict within the
start to take their toll. Their lives are no longer immune group when differing moralities (or lack thereof) clash.
to tragedy, and heroes often explore their reasons for Second, how do the authorities view antiheroes in the
continuing the good fight when it seems difficult to go setting? In comics that feature them, the antiheroes are
on. While they are still paragons, heroes often have hunted as much as if not more so than the criminals
flaws that are explored or grow out of the struggles they they hunt. Finally, the Games Master needs to consider
deal with. the villains when designing a campaign for antiheroes.
In a standard game, villains are usually left alive after
• Real-world issues and threats are explored in the battles to plague the hero another day. Antiheroes have
stories, and how superheroes impact those issues or are no reason to show mercy, so the villain you’ve built up
powerless to stop them. This also includes growing for five sessions becomes a lead sponge and any further
corruption within the halls of power, which heroes plans with them are no longer valid. In comics,
either rail against or become disillusioned with and seek antiheroes usually battle “normal” criminals like the
new ways to fight against. Stories are more mature in mob and street gangs, so this kind of theme may work
their themes and often reflect pertinent events of the best for a Street Level game using street criminals as
times. the antagonists.
The Iron Age • Heroes are often grim, tormented figures with a bleak
worldview or deep-rooted issues that come up during
Occurring after the Bronze Age and considered part of play. Many are the next generation of heroes, replacing
the Modern Age, the Iron Age saw the rise of a their more optimistic predecessors with harsher
generation of more brutal heroes who were not afraid attitudes and methods. Antiheroes often work alongside
to cross the line in their efforts to deal with criminals. It more traditional heroes, and they battle each other as
also saw a tearing down of the old guard, replacing much as they battle villainy. Morality for heroes has
long-standing heroes with more edgy, “modern” more shades of gray than any other era.
versions that lacked the boundaries of their
predecessors or reflected the attitudes of the current • Stories often deal with the darkest side of society,
generation of readers. Much like the Bronze Age, Iron exploring more mature themes than the Bronze Age.
Age heroes struggled with real-world issues, but they Violence is far more brutal and graphic than other eras,
also grappled with the angst and internal struggles of and heroes often use it readily to defeat their enemies
the lives they led. Villains also reflected this “edgier” and get information during interrogations. Villains also
attitude, with vicious psychopaths and dangerous serial become more violent, often going to extremes far
killers tormenting the heroes and their loved ones. This beyond the heroes, and many are little more than
era also saw the rise in popularity of antiheroes: morally senseless killers, making them far more despicable than
ambiguous heroes that had no problem exacting bloody the heroes.
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• Stories from the Iron Age lean more towards
style over substance, using violence and
controversial topics more for shock value than for
a meaningful discourse.
• Morality has its basis in black and white views the setting. Limited runs may expand on a previous
tempered with grays, and villains sometimes switch campaign, or a series of them could form a larger
sides (for a time) to work as heroes, or at least narrative if the players want to revisit the same heroes
antiheroes. Sometimes heroes cross the line and kill, but again. Limited run stories often have multiple threats,
the weight of their choice impacts their character with minor villains leading up to the reveal of the
moving forward. true antagonist of the story. Borrowing from the genre,
another term for this type of campaign is the “graphic
• Stories remain mature at times and delve into novel.”
complex issues and deep examinations of the heroes,
but they also cover a wide range from throwback pulp • Ongoing Series: A long-term campaign designed for
mystery men to over-the-top, fourth-wall-breaking many sessions of play, an ongoing series may or may not
humorous heroes. Independent publishers also became have a specific end point in mind when the Games
prominent, offering new worlds and characters outside Master develops it. It consists of multiple story arcs over
of the more established heroes of the larger publishers. the course of its run, some connected and some
independent of each other. It allows for the most
development of the heroes and the setting, allowing
Length them to grow from neophyte crimefighters to the
saviors of the city. An ongoing series can last 15 or more
How long is your planned campaign? Do you want to sessions, extending for months, or even years if the
tell a few adventures focusing on a specific threat or group is enjoying the story. An ongoing series may
plotline? Do you want to play a quick one- or two- follow a single group of heroes, but it can also allow
session game to try something different or are you players to try out different heroes along the way.
running a game for an event or convention? Or do you Ongoing series feature many different villains and
want to tell a long-reaching story with multiple arcs that several reoccurring bad guys who serve as constant
gives players time to build their heroes and establish thorns in the sides of the heroes, but they also change
their place in the setting? The length of a things up with stories that focus on character
campaign depends on what story you as the Games development and non-villain threats such as natural
Master want to tell and how long your players remain disasters. For players who prefer superhero movies, this
interested and invested in the world. There are three type of campaign can also be referred to as a “cinematic
basic campaign lengths to consider when designing universe.”
your game:
neighborhoods and regions within the community. advanced technology, like teleporters or interplanetary
While a single city might seem like a limited site for a energy beams. Some heroes may have the ability to
campaign, many comics follow this format, where the travel the stars on their own, flying in the void under
hero or heroes defend their hometown from a constant their own power. Cosmic games mix in many popular
stream of threats and villains. tropes of science fiction such as bizarre aliens, tech far
beyond what modern science can conceive, and great
Even within a large city, an entire campaign can be cosmic societies that include multiple star systems. The
set in a smaller section such as a borough or main benefit is the variety, since each new alien world
neighborhood where the heroes work to take down a brings its own challenges and unique opportunities.
powerful villain or crime syndicate. The benefit is that a The downside is also the scale, since it can be difficult to
limited geographic area can be developed extensively create countless new worlds and aliens. The other risk
during a campaign, giving it strong flavor and life of its is that as cosmic games often lean more towards science
own as it builds with each adventure. The risk is that if fiction rather than traditional superhero stories so some
the location is not properly developed, it can become players may not enjoy the game if they are expecting
stagnant and Games Masters may need to shake things standard cowls and capes adventures.
up or even consider expanding the scope of the
campaign. • Historical Heroes: The heroes live in another time,
or have some means of traveling through time to battle
• Defenders of the Earth: The heroes face threats all dangers throughout history. The campaign can be set
over the globe, never staying in a single location for anywhere and anytime in history, leading to alternate
long. While they may be based in a specific city, their timelines where superpowered heroes change the
adventures rarely keep them there. One week they may course of the world. The included Godstrand setting
be battling hollow Earth invaders at the Arctic, the next (see page 265) posits the idea that superhumans lived in
the heroes are trying to stop the rise of the Mummy the distant past and their genetic legacy has led to the
Master in the Valley of Kings. A campaign that focuses rise of a new generation of heroes in modern times, so
on global threats often involves the heroes being part of a campaign could focus on these ancient heroes instead.
a Superteam, either an established group or one they
create themselves. Alternatively, the heroes may be part Historical campaigns can also explore different eras
of a government-sponsored task force or covert agency, of comic history, allowing players to jump into the role
sent out on missions to deal with threats to humanity. of a masked vigilante fighting organized crime in the
Heroes for this type of campaign setting will need some 1930s, patriotic champions battling the Third Reich
form of rapid transportation, often provided by their during WWII, or optimistic heroes getting into
team or through an allied Organization, and a central fistfights with their colorful archenemies with a BAM!
base to call home. The main benefit of this type of and a POW! in the swinging 1960s. As mentioned
campaign is the wide variety of locations and above, heroes can also be time travelers who are trying
adventures, ensuring the players will always be off to to stop a threat to the timeline or altering the course of
some new exotic locale and they will have a hard time history to prevent some terrible calamity.
anticipating what they will face next. The downside is it
may be hard for the Games Master to constantly come The benefit to a historical campaign setting is the
up with new destinations and dangers, and not focusing wealth of information available about different eras of
on a single location means the setting and the heroes’ time, making it easier to slip the heroes into a historical
personal lives may not be as developed as a more period and make it feel accurate. The flip side of this is
focused campaign. the challenge of capturing the feel of a specific era of
history, and the limitations it may place on modern-
• Cosmic Crusaders: The heroes are defenders of far minded players. For additional resources on classic eras
reaches of outer space, traversing the stars to battle of history such as ancient Greece and Britain, refer to
cosmic evils that threaten whole planets, galaxies, or the Mythic Earth line of books for Mythras.
even the entire universe. The scale of a cosmic
campaign is vast, encompassing everything from a • Alternate Realities: The heroes fight evil across
single solar system to multiple galaxies. This opens the different dimensions, traveling to worlds that might be
door to near-infinite adventures, casting the heroes as slight variants of their own or something vastly
intergalactic space peacekeepers, a ragtag band of different. They might have some form of transportation
lovable vagabonds, or agents of one side in a massive that allows them to travel to different worlds, or
war between empires. By default, heroes need some perhaps they are being sent to parallel realities against
way to travel through space, such as a spaceship that their will by some known or unknown force. The heroes
can be a character all its own, or via some form of may face one central threat to the various universes, or
245
* Champions of New Arcana: In the fantasy land of
Hallovia there is a mighty city known as New Arcana,
where magic has been distilled into a substance
known as aether. The magocracy of New Arcana
learned to harness this aether to create many
wondrous devices that have made the lives of the
people much easier. Artificial steeds of metal and
wood float on cushions of magic, self-loading pistol
crossbows are in the hands of the noble Lawtenders
and vile criminals alike, and tabletop scrying orbs
bring plays and minstrels to homes everywhere. But
dark forces covet the power New Arcana has
mastered, and the mages who rule the city devised a
means to channel aether into the bodies of brave
warriors to serve as the champions of the city. Gifted
with powerful mystical abilities, these champions
defend New Arcana and its people from terrible
threats and dangerous magical beasts that haunt the
lands outside the city’s walls.
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9. Creating your comic
Superhero Cities that level of detail is not necessary for most campaigns.
When you create your own superhero city, or when you
As mentioned above, superheroes often have their take an established city from the real world or comics,
chosen city to defend. Superman has Metropolis and consider the following questions to help flesh it out and
Spider-Man swings across New York City. Over the make it your own:
years of stories, the city becomes a character alongside
all the others in the comic, with its own locations • Who is in charge of the city? In most cases this would
(sometimes named after legendary comic book be the mayor and the city council as well as significant
creators), supporting characters, and history. Gemelos public officials such as the chief of police and district
City, the setting included in this book, follows this attorney. But are they really in charge? Is there a power
tradition of giving the heroes a sandbox to have their behind the throne? Do the elected officials fight against
adventures in and build their legends. If you are corruption or are they part of it (or the ones behind it)?
focusing on a single location for your campaign, it is
important to breathe some life into it so your players • Who are the major players in the city? Are there
will want to keep coming back, or they may want to add major corporations or businesspeople that have
to the location to make it feel like their own. influence within the city? Are there significant
community leaders or politicians who hold sway over
While some Games Masters may want to develop the people? What about celebrities and public
their cities down to each street corner and stop sign, personalities?
C omic books vary in their depiction of our world, with some gravitating towards entirely fictional locations
and others using actual cities and nations as the backdrop for their stories. It is the Games Master’s decision
to base the campaign world on actual reality or craft a fictional reality for their setting, and there are pros and
cons for each.
• Real-World: Using actual locations has the advantage of requiring less work in terms of building a place to
set the campaign. Real-world cities are well-mapped, street names and businesses don’t need to be generated
on the fly, and there are iconic landmarks that can serve as the backdrop for epic battles. Players are often
familiar with real-world locations, at least in name, so it helps ground the campaign, but sometimes this
familiarity can also be a disadvantage. Players who are very knowledgeable about a location may contest
descriptions or use their knowledge to gain an advantage. Keep in mind that sometimes too much “reality” can
pull players out of the fantasy of the game. It’s one thing to have the villain blow up a fictional landmark, but
destroying the Washington Monument or the Louvre may make it too real for the players.
• Fictional World: Creating a new setting has the advantage of building a world together, crafting new cities
and sites on the fly as a group. The locations can become characters all their own, developing and growing
alongside the heroes. A fictional setting also becomes the group’s own personal playground, with the heroes
serving as the main defenders of their fictional home. They know the non-player characters, the city’s quirks,
and whatever aspects that make the new setting unique. That connection can make it more personal for
players, especially if the Games Master makes the sandbox setting something collaborative, allowing players
to contribute to the world. The main disadvantage is the amount of work involved in crafting a new location.
Depending on the amount of detail your group prefers, maps need to be drawn, businesses and landmarks
created, and non-player characters developed to populate the landscape. Additionally, some players may feel
detached from a fictional setting. Just as some players don’t like too much reality in their fantasy, others prefer
a world that is more grounded and familiar.
Keep in mind that many comics blend the two together. The Earth of DC Comics may have Gotham City and
Central City, but it also has Chicago, Boston, and Paris. Even Marvel Comics, which sets most of its stories in
real-world settings, has fictional places like Latveria and Madripoor. The example setting included in this book
focuses on the fictional Gemelos City, which exists in California alongside San Diego, San Francisco, and Los
Angeles. Mixing and matching the two can work well, especially if you have players who have different
preferences on levels of reality in the setting.
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Destined
• What are the authorities like in the city? Are the • What are the surrounding regions outside the city
police well-funded bastions of law and order? Are they like? Are there smaller communities outside of the main
outmanned and outgunned by the criminal elements? city? Is there a rival city not far away? Are there
Is there rampant corruption that makes them no better wilderness areas not far from the city?
than the criminals they are supposed to stop?
• Who rules the underworld in the city? Are there Lethal vs Non-Lethal
major crime families? Are there outside groups trying
to make a play for the city’s criminal enterprises? How Force
do supervillains fit into the picture? Are they
independent operators, do they work for existing One of the most important questions to ask when
criminal groups, or are they the new powers in the designing your world is whether heroes kill. Even prior
underworld? to the establishment of the Comics Code Authority,
comic books were moving away from heroes who used
• What parts of the city do you want to focus on? Do lethal force as more and more younger readers came to
you want to focus on the city as a whole or confine your the medium. It is so ingrained in our psyches that the
stories to a specific region of the city? Which superheroes utilize non-lethal force that the ones who
neighborhoods are safe havens and which ones are rife are willing to take a life are relegated to more “mature”
with crime and corruption? Are communities broken or titles or become labeled as antiheroes.
disillusioned or are they willing to fight to take back
their neighborhoods? The common conception of superheroes avoiding
lethal force is why it is important to establish the rule of
• Who are the important people in the main campaign your setting right from the start. If most of your players
areas? Who are the important community members are expecting a standard universe where the heroes
apart from the mayor and such? Are there a few notable bring in the bad guys alive but one player starts
supporting characters that will serve as allies or enemies shooting every villain they see in the head, it can be
to the heroes? jarring and can quickly derail the campaign.
• What are the important landmarks or interesting The default rules of Destined lean towards the non-
locations? Where are the big tourist spots? Where can lethal option for heroes, making accidentally killing
the heroes go when they want to relax? What are some someone difficult so heroes can still enjoy their powers
places that would be valuable targets for villains? Are without having to worry about pulling their punches.
there locations where you should never go alone? Are This does not mean that death is impossible, but in most
there places of mystery? Who has the best pizza/ cases the stray laser eye blast isn’t going to instantly kill
cheesesteak/shawarma? the hero your player has been building up for the past
20 sessions. It also means your villains have the staying
I n many comic books, death is at best a temporary condition. Heroes and villains alike seemingly meet their
fate, only to return by some barely plausible explanation a few issues later. The reason behind this is probably
related more to the comics industry than some unexplained cosmic force within the setting. The death of a
major character sells issues, and when popularity of the replacement wanes the original is brought back in a
spectacular (and profitable) manner to return things to the status quo. Even characters like Marvel’s Bucky
Barnes and DC’s Jason Todd, whose deaths were considered “permanent,” eventually found their way back
onto the page. The trope is so well known that your players may expect a similar clause in your campaign. The
default rules make death difficult but it is a possibility with a few unlucky die rolls, so there is always the chance
that a hero may meet their maker while trying to save the day. While you may want to simulate this trope and
give players a chance to return their deceased heroes from the grave, removing the threat of death from a
game also removes the risk and tension from combat. Why worry about the devastating powers of the villainous
Nuclear Winter when you know your hero will just pop back into the game next session with longer hair and a
darker costume? If you do allow a hero to return from the grave, you shouldn’t simply hand-wave the “how”
of the hero coming back to life. The player should come up with a good reason and should probably suffer
some kind of consequence (temporary or permanent) for their strange resurrection.
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9. Creating your comic
power to be pains in the neck for the heroes for years to Customizing Powers
come. This is done intentionally to help simulate some
of the most common tropes of comics. The power system in Destined is designed to simulate
numerous superpowered abilities to help cover many
Heroes who are willing to kill are often found in different styles of games, but it may not be an exact fit
grim and grittier street-level stories, but there are also for the game that your group wants to play. Like any
comics that show heroes of godlike power who don’t rule in the game, the power system is meant as a
mind taking down their enemies permanently. If you guideline but not an absolute, and altering the way
opt for lethal force as an option for heroes, there are Core Powers work can change the tone of the game and
several things you need to consider. One of the first give it an entirely different feel. Here are a few
considerations would be the legal ramifications of suggestions to alter the power system as presented to
killing criminals. Heroes who leave behind trails of tweak the game into a different direction to help find
bodies will end up on the wrong side of the law, having the tone you want.
to outrun the authorities while also dealing with
criminal scumbags seeking revenge. This will also affect • Changing Power Levels: One of the easiest ways to
the public opinion of heroes, with some people and alter the game is to adjust the default Power Level
human rights groups decrying them as no better than options of the campaign. The default Power Levels are
the criminals they hunt and others supporting their meant to encompass a range from low-powered heroes
bloody crusade against evil. In some campaigns, heroes up to near-gods with multiple abilities. Perhaps you
may be sanctioned by some governing body, perhaps want to have characters that only have a single Core
working as part of a superpowered Special Forces team Power no matter what their POW score is, and they can
or as government assassins. These sanctioned heroes only Boost and Limit their solitary special ability. On the
are permitted to use lethal force while on missions, but opposite end of the scale, you may want to run a
not when taking out a robber trying to hold up the campaign where the heroes have numerous Core
neighborhood bodega. Powers, increasing the amount of Power Slots they gain
at creation, or even granting every hero several free
Players should also keep in mind that in a lethal force Core Powers and Boosts to start. This can also be
campaign, the villains won’t show them mercy either. If applied to Characteristics and Skill points, creating
they know the heroes will cross that line, the bad guys heroes with more Characteristic Points or higher
won’t opt for the dramatic death trap and will simply Characteristic maximums, more skill points, or a
eliminate any hero that falls in combat. It may also lead number of Experience Rolls to represent experienced
to an escalation of a villain’s tactics and approach when heroes.
confronting the heroes. If the good guys are all carrying
handguns, the bad guys may bring assault rifles or • Adjusting Power Points: By changing the amount of
rocket-propelled grenades. Criminals who start seeing a Power Points a hero has access to, you change the role
trail of bodies wherever the hero goes may take extreme Boosts play within the game. By increasing the amount
measures to eliminate the threat, setting traps, targeting of available Power Points, heroes can utilize their special
innocents to lure the hero out, or even banding tricks and techniques more often during their
together to deal with the hero once and for all. adventures. If you reduce the total amount of Power
Points, heroes will need to rely more on their Core
One other thing to consider when allowing lethal Powers, saving Boosts for when they are needed the
force is how it would affect the heroes themselves. most. Alternatively, you can adjust the rate at which
Generally human beings are not wired to be killers, and Power Points recover. If a hero recovers Power Points
it can have a substantial effect on a person and their every minute instead of every hour, Boosts will become
psychological well-being. This can open the door for a routine part of any Core Power usage. On the flip
some great roleplaying if your players want to go down side, reducing the recovery time to every 12 hours or
that road, maybe even leading to stories where heroes once per day makes the use of Boosts far less common
who were formerly cavalier about executing criminals as heroes try to preserve their reserves of power.
seek out the long road to redemption. Like everything
else in building your campaign world, the most • Mandatory Limits: Another option is that all powered
important thing is to consider your players and what heroes start with mandatory Limits that represent the
they would be most interested in seeing in the world. specific way that special powers work in the setting. All
For something like lethal force, it is important to heroes gain the same Limit(s) upon creation, although
consider all their viewpoints and decide what is best for these Limits do not count towards the maximum a hero
your group to make the game fun for everyone. can have and no additional Core Powers or Boosts are
gained from them. In most cases the Limits are applied
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to all powers the hero has, or to the hero as a whole. For power sets and which Core Powers are available for
example, Dave decides that in his setting all powers come from each one:
special high-tech implants, but the devices feed off a person’s
bioelectric energy and all heroes must apply the Activation Cost * Crimefighters Only: There are no superpowers at
and Fatiguing Limits to their powers. all, and the setting’s heroes are all highly trained
people who use their fists, gear, and wits to battle
If there are multiple Origins in the campaign, the crime. Core Powers are chosen exclusively from the
Games Master must decide if the mandatory Limits following list: Combat Expert, Durability, Enhanced
apply to all power sources or only specific ones. If they Body, Enhanced Reactions, Lucky, and Savant.
only apply to certain Origins, the Games Master should
give heroes with the limited Origins an extra Boost or * Enhanced Bodies Only: The source of powers in the
Core Power to compensate for their added Limits. For setting enhances natural physical and mental abilities
example, in Sarah’s campaign heroes with powers all have the only, beyond that of normal people. Core Powers can
Mystical Origin and are required to take the Concentration be chosen from the following list: Combat Expert,
Limit to represent their need to focus. If Dan wants to make a Durability, Enhanced Body, Enhanced Reactions,
non-powered crimefighter and Toni makes a hero who gets her Enhanced Speed, Enhanced Strength, Heightened
powers from Technology, Sarah decides the heroes with the Sense, Inherent Armor, Life Support, Regeneration,
Mystical Origins gain an extra Boost to balance out their need Resistance, Savant, and Super Swimming.
to have a mandatory Limit.
* Psychics Only: All powers are gifts of enhanced
• Restricted Core Powers: In some settings, not all of minds, and the will of those gifted can produce
the listed Core Powers are available to heroes, and the astounding effects. Core Powers can be chosen from
Games Master specifies which ones are allowed and the following list: Blast, Close Combat Attack, Deflect,
which ones are not. Perhaps in the campaign setting no Energy Field, Empathy, Flight, Force Field,
one is able to Teleport or move at Enhanced Speed, or Heightened Sense, Kinetic Control, Lucky, Phantasm,
the only ones with powers are potent psychics, and Precognition, Savant, Sensory Overload, Telekinesis,
heroes can only choose from a limited pool of abilities to Telepathy, and Technopathy.
represent these powerful gifts of the mind. The Games
Master may also restrict what Boosts and Limits are • Alternate Core Power Scaling: Instead of altering
available as well, or remove them entirely and only how many powers heroes can have or what abilities are
allow Core Powers. Here are a few examples of limited available, you may decide you want to make changes to
T here comes a time when the Street Level vigilante rises above their gritty roots and ends up accepting
membership in the city’s premier Superteam, but how does he or she stand against the threats faced by
these superpowered titans? As the campaign advances, you may reach a point where the heroes have
sufficiently advanced in both game and narrative terms that the current Power Level feels too limiting. Players
may feel constrained by the maximum amount of Core Powers or want to raise their Characteristics up higher
but are unable and have to settle for an improvement that is not ideal.
One option is to rule that when heroes earn a specific level of Experience Rolls in the campaign, they raise up
to the next Power Level and can now use the higher maximum amounts for Characteristics, Core Powers, and
Limits as well as increasing Action Points, Power Points, and Power Point Recovery to the new level. It is up to
the Games Master to decide how many Experience Rolls are needed for the change in level. For example, Pete
decides that after his players earn 25 Experience Rolls, their Heroic heroes are now considered Superheroic, and
can now raise their Characteristics to 22, have 8 Core Powers and 5 Limits, gain 2 more Power Points, and can
recover 3 of them per hour.
The in-game circumstances that could explain changing Power Levels are left to the Games Master, but some
ideas are: a major external event like exposure to a strange alien artifact or a dimensional shift; the culmination
of a harrowing chain of events that forever changes the heroes; or a blessing from some alien or godlike being.
In the end, the actual results are the same, but when paired with an interesting in-story idea, the level change
can be more than just hand-waved and become something remarkable that the heroes have in common and
can reminisce about.
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9. Creating your comic
Limit
If you are using this alternative system, to compensate
• Weak Power: The hero’s Core Power is not as strong for Core Powers being weaker at the start the Games
as it should be. The hero calculated any derived Master can give heroes an additional bonus Boost at
aspects of the power using a base value of 7 in place of creation. This alternate system makes it difficult for
the normal Characteristic value. This Limit can only players to maximize their Core Powers by dumping
be taken when the hero is created or whenever they points into Characteristics linked to their powers. The
gain a new Core Power. The hero is still limited to the downside is everyone starts with the same range of
maximum number of times they can add a Power powers, leading to powers feeling the same without
Boost based on the campaign’s Power Level. investing precious Boosts to increase their potency.
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I n some roleplaying games, the antagonists are frequently inhuman menaces who are evil for evil’s sake.
Fantasy games have vicious monsters, horror games have the unquiet dead, and science fiction games have
aliens. Superhero games can have these as well, but most villains the heroes face are all too human in their
thinking and motivations. While it’s easy to disconnect and play the role of something truly monstrous, human
evil can be far more complex. When taking on the role of a villain, here are a few tips to keep in mind.
• Be Mindful of the Genre, because it establishes the type of villainy present. A Silver Age-style game has
villains who are criminals, but they are rarely psychopathic killers. On the flip side, Street games may feature
antagonists who reflect real world problems and crime, and the villains encountered can represent the worst
examples of humanity.
• What Motivates the Villain is important in exploring how they think. Villains have Passions just like the
heroes, and they serve as a great guide to determine how the villain will act in a given situation. While it is
entirely possible to give a villain Passions that simply reflect them being pure evil, such as “Cold-Blooded-
Killer” and “Kicks Puppies for Fun,” these make for one-note villains who are rarely memorable. Giving a villain
more complex Passions makes for deeper antagonists and gives them reasons for committing terrible acts.
• They’re Not Evil, at least in their own minds. Villains justify their own actions and choices, and they believe
they are either above the law or what they are doing is ultimately for the “greater good.” It’s good to keep in
mind that for some villains, they are the heroes in their own story.
• The Ends Justify the Means, meaning that villains are willing to do whatever it takes to achieve their goal.
Even if there is no good reason for their actions, they still feel any atrocity is justified. This does not mean that
all villains are incapable of guilt or regret, but often over time their despicable acts wear down what empathy
they have or they find new ways to justify the need for whatever they do.
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9. Creating your comic
even Archvillains as part of a team. Villains are roughly the most common motivations for comic book villains,
equivalent to the Heroic Power Level for heroes. When but Games Masters are encouraged to expand upon this
designing these people use the table below. list when making their antagonists.
• Minor Villain: Often serving as an antagonist for a • Control: The villain wants to gain control of
single adventure, Minor Villains are usually not a something or someone. Perhaps the villain believes only
serious threat on their own but can still pose a challenge they are fit to rule the city, or they want one of the
to poorly prepared heroes. Minor Villains usually have heroes to join their cause. The villain may sincerely
a limited group of Core Powers or a single potent Core believe what they are doing is for the best, and
Power, and their one-note nature makes them a fairly opposition to their will is just another reason they
easy threat. A group of Minor Villains can serve as a should be the ones in charge. Oftentimes if the villain
dangerous threat, but even together they lack the manages to gain control, they find the end result is not
cunning and resources of their more powerful kin. In what they expected and then they move on to another
many cases Minor Villains don’t reoccur often, if at all, person or place to bend to their whims.
and some serve the role of lackey to a more powerful
villain. Minor Villains are roughly equivalent to the • Destruction: The villain wants to tear it all down and
Street Level Power Level for heroes. Use the table revel in the wasteland left behind. Bad guys who focus
below as a guide for their stats. on destruction are often mindless brutes, more force of
nature than force of evil. All they see is red and
At whatever level, villains should be created in the anything that gets in their way is just another obstacle
same manner and follow the same general rules for to be crushed along the path of destruction. Other
creation, and unlike most non-player supporting times the villain is not mindless, but sees the destruction
characters they should also have Luck Points to use of something as necessary or even beneficial. Good
when facing the heroes. The Games Master is examples are fanatics and eco-terrorists that see the
encouraged to adjust the villain creation above to suit decimation of a population as instrumental to
their campaign needs and create something that would preserving life, or laying waste to a city to pave the way
be a challenge to the heroes. This often means villains for something better.
will have higher Characteristics, skill ranges, and more
Core Powers than a hero of roughly the same Power • Greed: The villains desire something above
Level, but this helps them when faced with multiple everything else and will do anything to get what they
heroes at a time. want. The most obvious form of this is the desire for
material wealth in the form of money, but villains may
also want something that fits into their overall theme. A
Villainous literary-minded criminal may only steal rare books to
complete their collection, while one with an Egyptian
Motivations theme may target priceless artifacts from the tombs of
the pharaohs. Some greedy villains take things purely
There is a reason someone decides to put on spiked for financial gain, while others steal for the thrill of
gauntlets and a black leather cape before they try to rob it. The objects they snatch are ultimately immaterial to
the Federal Reserve, and determining your villain’s them, but they keep stealing out of boredom or for
motivation will make it easier to determine their place the challenge.
in the campaign and what brings them into conflict with
the heroes. Typically villains have a primary motivation • Madness: The villain is unhinged and their
that drives their actions, although most villains are not motivations are just as erratic as they are. In comics
guided by a single motivation. When the Games Master mental illness is rarely portrayed accurately, with
creates villains, motivations can actually serve as a good unstable villains acting impulsive and unpredictable, or
basis for developing their Passions. The following are even committing random acts of violence to anyone
to have someone else disguised as the villain, and when enough Actions to counter the heroes and still inflict
their foe is dropped the heroes realize it was a decoy damage on them.
and not their true nemesis. This is a common trope for
villains with a technological bent, who utilize androids • Minions, Minions, Minions: A good villain rarely
and advanced holograms to make it seem like they are commits their acts of evil alone, and having a group of
present. Be sure not to overuse this option, as it will loyal lackeys can help extend the fight longer. It may be
become frustrating if the players never actually get to a horde of faceless rabble that tries to overwhelm the
face their true foe. heroes while the villain stands back cackling and
pontificating, or a few more durable lieutenants or
• Luck Points: As mentioned earlier in the chapter, lesser-powered villains that up the ante. If the villain
significant villains should get a pool of Luck Points just does not operate solo and has time to prepare, they will
like the heroes. During a final dramatic confrontation, rarely be alone when the heroes come calling. It’s
you may consider giving the villain additional Luck important to keep in mind with this option that being
Points equal to the number of player-heroes. This overwhelmed by numbers goes both ways, so too many
allows them to overturn poor die rolls and gives a pool minions can make the fight extremely difficult for the
of bonus Action Points to help defend against the heroes to survive.
heroes’ attacks. This works better than simply giving
them more Action Points since Luck Points are a • Outmaneuver: The importance of the Outmaneuver
finite resource, and more Action Points can potentially Combat Action cannot be overstated when facing a
make the fight tedious if the villain consistently has group of foes, and villains who use it to their advantage
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villain only Regenerates while on the ground, heroes The Fatal Flaw
can try to keep them airborne to keep the villain from
healing. If the villain’s Blast is only short-ranged, No matter how powerful or unstoppable a villain seems,
heroes may rely only longer-ranged powers to stay out there is always a way for the heroes to overcome them if
of reach. While these Limits may not be initially they can last long enough to find it. While some villains
obvious, the Games Master should give the heroes an can simply be taken out using the normal combat rules,
opportunity to discover them. others are powerful enough to resist the heroes’ most
damaging attacks and shrug off their strongest blows.
Also keep in mind Limits that fit the villain's theme. Other villains are not physically adept, but are master
Tech-themed villains will have Limits such as External planners who always seem one step ahead and never
Power Source, warlocks will have Conditional Power for allow themselves to be cornered by their foes.
their incantations, and ones with variable effects have
Omnipower. All of these Limits have inherent While this can be a good tool to build tension and
disadvantages that can be exploited by the heroes as play up the threat of the villain, it can also frustrate
well, such as binding the hands of the warlock so he players who feel they stand no chance of defeating their
can't cast his spells. Also keep in mind that a villain's foe. There should always be some way for the heroes to
weaknesses do not have to be tied into their Limits. finally get the upper hand on the villain, no matter how
Villains can be foiled by their plans, their allies, or even clever or powerful. The Games Master should engineer
their Passions. But Limits give the Games Master one a way for the heroes to discover this fatal flaw, either
more option to use to give the heroes an edge. accidentally or through research, interrogation, or trial
and error. Perhaps the master planner missed a detail
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• It Shouldn’t Always Be About Fighting: The archvillain Geryon delights in causing havoc for its own
Not every encounter needs to involve sake. The spiteful monster is one of the most physically
combat, even ones where the villains are dangerous opponents that Gemelos City’s heroes face.
present. Maybe instead of fighting, the villain
uses their powers to endanger some bystanders, and the villain enjoys the twisted game they play with their
heroes need to swoop in to save innocent lives while the enemy, and killing them would take away the villain’s
villain escapes. In superhero cities there are constant fun. Death traps offer a different kind of challenge for
accidents and disasters that need the special abilities of the heroes to overcome, and can be an opportunity to
heroes to overcome. A massive crane malfunctions and catch the villain off guard if they are able to escape.
causes damage to the construction site. A car accident Even if the villain leaves them to their fate, they may
on a bridge leaves several vehicles teetering on the learn something more about their foe or the plans they
edge, close to falling into the bay. Encounters don’t have for the city’s destruction.
require fisticuffs and energy blasts to be exciting.
• Unexpected Help: In a typical superhero city, there
• Capture Instead of Kill: A staple of the genre is the may be other heroes trying to bring justice to the city. If
villain gloating over fallen heroes before either leaving the heroes are in a tight spot, another hero might
the scene or placing them in a death trap to further swoop in to lend a helping hand. Maybe the police or a
torment them. Even when it would make sense for a special military unit arrives on the scene to apprehend
psychotic madman to simply shoot the hero in the head, the villain (or the heroes). While this can be a good way
comic books find some plot convenience to keep the to prevent the entire group from being killed or
hero alive. Sometimes the reason is simply because the defeated, if overused it can also make the heroes feel
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like they are bit players in their own story. The first time Organization, that can be used as a way of explaining
Commander Awesome rushes in to save them from how their group came to be.
Doctor Malicious, they may be relieved. The fifth time it
happens, the players aren’t really going to feel like • Villain of the Week: One of the most common stories
superheroes and it may be time to rework your in comics is the battle against a specific villain or villains.
encounters or villains. This story often serves as an “origin story” of that villain
when they first appear. The heroes discover the villain’s
initial schemes, clash with them or their minions,
Superhero eventually work out what the villain is planning, and
confront them one last time to try to foil their evil plot.
Adventures While this sort of story can seem trite, it has made up a
substantial amount of comic book stories since the
When designing a scenario for their players, a Games beginning of the genre. The variety of villains and the
Master needs to look no further than their favorite constant stream of new and interesting crimes help
comics, graphic novels, television shows, and movies for keep it fresh, but it can be taxing on the Games Master
a wealth of inspiration. With literally thousands of to constantly craft new foes and new plots session after
issues, hundreds of major heroes, and nearly a century session.
of history, Games Masters have countless tools at their
disposal. Taking the time to define the campaign • A Day in the Life: Some stories take time to explore
setting, tone, and antagonists helps flesh out the shared the hero under the mask, giving the hero trials and
comic book the group is creating, but it is also vital to tribulations in their life outside of the costume.
take time to define the heroes and talk to the players Sometimes these are real-world struggles such as
about what their expectations are for the game. Some financial problems, relationship issues, or helping a
people just want to play around with cool powers and friend in need. Other times it revolves around how the
bash on supervillains, while others want a deeper hero’s heroic career impacts their civilian life, from
exploration of what it means to be a hero and the trying to balance the two to locating a new source for
burden of devoting your life to fighting crime. Having the gadgets the hero relies on. Taking time to explore
the group on the same page as to what everyone wants both sides of the hero deepens their story and helps
out of the game makes things much more enjoyable develop their character, but some players may not like
for everyone. dealing with the mundane when there are supervillains
to blast.
In terms of creating your own adventures, there are
a few common types of stories found in comic books • Disaster Artists: Not all threats come from villains.
listed below. While this list is by no means exhaustive, it Sometimes the toughest challenges come from accidents
can serve as a springboard for developing your own and disasters, both naturally occurring and engineered.
ideas or give you a frame of reference in terms of what Laser vision is handy when melting a villain’s robot
comic book stories you would like to emulate in your minions, but how can it help when a suspension bridge
game. Also note that multiple story types can be full of rush hour traffic is about to collapse? Just like in
incorporated into an adventure or series of adventures, the real world, comic book cities are subjected to
which helps give variety to the scenarios. hurricanes, flooding, fires, earthquakes, and major
accidents. In a comic book reality there are also threats
• Secret Origins: How a hero came to be or how a such as rogue asteroids, freeze cannons gone amok, and
Superteam formed is an important part of a comic book mutated zoo animals rampaging across the city. A
story, and the same applies to heroes in Destined. disaster story can be a nice break from the regular
Learning how each hero got their powers, what shaped villain-of-the-week story.
the hero they became, and how they determined their
heroic identity can help flesh out each hero. The • A Machiavellian Plot: A hero battles their many foes,
downside in a collaborative game is that it keeps the faces the challenges of daily life, and works to stop the
spotlight on a single player (or several if their Origins disasters that threaten their city over the course of many
are tied together) instead of the group as a whole. adventures. But just when they think they have time to
Origin stories can be worked in as long as the group is relax, they begin to realize that all these seemingly
okay with that, perhaps as short flashbacks, played out disparate events are actually the workings of a villainous
as solo sessions, or shared as a brief narrative from each puppeteer who has been pulling all the strings. The
player. Getting a team together can be accomplished by revelation that a previously unknown archvillain has
having them come together to face a dangerous threat, been orchestrating all the events in a hero’s life can be a
or if they all share a similar origin or belong to the same big shock, and it can completely upend everything that
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hero thought was true. These types of stories
work well at the end of a long series of
adventures, giving the players a new threat to
be concerned about while they try to get their
bearings after uncovering the devious plot.
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Welcome to
Gemelos City
O
ne of the true gems of the West Coast, Gemelos have skeletons in their closets. Unbeknownst to most
City has stood as a great beacon since the area was outsiders, Gemelos City is on the edge of collapsing in
first discovered by the great Spanish explorer upon itself, and only a new generation of heroes has any
Juan Rodriguez Cabrillo in 1542. Settlers chance of pulling it back from the brink.
flocked here to enjoy the scenic view from atop Mount Aguilero,
the pristine beaches just down the coast, and the opportunities
and prosperity that awaited every man, woman, and child. Early History
Today Gemelos City remains a great light shining forth from the
shadows, drawing in people from all around the world. As a During his exploration of the West Coast of North
haven for cutting-edge technology, rich culture, and a nightlife America in 1542, Juan Rodriguez Cabrillo charted a
that can’t be beat, I am proud to call Gemelos City my home. So hilly rise along the coastline that overlooked a small bay
won’t you come join us up here in the Crown, take in the sights, at the mouth of a mighty river. His ships anchored there
and consider making our great city your great new home? briefly for repairs and one of the priests on board
dubbed the rise “El Santo Aguilero,” or “The Holy
Silver Beacon, leader of the Fearless Force, taken from Aerie,” after watching the sun rise as he conducted his
the introduction of A Visitor’s Guide to Gemelos City morning prayers there. The site became a stopping
point for subsequent explorers, and during contact with
Also known by its more colloquial name “Gemini City” local Chumash tribes, the natives talked of how the site
due to its dual nature, the great metropolis of Gemelos was sacred, a place where they felt they could commune
City sits on the West Coast of the United States in the with the spirits that watched over them. No permanent
state of California, rivaling Los Angeles in size and New settlement was established until 1775 when a Franciscan
York City in population. It is one of the largest cities in mission and presidio (military fort) were built atop the
the country, drawing on a long history of industry and rise, now called Mount Aguilero, and the community
technology to make it an economic powerhouse. It is grew steadily with the arrival of new settlers.
also home to some of the most famous superheroes in
the country, the team known as the Fearless Force. When California was turned over to the United
States in 1848, the fort was occupied by the US Army
From the outside, Gemelos City seems to be a near- and renamed Fort Crowne after General Edward
flawless example of what an urban community should Crowne. The gold rush of the same year brought in an
be, but those who live there know differently. Resting at influx of people looking to make a new life for
sea level, the city borough known as the Ossuary is a themselves in the untamed lands. What was once a small
poverty-stricken hotbed of crime and corruption. High fortification quickly expanded into a bona fide
above on Mount Aguilero, the Crown is the hub of community, with a small town growing around the fort
prosperity, but it too holds dark secrets within the walls and farmlands stretching out on the marshy lands at the
of the powerful corporations and detached elite who base of the rise across the river. These lowlands also
call it home. Even the superhero protectors of the city became home to the first cemetery, which used above-
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10. Welcome to Gemelos City
occurred in 1874, when tycoons and ‘The Coachman remains one of the most fascinating figures of the
long-time friends Romulus Mattas and last few centuries. A man who took up the fight against street gangs
Remus Johnson decided to make Fort on his own, using nothing more than his fists and a specially
Crowne the center of their expansion weighted fighting cane topped with a silver skull. Many believe that
into the west. Mattas was well known in he was one of the few Extranormals to arise before the current wave
the steel industry and Johnson made his of superhumans, and back when he was active there were accounts
fortune in the railroad, and they saw the of him exhibiting inhuman strength, taking a bullet without even
area as ripe for development. Both men flinching, and transforming into a patch of living darkness.
invested heavily in the region, Personally, I believe he was nothing but an inventive, well-trained
constructing rail lines into the area and man who knew how to build his own legend and play up his
building train yards and steel mills in the mysterious nature.
Ossuary. Mattas also convinced investors
and bankers to take an interest in Fort There are of course many theories about his disappearance. During
Crowne, and the influx of industry and his career, the Coachman never took a life and left any criminals he
wealth caused the area to expand rapidly. stopped tied up or unconscious where the police could find them.
Mattas was soon elected mayor and Towards the end of his career there were rumors that he had given
alongside his friend they declared that up his non-lethal ways and was murdering criminals and law
the combined communities of Fort enforcement that crossed his path. I have found some evidence that
Crowne and the Ossuary would be suggests there may have been another force at work in Gemelos City
known as Gemelos City. at that time, a murderer akin to Jack the Ripper haunting the streets
of the Ossuary. My personal theory is that the Coachman either died
But with growth also came the ills of stopping this murderer, who also vanished around the same time, or
society, especially crime. Vicious gangs that something happened to unhinge the Coachman and he himself
arose in the Ossuary, looking to exploit was the killer. It’s interesting to note that Remus Johnson, the famed
the factory workers and use the rail lines railroad tycoon, also vanished without a trace at that time, leading
to transport stolen goods. The some to theorize that he was actually the Coachman.’
burgeoning police force struggled to stop
them, and shortly thereafter, rumors (Taken from the cable documentary show Ancient Extranormals,
started about a cloaked figure on a coal- originally aired January 14th 2020)
black coach riding through the streets of
the Ossuary at night. Known as the
‘Coachman,’ this mysterious person began fighting back industry and culture, while below the Ossuary
against the gangs and quickly apprehended the worst of languished under the smog belched out from the
their ilk. He operated for years, becoming a thorn in the factories and the constant warring between local gangs
sides of criminals while avoiding the authorities who and the Dallo Crime Syndicate that ruled the docks.
sought to stop his vigilante crusade. Then as suddenly Over the years, other individuals tried to follow the
as he appeared the Coachman vanished, and Gemelos Coachman’s example, but the police quickly
City enacted new laws to prosecute anyone who tried to apprehended these flash-in-the-pan vigilantes, or they
take the law into their own hands. became victim to the criminals they tried to stop. Then,
15 years ago, something happened that changed the
Over the course of the 20th century, Gemelos City world forever.
continued to expand and grow. The area of the city that
rested atop Mount Aguilero was officially named “The
Crown,” taking its name from Fort Crowne and from a A History of heroes
famous mural in City Hall that framed the skyscraper as
spines atop a crown against the setting sun. More and The gods of old were real. Not fictions from the simplistic minds
more businesses moved to the city, especially companies of our ancient ancestors. Their stories were certainly
that focused on advancing technology and medicine. embellished: there were no fiery chariots drawing the sun across
On the hills above, the Crown became the center of the sky or thunderbolts from Olympus, but these legends have
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- From the keynote speech by Dr. Janet Echidna at Theories were tossed around about what caused the
the 23rd Annual Conference of the Society of Human rise of these individuals, dubbed “Extranormals,” or
Genetics “X-Ns,” by the press. Some believed it was a result of
growing climate change; others talked about rising
In ancient times there were beings of great power radiation levels from nuclear power plants and atomic
with abilities far beyond those of normal humans. Some testing. Stranger theories appeared on the internet in
generated lightning from their fingertips, others ran conspiracy forums, citing secret government
faster than a cheetah, and some even shrugged off experiments or the interventions of extraterrestrial
swords and arrows like annoying gnats. These beings beings. Finally, one person came forth with at least one
arose spontaneously and randomly, some born with piece of the puzzle.
their gifts and others developing them as they matured.
264
A view over Gemelos City looking northeast towards Mount Aguilero. The city contains both great
wealth and intense poverty; it is a bastion of science, art, and culture, and a den of the most cruel and
depraved villainy. The city’s duality is reflected in the natures of its superpowered inhabitants.
The Awakening
T he exact cause of The Awakening is up to you if you base your campaign around this event, and that is why
the true event behind it is not detailed. Gemelos City as a setting is meant to be a toolbox of ideas and
inspiration for your campaigns, so you can take what you like and discard what you don’t to make the city your
own. The exact cause of the return of superpowered beings can be an integral part of the stories you tell, or
easily hand-waved away to focus on whatever your group would enjoy the most. If the players do decide to
delve into the reason they gained their powers, here are a few possibilities to present to them:
• The Awakening was a result of climate change or a rare cosmic storm that reactivated the Godstrand.
• The Awakening occurred because of some new additive, preservative, or vaccination that had an adverse
effect on those with the correct genes.
• The Awakening was done intentionally by some powerful group, perhaps a government, a secret society, or
a major corporation.
• The Awakening resulted from the interference of a powerful being or beings, such as extraterrestrials, a
mystical entity, or one of the ancient Extranormals seeking to rekindle the spark of heroism in the world.
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10. Welcome to Gemelos City
The Godscam
N otorious pundit and rabble-rousing demagogue Jack Forte has a few things to say on the subject of the
Godstrand and the rise of superpowered people. He says these things regularly and at great length on his
stunningly bigoted radio show The Truth Upload:
“Hello, Truth Believers! Jack Forte here with your weekly dose of the information they don’t want you to hear.
Once again it’s my civic duty to give you the real scoop, and not the typical lies that the quote ‘news’ unquote
tries to shove down your throats. Tonight, we’re talking about the rise of the so-called heroes that have become
a daily fixture in the dying newspapers and the nightly news ‘fraudcasts,’ trying to show us ‘lesser people’ how
much better they are than us. You’ve all seen them in their form-fitting glorified workout gear, having slap fights
to pass the time while the rest of us deal with the fallout of their need to compensate for their shortcomings in
front of the camera. Property damage and civilian casualties are nothing to them as long as they get their time
in the spotlight. These caped media whores want your likes and follows on social media, and don’t care one bit
about your safety. Now, you’ve heard me talk about them before and the way the sheeple out there have been
conditioned to believe they are real heroes. I know a few police officers and firefighters who might have different
opinions, but that’s another episode. Instead, tonight I want to focus on the biggest lie that’s been told to you
about these so-called ‘Extranormals’ and where they came from: the Godstrand. I’m sure you’ve seen some
alleged scientist being interviewed about it, or watched the footage of that whack-job who coined the term being
laughed off stage by her colleagues when she first talked about it. And right there is my first truth of the evening:
what caused the turnaround? I’ve seen the talking heads in their lab coats, smiling at the camera for their 15
minutes on cable news. ‘The Godstrand is real.’ ‘The Godstrand proves that our ancient ancestors had people
with gifts.’ ‘The Godstrand is part of human evolution.’
I say to you the Godstrand is just more <CENSORED> that they are trying to shove down your throats. They want
you to love these new heroes. They want you to give yourselves over to them, rely on them, lull you into
complacency and bend over to take whatever they have in their utility belts! Today on the Truth Upload I have a
panel of real experts from our Truth Believers Army that will be coming out here to tell you the real source of all
these powered people. It’s not some junk DNA that links these frauds back to Zeus or some other <CENSORED>
they use to elevate themselves. It’s a conspiracy at the highest levels, and you’ll hear the real story, right after
these commercials from our truth-seeking sponsors...”
Transcript from The Truth Upload, originally aired August 17th, 2020
The Crown has always been a place of growth and The Crown is made up of the city center (where the
innovation, as evidenced by the large number of tech financial and cultural districts are located), in the area
businesses and medical companies that have their known as Center Court, and not surprisingly, where the
corporate offices near the city center. Several Fortune largest buildings can be found. There are also
500 companies call Gemelos City home or got their start expensive eateries, high-end stores, museums, theaters,
there, and the city tries to offer incentives for more and concert venues to be found in and around the
companies to relocate there to maintain their central district. Surrounding that are kilometers of
reputation as a bastion of cutting-edge technology. suburb full of middle- and upper-class homes, shopping
centers, parks, and a small artificial lake known as Lake
The area is also home to a majority of the city’s Tethys. Near the cliff face of Mount Aguilero is Fort
wealth, with real estate within the city center priced in Crowne, which remains a popular tourist attraction and
the millions. Living out in the suburbs is not much serves as the headquarters for the city’s historical
cheaper, and most of the working-class people society. The Cronian Bank Stadium, home to the
commute from the Ossuary. While this inflow of wealth Bighorns football team, also overlooks Brigadier Bay
helps keep money flowing into the city, it also makes the close to Fort Crowne, and it is currently undergoing
Crown a tempting target for criminals looking to make renovations to add increased security measures after a
a big score. For that reason, most of the resources of the recent attack by the mad scientist Doctor Vellaro.
Gemelos City Police are concentrated in the Crown, and
the city’s most prominent superheroes are based there. The Crown maintains the highest standards in
Gemelos City, keeping the streets clean and the subways
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The Crown district is the oldest part of the city and its commercial, political, and cultural heart. As the
exclusive playground of the rich and powerful, it naturally has a lot of tempting targets for supervillains.
running on time. In the last decade, free Wi-Fi has been of the world’s great minds have come from the
added to all public areas and automated drones help university’s hallowed halls, and employers fight to offer
maintain the city parks and assist the police in positions to those who graduate from one of the
monitoring traffic. The Gemelos City Public Works university’s many acclaimed academic programs.
Department even claims the sewers are clean enough to
dine in, but no one has tested that theory. The Crown is • C.O.P. Alert: Higher Learning: Recently a new drug has
linked to the Ossuary by three bridges over the Porton been making the rounds across campus. Known as “Eureka,”
River, better known by the local population as the it seemingly expands the user’s mind, giving them a much-
Divide. The Golden Bough is the largest of the three needed boost of energy to get through the toughest assignments
bridges, followed by the Argo Bridge and the Spiral, a and test prep. As of yet no one is talking about where the drug
recently built corkscrew-shaped structure that leads is coming from, but when a promising young med student
from the southern rise of the Crown to the ends up dead from an overdose, an academic ally of the heroes
neighborhood of Elysium in the Ossuary. asks them to dig deeper. The culprit is one of the villain Dust’s
lieutenants named Juke who has infiltrated the school as part
of the custodial staff. He has blackmailed some of the students
Businesses and Locations to serve as his dealers, threatening to expose their habits to
administration if they try to rat him out. Can the heroes
Aletheia University: Aletheia Mattas was the beloved manage to locate Juke and put a stop to Eureka before
wife of Romulus Mattas, and a woman ahead of her someone else falls prey?
time. Outspoken, adventurous, and fearless, she was an
integral part of the development of Gemelos City, even Archimedes Computing: One of the founders of
if the public originally denied her contributions. When modern home computing, Archimedes Computing
she died tragically during childbirth, her husband remains at the forefront of technology, and their
honored her memory by establishing the city’s first devices, software, or operating systems can be found in
institute of higher learning in her honor. Aletheia nearly every home in America. Edwin Shore made his
University remains one of the most prestigious colleges first million with their Daedalus OS, and now on its
on the West Coast, with a strong focus on science twelfth version there seems to be no stopping the
programs as well as an excellent medical school. Many company. They also popularized the ViewBox complete
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Destined
medicines, particularly some highly-regulated experimental gave it to his ex-wife Jennah as part of their divorce
drugs. While the company has kept the theft secret, just settlement. While she rarely makes public appearances
recently a group of people in the Ossuary simultaneously had these days, she decided to make the club somewhere
a mass hallucination that caused them to wreak havoc on their that the superheroes of the city would be honored
own neighborhoods. The heroes get an alert that the police are and welcome. The Light Fantastic has a collection of
overwhelmed and they must help stop these drugged innocents memorabilia from local heroes, and the Fearless Force
from burning down the neighborhood until the drug wears has been known to make appearances when they aren’t
off. Is the villain Dust behind the use of the drugs, or is it the out battling crime.
sinister Animus Organization?
Mattas Museum of Natural History: Named after the
Kooky BoBo’s Pizza Playhouse: A recent addition to architect of the Crown and first mayor of Gemelos City,
the family-friendly options available in Center Court, the Mattas Museum of Natural History was constructed
Kooky BoBo’s Pizza Playhouse is a theme restaurant shortly after Romulus Mattas’s death in 1921, and his
with games and attractions for the whole family. Based estate donated many of the current exhibits from his
on an obscure children’s show from the 1950s, the private collection. Since then the museum has added a
restaurant is a throwback to the golden age of television full dinosaur wing, priceless artifacts from ancient
while also offering the most current innovations in cultures, and pop culture memorabilia that draws in
electronic and animatronic entertainment. Although its fans from around the world. Since most of the items
upscale neighbors have complaints about the blaring have more historical than real-world value, the museum
calliope music and the flashing lights, Kooky BoBo’s is usually safe from the depredations of the city’s
Pizza Playhouse has proven a hit with children and supervillains. But the recent addition of a valuable
parents and there is talk about expanding the franchise collection of rare gemstones and the upcoming History
to locations around the country. of Ancient Extranormals exhibit may prove to be too-
tempting targets for the city’s criminals.
• C.O.P. Alert: Fears of a Clown: The show that inspired
Kooky BoBo’s Pizza Playhouse only lasted ten episodes, and Pandora Pharmaceuticals: One of the largest drug
then it was relegated to the annals of television history until manufacturers in the country, Pandora Pharmaceuticals
the people behind the restaurant resurrected the property. rose from a small operation to a major corporation in
What few people knew was that there were many strange less than a decade. They cornered the market with
things that occurred back during the original broadcast. effective antidepressants, provided treatment options
There were mysterious disappearances of crew members, for rare neurological disorders, and developed an
hidden messages in the audio, and tales that the titular clown effective intervention for certain forms of cancer. They
was played by someone unknown who showed up each day in also create medical imaging and surgical technologies,
full makeup. One of the last surviving members of the crew and partnered with Iaso Healthcare to provide
claimed the actual Kooky BoBo was always good to the affordable medicines to low-income individuals.
children on-set, but the adults felt unnerved and menaced by Pandora also maintains rehabilitation clinics within the
him. Since the restaurant opened up last year, late-night Ossuary to help with growing addiction problems, some
cleaning crews claim to hear laughter and feel like someone is of which relate to medicines initially produced by the
in the building with them. A security guard also revealed company. While the company has a public board of
footage of someone dressed like Kooky BoBo standing in the directors, little is known about who actually owns
darkened dining room, staring at the camera, unmoving for Pandora Pharmaceuticals or who develops their latest
several hours. The owners believe it’s all a hoax or prank, but innovations.
when the same security guard goes missing, a friend of the
heroes who works there asks if they will investigate to find out
what is going on. Is it just a prank, or is there something Important NPCs
sinister about the mysterious clown that seemingly has been
around for more than half a century? Silvia Casales: The current mayor of Gemelos City,
Silvia Casales does her best to serve the people while
Light Fantastic: The Crown is full of amazing night also dealing with the strange new threats posed by the
spots, but the most popular is the legendary dance club growing Extranormal population. She has always been
called the Light Fantastic. With celebrity D.J.s and A-list a staunch supporter of the Fearless Force and
bands headlining weekly, the club draws in packed Luminous (while he was active), even petitioning for the
crowds every night. If that wasn’t enough, the custom construction of Force Tower and arranging rallies to
drinks, spectacular light show, and multi-tiered dance help foster goodwill with the people regarding the city’s
floors keep people coming back for more. The Light chosen protectors. She encouraged Police
Fantastic was originally owned by Jonas Harper, but he Commissioner Rudolph to go easy on non-sanctioned
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10. Welcome to Gemelos City
crimefighters who were doing good works, although step backward since the Fearless Force seldom leaves
her efforts to enact new regulations for them were the Crown.
rejected by the city council and the courts.
Edwin Shore: The CEO of Archimedes Computing,
Since her attempted assassination by the vigilante Edwin Shore has become the face of the company, a role
Watchdog (see page 319), Mayor Casales has reinforced he seems to revel in. Whether speaking at a tech
her policies but rarely makes public appearances, conference or giving the commencement speech at a
instead using televised broadcasts and radio interviews university, Edwin rarely misses an opportunity to
to get her message out to the people. While Watchdog appear in front of a crowd or a camera. He is also happy
failed to kill her, he seems to have seriously wounded to extol his many accomplishments that led to
her resolve and sense of security. Archimedes being where it is today, and deftly dodges
questions about the many programmers and computer
The Fearless Force: See Chapter 10. engineers that actually contributed to the company’s
most popular products. Recently Archimedes has
Jonas Harper: The head of Harper Labs, Jonas Harper suffered some very public issues with their latest
was patenting innovative ideas when he was still in operating systems for home computers and their
grade school. Considered to be one of the most gifted ViewBox entertainment system, resulting in the first
minds in the world, he got his start in automotive dip of their stocks in nearly ten years. Edwin has
design but quickly moved past that to develop brushed off the issues as minor glitches, but it is said
technologies to help preserve the environment and behind the scenes he has been very nervous and has
make communities less dependent on fossil fuels. He even added to his personal security in the last few
also developed high-speed laser fiber optics to bring months.
communications and the internet to parts of the world
that lacked the infrastructure to keep up with the rest of
the globe. For all his accomplishments, the one thing The Ossuary
Jonas prized the most was his beloved wife Jennah.
They were the talk of the gossip columns and well They think themselves above us up there on Olympus, but their
known for their philanthropic endeavors, but two years clouds would come crashing down if it were not for those of us
ago they split and rumors sprang up that Jonas was down here in Hades.
moonlighting as the hero Luminous and it came
between them. Since that time he has become a recluse, Remus Johnson, when asked about the difference
holed up in his private lab on his estate. No one knows between the Crown and the Ossuary
if he is working on some new invention to get his
company back on track, but his continued isolation may Resting on the shores of Brigadier Bay, the city borough
mean there is no company to go back to when he known as the Ossuary was built around the original
decides to emerge from his self-imposed exile. docks that offered refuge to ships traveling to Fort
Crowne. With marshy soil and frequent flooding
Warren Rudolph: Serving as police commissioner for during the rainy season, the area was largely
almost two decades, Warren Rudolph began his career undeveloped until Remus Johnson arrived and efforts
as a beat cop and worked his way up through the ranks were made to build up the foundation so construction
by being one of the most dedicated officers on the force. could begin. While it took years for the Crown to grow
He has stood as a shining example of the good the and develop, once the land was stable the Ossuary
Gemelos City Police Department can do, and his tenure seemed to spring up overnight. Now it has become the
as commissioner has only reinforced his ability to largest and most populated section of Gemelos City, but
ensure the people of the Crown remain safe. He has it has also suffered from the changing nature of
been criticized for the poor state of the police in the industry and the growing urban blight that threatens to
Ossuary, and every year he makes the same speech consume it.
about stamping out corruption and getting the lower
district of the city back under control. Unlike the majestic and modern Crown high above,
the Ossuary is a cramped place where the light barely
But every year the Ossuary gets worse and he is manages to make it down past the densely packed
called on the carpet by the people there. His recent buildings to the cracked streets below. Most of the
support of heroes such as the Fearless Force may be an structures rarely reach more than a few stories high,
attempt to look at new ways to help curb the growing were made with little imagination, remain woefully
influence of the gangs in the Ossuary, but his hardline outdated, and are crafted of drab-colored stone and
stance on non-sanctioned crimefighters seems to be a bricks. Overhead, elevated trains 30 years past their
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prime clatter on rusting tracks, mixing with the sound outdated towers, and the internet is a luxury most
of sirens, squabbling neighbors, and the occasional people can’t afford. The constant petty wars between
crack of gunfire. The air is thick with exhaust and the gangs mean that most blocks have quite a few bullet
smoke from the few factories that are still in operation, holes in their buildings, and the murder rate keeps
and if the wind blows in the right direction, the streets climbing each year. Some places have made the effort to
smell of sewer gas, uncollected trash, or the runoff from try to improve conditions, such as a push for
the waste processing plant feeding into the bay. The gentrification in Siren’s Wharf and Morning Fields, but
more modern suburbs at the eastern end of the city the efforts rarely last long before things go back to what
have a bit more color and life, but even they have a pall the Ossuary considers “normal.”
that seems to hang over them and a stagnation that
seeps in.
Businesses and Locations
The people of the Ossuary come from all walks of
life, but most of the residents are blue-collar workers 39th Street Precinct: Right in the middle of the
who eke out a living at one of the factories or chain beleaguered Asphodel Park neighborhood, the 39th
businesses that make up the bulk of the industry there. Street Precinct is one of the most overworked and
There is a stark contrast between the prosperity of the corrupt police departments in all of the Ossuary. The
Crown and the near-poverty of the Ossuary, and many officers have more clashes with internal affairs and
sections have significant populations of homeless who more accusations of police brutality than all the other
live on the streets or move from shelter to shelter. This city precincts combined. All of the bad behavior seems
has been on the rise as more and more businesses move encouraged by Chief Declan Hynkel, who earned his
their operations to cheaper locations overseas, and position by framing his predecessor for a crime Declan
nearly half the factories that once sustained the committed. The presence of the police in Asphodel
neighborhoods have shut their doors. The economic Park does nothing to ease the minds of the residents, as
decline has allowed the many gangs to gain an even most of the officers are on the take from the various
greater foothold in the area, fueling the despair by criminal groups that terrorize the area. The few officers
flooding the neighborhoods with drugs and pulling the that have attempted to turn things around or curb the
disenfranchised into their ranks. actions of their compatriots disappear or meet with
violent ends. A young beat cop named Carmen Garza is
The Ossuary is divided into many disparate and one of the few who try to serve the people of the
diverse neighborhoods, from the dockside Siren’s Ossuary, but she is fearful of becoming another statistic
Wharf to the crime-ridden blocks of Asphodel Park and in a long line of whistleblowers and recently is giving
Morning Fields to the quieter suburbs of Elysium. Each more thought to asking for help from one of the
section has its own quirks, architecture, and cultures, district’s costumed heroes.
but they all suffer from the same slow decay that infects
the streets and the people. Most city parks in the area Asphodel Park: Surrounded by the neighborhood
are poorly maintained, streets have more shuttered named after it, Asphodel Park was once one of the
businesses than thriving ones, and a passerby is just as loveliest places in the city, but like much of the Ossuary
likely to avoid you as they are to swear at you. The few it has fallen on hard times. It is full of rusted-out
bright spots are the scenic Pholos State Park that playground equipment, patchy dead grass, and
borders the edge of Elysium and the venerable Carson benches that long ago rotted through or were
Memorial Stadium, which is home to the Cabezon destroyed by vandals. The only things of beauty in the
baseball team. There is also talk of renovating the GCF park are patches of white asphodels, which were once
Arena, where until recently the Kingfishers basketball maintained but now have grown wild. If picked or
team played, but the owners have also talked about trampled on, it seems like the flowers are somehow
moving to a location in the Crown after the arena was back the next day. Not many people venture into the
damaged in an attack by the villain Geryon. park, including the gangs who also stay away, and some
of the locals use the place as a sanctuary if they are on
Like its people, the Ossuary has learned to make do the run or in trouble. There is also an urban legend that
with what they have. The Gemelos City Public Works Asphodel Park used to be a cemetery long ago before
Department is overworked and understaffed, so there the Parks Department reclaimed the land. It is said that
are routine power outages, backed-up sewers, and on nights of the full moon, anyone standing among the
potholes large enough to break an axle. It is so bad that flowers hears whispers from the dead, and if
sometimes the locals end up either fixing things on they listen closely, they can hear secret truths only the
their own or they find their own options to allow them spirits know.
to keep getting by. Cellular service is spotty thanks to
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How the other half live. Poverty, corruption, decades of government neglect, and unchecked
gangsterism have made the Ossuary a dangerous, crime-ridden slum.
• C.O.P. Alert: Dead Man’s Tales: One of the heroes’ surrounding apartments were left injured or dead. To
associates has recently suffered a loss when a friend of theirs this day, a lone pillar of rock left over from construction
was murdered in cold blood. There are no leads and no clues, still appears stained with the blood from that event.
and the police have shelved the investigation until more Even the gangs were shocked by the violence, and not
evidence can be found. The associate approaches the heroes long afterward graffiti and art covered the walls
with an odd proposal: go to Asphodel Park on the night of the memorializing the people who lost their lives on the
full moon and see if there is a way to contact the spirit of the site. Although no formal truce was ever declared, the
murder victim. If they agree to the unusual request, they soon memorial is viewed as neutral territory by all the gangs
find themselves among the flowers under the light of the moon. in the Ossuary. Sometimes members from different
Surprisingly the rumors about the park are true, and at the groups can be found there sharing a beer or a smoke,
stroke of midnight the spirits of the dead emerge from the but if they met a block away, they would be trading
ground and swirl all around them. But to speak with the soul bullets instead of jokes. Even the local residents talk
of the victim, the heroes must agree to face three challenges about a feeling of peace that hangs over the place to this
from the Keeper of the Dead that also resides within the park. day, and some people claim the stone at the center has
If they win, they may get the information they need to find the some strange power brought about by the blood that
killer. If they lose, one of them will be forced to join the legions soaked into it.
of the dead. Will they risk their very souls to help their
associate? • C.O.P. Alert: The Price of Peace: The piece of stone
sitting at the center of the Bloody Night Memorial is no
Bloody Night Memorial: Two years ago on a cold night ordinary slab of rock. It landed on the site before the dawn of
in February, warring factions from the Dallo mob, the man, part of an ancient alien artifact known as the War-
Jade Tigers, and the Hundred all clashed in a dirt lot ender. It was made by a long-dead species from a distant
between several tenements in Morning Fields. This galaxy, and it required blood sacrifices to generate a special
battle is known as the “Bloody Night,” when several field that pacified any violent urges while in its presence.
dozen criminals along with countless innocents in the While it was designed for the blood of the aliens, human blood
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Destined
still has some effect and the deaths of the Bloody Night have Ossuary’s suburbs. Several underground tombs
kept it activated for the last two years. Now the effect is thought to date back to a time prior to the Spanish
beginning to wear off, and some of the locals believe the exploration of the area were found. Each one was
growing aggression in the area is due to this. They are perfectly round and exactly six feet in diameter, and
hatching a plot to either incite another gang war near the each one was filled with bones. Some of the bones were
stone or capture members of the local gangs who meet at the clearly human, some belonged to animals, and some
memorial and sacrifice them to gain more peace and quiet. were not so easily identified. When the findings were
When the heroes hear of this plot, will they try to stop the locals made public, the elders and historians of local Native
or is the price worth a place in the middle of a war zone where American tribes spoke of legends of an ancient spirit of
no violence can occur? the underworld that once called that area home. After
several accidents occurred near the Crypts, the area was
Charon Industries: Comprised of a series of factories at declared off-limits by the Parks Department.
the edge of Brigadier Bay, Charon Industries is well
known for the thick clouds of acrid smoke billowing Teenagers and thrill seekers still sneak into the area
from the tall smokestacks and the oily, multicolored on occasion, and some of them speak of seeing a
runoff that drains out into the bay. Despite the protests mysterious cloaked figure that seems to float above the
of countless residents and pleas from environmental ground lurking around the Crypts at night. Most
groups, nothing has been done to stop the steady people brush the stories off as a hoax or intoxication,
stream of pollution that been linked to an increase in but members of local mystical societies and alleged
health issues within the neighborhood. psychics claim the figure is the spirit of the underworld
looking for a way back into the realm of the living.
The factory itself produces industrial solvents,
chemicals used in cleaning products, and a gummy • C.O.P. Alert: Restless Dead: A group of teenagers recently
paste used as an additive in cheap foodstuffs and cat went into the Crypts on a dare and read from an ancient book
food. The owner, CEO, and sole board member is only to try to invoke the strange floating figure who haunts the
known by the name of “Josef ”; his full name is not part area. While they don’t call up the specter, their misguided
of the company’s public records and he is never seen in ritual causes the bones in the Crypts to gain a life of their own,
person. His factory is run with brutal efficiency, and and they begin animating as massive skeletal humanoid
anyone who dares speak out against him or Charon gets monsters. As these skeletal menaces start marching through the
a visit from a couple of burly goons or vanishes park towards the city, the bones of the deceased animals in the
completely, possibly becoming part of the runoff that woods join their numbers and form a skeletal army. The heroes
spills into the bay. Whispers link him to the Russian must work to stop the advances of these undead creations
mob, or even that the mysterious Josef is one of the while also trying to uncover what happened and how to put a
city’s many supervillains. stop to it.
• C.O.P. Alert: The Fire Brigade: Recently a group of Deimos Isle Penitentiary: Deimos Isle is one of the few
criminals wearing fireproof armor wielding high-tech islands in Brigadier Bay, and in 1924 the city determined
flamethrowers have begun committing acts of arson all over it would be an ideal place for a prison to hold the
the Ossuary. They seem to be targeting local businesses that growing number of criminals filling the city jails. After its
produce industrial chemicals and people associated with those construction, the state took over and turned the prison
businesses, and the few times the police have encountered them into a maximum-security facility, believing the remote
the “Fire Brigade” has fought them off and managed to location would be ideal for the most hardened prisoners.
escape. As of yet there have been no deaths during their To this day Deimos Isle Penitentiary remains one of the
attacks, but several civilians and police officers have suffered toughest and most secure facilities in the state penal
severe burns and were hospitalized. When the heroes system, and it is run with near military precision by
encounter the Fire Brigade attempting to burn down a Warden Nathaniel Langford. He takes pride in the
chemical storage facility, the criminals will use every facility’s reputation of being impossible to escape, and
incendiary weapon at their disposal and will detonate the on his watch that reputation has proven true. Deimos
facility and spread flammable chemicals on the surrounding Isle has also adapted to the presence of superhuman
buildings to escape. If one of the men is captured or the heroes criminals by adding a state-of- the-art containment wing
are able to analyze the propellants used, a link is established with advanced power-dampening cells for even the most
to Charon. Are the criminals stealing from Charon or are they powerful villains.
working for the mysterious Josef to take down his competitors?
The Gossamer Club: Originally a gentleman’s club, the
The Crypts: Several decades ago, a strange discovery Gossamer Club was renovated and reimagined by the
was made within the Pholos State Park just outside the previous owner into one of the few night spots in the
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Ossuary. The club draws frequent
crowds of people looking for an
escape from the gangs and misery the
area fosters, and while it lacks the
high-profile acts that venues in the
Crown pull in, the Gossamer serves
as a showcase for talented locals
looking to make a name for
themselves. The décor reflects its
roots as a strip joint, but the new
owners have made that work by
hiring dancers and filling the dance
floor with infectious music and
pulsing lights. The Gossamer
recently became a battleground
involving several of the city’s lesser-
known heroes and villains, but like
most things in the Ossuary it has
managed to survive and continue on
despite the damage it suffered.
Deimos Isle Penitentiary stands on a rock in the frigid, shark-infested
The Husk: Like most businesses in waters of Brigadier Bay. The fortress prison is specially equipped to
the Ossuary, the ship construction hold superpowered inmates.
industry that once was part of the
region’s lifeblood suffered in recent years and one of son Romano is showing signs of having powers,
the largest shipyards closed almost 20 years ago. The something he keeps secret from his narrow-minded
site sat empty for most of that time, a graveyard of father. The boy has recently been keeping late hours,
rusting hulks and abandoned equipment. When the hoping that he might encounter one of the city’s few
52nd Street Hundred started to gain power in the heroes in the hopes of getting some guidance for what
neighborhoods, their members would use the shipyard he’s going through.
as a hangout and place to hide out from the police and
rival gangs. As the gang grew, they took over the site • C.O.P. Alert: New Recruit: The stress of hiding his
and made one of the largest ship hulls into their main burgeoning powers from his father is taking a toll on poor
meeting ground. The place became known as the Husk, Romano, and in a moment of weakness he confesses the truth
and it remains under the control of the Hundred. They of his abilities to a friend named Deacon, who unfortunately
no longer hide their presence there, tagging the has joined up with the Hundred. Deacon’s superiors instruct
shipyard with their sign and building new structures him to try to recruit Romano to their side so they can have
out of the rusting hulls of half-constructed ships. They access to his powers. Romano has uncontrolled telekinetic
also fortified the Husk with stolen military-grade ability, and so far it has only allowed him to move small
weapons and reinforced their home with massive deck objects, but when his emotions get the better of him his Power
plates to protect themselves against their rivals as well as Levels increase substantially. Deacon plans to turn Romano
the few superheroes who call the Ossuary home. against his father and then engineer a confrontation between
the two of them so the boy’s powers manifest in front of Mr.
Regular’s Pizzeria: While the pizza wars of Gemelos Angioli. If things go as planned, Romano will turn away
City lack the violence of the gang wars, they can be just from his father and fall right into the waiting arms of the
as vicious. One of the most well-known, almost Hundred as their newest weapon. The heroes may know of
infamous, pizza places is Regular’s Pizzeria in Siren’s Romano from a previous encounter with Mr. Angioli or may
Wharf. The owner, Will Angioli, takes a staunch anti- stumble upon him as his powers start to manifest, but no
superhero stance, one he’s happy to tell anyone who matter how they become involved, they may be his only hope to
walks in the door about. The walls are lined with avoid going down a dark path.
framed and signed photos of those politicians, public
personalities (including Jack Forte), and athletes who Saint Bridget’s Refuge: Built within an old firehouse,
oppose costumed vigilantes. It’s also considered to be Saint Bridget’s Refuge is one of the few points of light
the most authentic New York-style pizza in the city, so in the darkness that threatens to consume Asphodel
people who can get past Mr. Angioli’s views will find a Park. Founded by a group of nuns nine years ago, it was
good slice there. Unfortunately the owner’s 14-year-old opened as an outreach center for the beleaguered
277
The city’s gangsters dress flamboyantly to show their affiliations and status. Left to right: Dallo Syndicate
hoods, Jade Tiger Triad agents, and Brass Band goons. Despite their unusual fashion sense, they should
not be underestimated; all of them are ruthless, bloody-handed murderers.
people of the neighborhood as well as offering limited harshly with any employee she discovers working with
medical services at its free clinic. While its funding is the criminal groups of the city. Her workers respect her
limited, the tireless efforts of community activist Harriet immensely, and she compensates them fairly and
Waldon have helped keep the lights on and even rewards hard work and loyalty. The company has come
allowed them to expand to add a youth center and start into conflict with the Hundred and the Dallo mob many
support groups for those suffering from addiction or times over the past few months, and there are rumors
violence-related losses. While the refuge has always that Petrulla has a target on her back, but she stands fast
been considered neutral ground by the Ossuary’s against their intrusion and refuses any help offered by
gangs, Harriet’s public tirades against the Hundred the few honest cops in the Ossuary.
have put a target on Saint Bridget’s and it is only a
matter of time before the Hundred decide the clinic and • C.O.P. Alert: Under the Sea: Recently several members of
its outspoken director need to be made an example of. the Hundred were found dead, floating out in the middle of
Brigadier Bay with a piece of metal wrapped around them like
Scylla Shipping: Run by Petrulla Scylla, great- a twist tie. The men all showed signs of being struck by
granddaughter of the founder, Scylla Shipping is something of immense power, with multiple contusions and
responsible for much of the growth of Gemelos City’s broken bones. During the autopsy they showed the expected
docks and shipping industry in the past few years. Even signs of drowning, but what was unexpected was the presence
today they hold a lion’s share of the business there, and of deep-sea organisms in their lungs that should not have been
Petrulla runs a tight ship and expects her workers to there. The culprit was Petrulla Scylla who, like her ancestors,
follow suit. With a fervor hearkening back to her is a member of a lost race of undersea beings known as naiads.
forefathers, she also abhors illegal smuggling and deals The men attacked her and some of her workers one night, and
278
10. Welcome to Gemelos City
in a rage, she lashed out and tried to cover up her actions. The with the help of a sympathetic corrections officer,
workers who were present are so loyal they would never turn Lucius made the decision to avoid prison or worse, and
her in to the authorities or reveal her secret, and Petrulla once he got out he enrolled in the police academy and
herself is still grappling with what she did. Were Petrulla and worked his way up to detective in his home
her men the only ones who saw her attack, and what will neighborhood of Morning Fields. Lucius is very
happen when the Hundred try to kill her again? knowledgeable of the inner workings of the Hundred
and works to get other kids out of the gang, which often
Tartarus Institute: Formerly the Tartarus Home for the puts him at odds with his former compatriots.
Criminally Insane, after the asylum was purchased by
Iaso Healthcare they felt it needed a friendlier name. In The Mortician: See Chapter 10.
its former life, Tartarus had a reputation for being a
place where those with mental illness had little hope of Harriet Waldon: A social worker and community
recovery due to poor conditions and an unsympathetic activist in one of the worst parts of the Ossuary, Harriet
staff, but the current administrator, Dr. Karl Walsh, has Waldon helped found Saint Bridget’s Refuge and works
vowed to make it a center for healing and employed a there tirelessly to help the people of Asphodel Park. She
highly qualified staff to provide the best care possible. works to help children in crisis and conducts parenting
Unfortunately, the Tartarus Institute also handles the classes to help rebuild families to create a stronger
city’s criminals who are mentally unstable (or claim to community. She also speaks out publicly against the
be, to avoid Deimos Isle Penitentiary), and the recent influences of organized crime and how it is destroying
influx of violent and dangerous patients is beginning to the Ossuary. This has put a target on her back several
take its toll on the staff there. times, and Harriet gained a soft spot for costumed
heroes after several of them saved her after being
kidnapped by the Hundred. To this end she tries to
Important NPCs help crimefighters in the Ossuary if she can, providing
free medical services at the clinic and relaying
Aroldis ‘El Canon’ Alberto: Once the star pitcher of the information she’s learned from listening to the people
Cabezons, Aroldis Alberto emigrated from Cuba to live who frequent the clinic.
his dream of playing baseball professionally and earned
the nickname El Canon for his fast ball. When The
Awakening happened, his powers manifested in a very The Gangs of the
public way during the playoffs. Gifted with the ability to
infuse kinetic energy into anything he throws, Aroldis Ossuary
nearly took the head off a batter when his power
manifested unexpectedly during the seventh inning. The 52nd Street Hundred: Starting out as an outlaw
biker gang, the 52nd Street Hundred clawed their way
Aroldis was removed from the team due to his to the top of the food chain in the Ossuary’s
powers giving him an unfair advantage, and he found underworld. The gang got its name from the original
solace by helping the people of the Little Cuba area of 100 members, and new recruits had to take down a
the Ossuary and establishing an outreach center for current member to gain entry. While the gang now
local children. Aroldis also found himself caught in the numbers in the thousands, the 100 toughest members
middle of the growing gang wars, becoming a reluctant serve as the leaders, and knocking one of them off is the
crimefighter while trying to protect his neighborhood. only way to advance. The current leader is a man called
He continues to serve as a community leader in the Morax, one of the original members of the gang. He
Ossuary, while secretly aiding other crimefighters in holds court in the Husk (see page 277), aided by his
trying to take back the Ossuary from the gangs. lieutenants Azza and Wormwood, and he has designs on
further expanding the Hundred outside of Gemelos
Lucius ‘Cutright’ Edmunds: Not all of the Hundred City. Currently, the Hundred oversee the city’s drug
end up on the wrong side of the law, and Lucius trafficking and funnel money in from extortion rackets
Edmunds is a good example of one who worked his way and illegal gambling, but the ruthless Morax and his
back to the right side. While a teenager, Lucius was lieutenants will do nearly anything if the price is right.
angry and unfocused, making it easy for one of the
Hundred’s recruiters to sway him to their cause. The Brass Band: Hailing from a bygone era, the bizarre
Earning the nickname ‘Cutright’ after disfiguring Brass Band is quite literally a gang from Gemelos City’s
another member with a switchblade, he spent three past. Criminals enhanced by Victorian-era mad science
years in the gang and another two in juvenile detention experiments conducted by the devious Professor Poe,
after being caught for a robbery. While in juvie, and the original Brass Band were foes of the Coachman
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Destined
until they vanished shortly before the crimefighter Kadre: Led by former members of various Eastern Bloc
disappeared. After being foiled by their nemesis time intelligence agencies, Kadre has operated in secret
and time again, Professor Poe decided to use cryogenic around the globe for years but only recently set their
stasis to allow himself and his lackeys to survive to sights on Gemelos City. While most criminal groups
another time when the Coachman would be long gone. traffic in stolen goods or narcotics, Kadre focuses solely
They awoke shortly after The Awakening, emerging on information. They work primarily in industrial
from their slumber to work as mercenaries for the espionage and computer crimes, but they have also
highest bidder. The original five members still serve dabbled in traditional spy work and assassinations.
Professor Poe, but the mad scientist has been recruiting Kadre has many agents within the city, but the
to expand his gang of steampunk cyborgs. Organization always operates in complete anonymity,
and agents do not know the true identity of their
The Dallo Syndicate: One of the oldest crime families fellows. One area Kadre has recently started to
in Gemelos City, the Dallo Syndicate once ruled the investigate is learning the true identities of costumed
Ossuary with an iron fist. Through corrupt officials and heroes. Kadre agents work to uncover these identities as
union bosses, they controlled the docks and levied taxes a means of blackmail or to sell the information to the
on any shipment coming in or going out of the city. highest bidder among the city’s villains and criminals.
Throughout most of the 20th century, they had
countless judges and cops on their payroll, allowing
them to operate with impunity. Then the Hundred Entertainment
came to town and upended all their operations.
The following items are meant to add a little extra
The Dallo family operated with a twisted sense of flavor to campaigns set in Gemelos City or to serve as
honor and respect, believing themselves to be details to flesh out the setting and the heroes.
community pillars. The Hundred had no such codes
and rampaged across the Ossuary, sowing anarchy and Ancient Extranormals: With the rise of Extranormals
recruiting smaller gangs and criminal groups to bolster after The Awakening, media outlets looked for ways to
their numbers. The current state of the Dallo Syndicate cash in on the growing interest in superhumans. One of
is a pale shadow of their former glory. The current Boss, the most enduring and popular shows is Ancient
Anthony ‘Tony’ Dallo, is increasingly desperate to Extranormals, the brainchild of self-proclaimed
regain the group’s power within the Ossuary, and has “Extranormal expert” Kirby Kane. The show originally
started employing superpowered criminals to do his focused on the link between mythology and the
dirty work, a decision he may grow to regret. Godstrand theory, but recently it has shifted focus to
establishing parallels between current heroes and
Jade Tigers Triad: The Jade Tigers have been part of villains and their ancient counterparts. Kane remains
Gemelos City since the 19th century when their the host and executive producer, and he is an advocate
ancestors came over to America seeking a new life. The for Extranormal heroes and writes many unauthorized
triad is deeply ingrained in the city’s Chinatown biographies of both them and well-known villains.
neighborhood, taking a cut from nearly every business
to provide protection and better access to needed goods • C.O.P. Alert – The Kane Mutiny: If he’s even recognized
and services. Because of their deep roots in the by the people of Gemelos City, Kirby Kane is seen as a D-list
community, it has been hard for law enforcement to cable TV personality who hosts a crackpot show about
topple the Jade Tigers as they are often defended by the superheroes. While that is true, what isn’t common knowledge
very people they extort. is that he is also the erstwhile heir to the massive Kane Media
conglomerate (he occasionally talks of his great-great-great-
While they have lost influence in the city’s drug trade uncle “Chuck” who founded the business). Although he has
since the Hundred took control, the Jade Tigers are been forced out of the day-to-day operations by more competent
starting to fight back and have entered into an alliance members of his family, Kirby is ridiculously wealthy and enjoys
with an ancient order of elite assassins known as the being the black sheep of his family. He was fascinated by
Ghost Viper Clan. These deadly killers have been Extranormals from the moment of The Awakening, and they
silently striking out at the enemies of the Jade Tiger, or have become his life’s work. His obsession is also seen as an
sowing discord among the other gangs to whittle down embarrassment to the Kane family name, so several of his
their forces through violent conflicts. Rumors persist relatives have hired a trio of elite assassins to quietly take
that the Jade Tiger and the Dallo Syndicate are in talks Kirby out of the equation so he never comes to power within
to work together against the Hundred, and if true, they the family business. Kirby either approaches the heroes asking
could cause the Ossuary to erupt in an orgy of violence for their protection, or they learn about the plan to kill him in
heretofore unseen. time to intervene. If the heroes are able to save Kirby’s life,
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10. Welcome to Gemelos City
they will gain a lifelong ally and he will be willing to fund The Truth Upload: Brash pundit turned demagogue
their endeavors in the hopes of creating a superhero team of Jack Forte was a GGN correspondent before he
his own. managed to insult and offend nearly everyone who
crossed his path, especially people who supported
DAZL: One of the aftereffects of The Awakening was a Extranormals and crimefighters. He managed to find a
growing emphasis on the astounding abilities of the home on satellite radio and the internet, and doubled
Extranormals, something which caused resentment down on his anti-Extranormal stance. The move paid
in the so-called “normal” population. Looking to off, with his ratings growing alongside increasing
capitalize on this, a small group of developers created a intolerance against people with the Godstrand. This
social media app called DAZL to serve as a forum where emboldened Jack, who now sees himself as the lone
“the ordinary can be extraordinary.” Users upload voice against what he calls the ‘abnormals.’ He has
media of people showing off their special talents and made friends with politicians, celebrities, and
stunts (usually done with camera trickery, simple sleight organizations that share his views, and for every
of hand, or even CGI), and other users vote on them. sponsor he manages to insult, two more are lined up
The creators state the app is a platform to help waiting to support him. In additional to spreading
empower everyday people who feel unimportant and unsubstantiated conspiracy theories about the
unnoticed in a world of superheroes, but DAZL has also Godstrand being a hoax, Jack frequently preaches to his
become a haven for the growing movement against “truth believers” that they need to be ready for an
Extranormals. Several hate groups have infiltrated the uprising when the superpowered will try to take
app’s forums to preach their intolerance towards X-Ns control. His words have already incited violence against
and incite violence against them and anyone who Extranormals, but as long as his ratings climb Jack will
supports them. keep spreading his message of hate.
Gemini Global News: The largest cable news channel The ViewBox: The ViewBox combines a next-
on the West Coast and third-largest in the nation, GGN generation video game console with a diverse streaming
broadcasts up-to-the-minute news from Gemini City platform to make it an all-in-one entertainment system
and around the world 24 hours a day. While the for the entire family. The ViewBox uses advanced
channel started as an unbiased news outlet, changes in virtual reality goggles to augment its cutting-edge
management and demographics have caused GGN to games, and recently adopted a fee-based service that
develop a political slant over the past decade that has allows members to use Archimedes Computing servers
influenced its programming and underlying message. to play the latest games. While the console seems
One of those biases is the decidedly pro-Extranormal unstoppable, a recent operating system update caused
outlook in their overall message. They prominently users’ private data to be released and “bricked”
feature stories about heroic deeds by Extranormals, thousands of consoles. Archimedes is still doing damage
have several prominent public heroes as talking heads control and working on locating the problem within the
during discussions, and even started a Hero of the Week patch, but despite the setback the console’s sales only
segment on their morning talk show. This puts them at took a minor hit and millions of people remain glued to
odds with the anti-Extranormal movement, especially their ViewBox every day.
former broadcaster Jack Forte, who was fired for his on-
air tirades and intolerant rhetoric.
Other Cities
Sports: Gemelos City is home to three major teams:
Bighorns football, Kingfishers basketball, and the The world of Gemelos City is much like our own, but
Cabezon baseball team. The Bighorns are well-funded like many comic book universes it has fictional cities that
and very successful, although it’s been a few years since are based on familiar locations but have unique features
they made it to the Super Bowl. The Cabezons used to all their own. While this chapter focuses on a single
be at the top of their division and have several city, here are two other locations that can be used as
championships under their belt, but the current owners references within the setting, or fleshed out by your
are not as invested in the team and they have been group into your own locale within the campaign
struggling to get out of a five-year slump. The setting.
Kingfishers are without a home as repairs are being
made on their arena, and recently one of their star New Leone: Sitting on the southeast coast of the Gulf of
players was killed during an attack by the villain Mexico, New Leone started as a small trading post for
Geryon. Currently the team plays at Aletheia French explorers and has expanded to a metropolis
University, and there is talk of a permanent move to with a rich culture and a diverse mix of people. Unlike
the Crown. most major cities, New Leone keeps much of its history
281
Destined
intact, which can be seen in the classic architecture, the travelers on their way to California, in the 1920s the
landmarks, and the emphasis on traditions dating back East Coast mafia moved in and set up a small casino to
to the time of its founding. One of the best-known lure in the gullible and weary. Santa Libra flourished
traditions is called the “Saints March,” a yearly when the Hoover Dam was being built, and several
celebration that takes place at the beginning of more casinos were built to take money from the workers
November. The entire city becomes a massive party, coming into the area. Vice was Santa Libra’s industry,
with parades, feasts, and a city-wide costume contest. and legislators helped to make it one of the few places
People come from all around the world to join in the where gambling and prostitution were legal. The city
festivities, and many stay because of the hospitality they has tried to shake some of its shadier aspects and
find in New Leone. But for all the celebrations, the city become more family-friendly, but the mob still owns the
has its fair share of struggles. Crime is a growing issue, casinos and they are the true rulers of Santa Libra. The
and The Awakening affects the city just like any other. local capos have even hired villainous Extranormals as
Several heroes prowl the streets trying to protect the bodyguards and enforcers, allowing them to tighten
people, but strange and dangerous villains are on the their grip on the area and scare off would-be rivals. A
rise and New Leone needs more defenders to keep it few heroes have tried to break the mob’s hold on the
from devolving into chaos. city, but so far they have been unsuccessful, with most of
them ending up buried deep in the desert. Santa Libra
Santa Libra: Once a Spanish monastery deep in the needs brave individuals willing to stand up to the
Nevada desert, the city of Santa Libra is a far cry from criminals and take it back before the mob becomes
its humble, pious roots. Little more than a way-point for unstoppable.
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11. The Righteous and the Irredeemable
I
n my role as the preeminent authority on the setting, or rework them to suit your needs to represent
phenomenon of Extranormal beings and their influence a villain of your own creation. Each one is given a
on our distant past and our immediate present, I’ve Villainous Power Level (see page 253) to rate how they
spent countless hours carefully researching and compare to heroes of the same relative level.
documenting the most significant figures in our new age of
heroes. While my work has been quite exhaustive on the subject, In general most of the villains listed here would
I thought I would take some time to discuss some of the represent a challenge to one or two heroes of their
significant heroes here in my hometown of Gemelos City, as well Power Level on their own, or to a group of three or
as some of the most dangerous examples of powered individuals more if teamed up with another villain or assisted by
that threaten our way of life. I’ll do my best to keep things supporting characters such as soldiers, robots, and
clinical and impartial, as any good authority on a subject goons. Also note that the campaign’s Power Level will
should do, but I must admit that sometimes I just can’t help but greatly affect the threat level of the villains given here.
let my feelings be known. It is truly an exciting time to be alive! Dust may be a formidable foe for Street Level heroes,
but ones of Epic or Paragon level will most likely defeat
— Kirby Kane, self-proclaimed expert on ancient him easily in combat unless he is supported by other
Extranormals, from The Extranormals of Gemelos* villains.
Limits: External Power Source (Azure Knight suit Skills: Acrobatics 75%, Athletics 85%, Brawn 60%,
and lance) Courtesy 60%, Deceit 65%, Drive 60%, Endurance
Gear: Polyweave suit, communicator, wrist-mounted 75%, Evade 75%, Influence 65%, Insight 70%,
computer Mechanisms 65%, Perception 60%, Perform (Acting)
75%, Pilot 55%, Sleight 65%, Stealth 75%, Survival
Dame Fortune (Epic, Mystical) 55%, Track 65%, Willpower 75%
Passions: Keep Up Your Training 65%, Teach Others
The woman known as Dame Fortune gained her powers as a to Protect Themselves 76%, Rely on Skill More Than
young girl during the original Awakening. She developed Luck 54%
uncanny luck and the ability to alter the fortunes of others, Core Powers: Combat Expert (Dual Weapon,
something that she hid from her family and friends. Not Unarmed: Expert Strike, Ready for Action), Enhanced
wanting to rely on her special gifts, she trained hard to become Reactions (Additional Reactions, Limit: Impulsive),
an Olympic-level gymnast and mastered several martial arts. Lucky (Bad Penny, Environmental Editing, Luck of
When local gang members threatened the people of her the Devil, Limit: Black Cat), Precognition (Danger
neighborhood, she donned a makeshift mask and sprang into Sense)
action to stop them. This got her noticed by Silver Beacon, and Limits: None
he recruited her into the fledgling Fearless Force. She remains Gear: Polyweave suit, Padded Leather chest plate, 2
a dedicated member and works to train the Extranormal Batons, Brass Knuckles, communicator
Response Unit in hand-to-hand fighting.
Steel Atlas (Epic, Technology)
Dame Fortune
Carver Cartwright served in the US Marine Corps as a
STR: 14 Action Points: 3
technology expert, and after leaving he dedicated himself to
CON: 14 Damage Modifier: +1d2
working on solutions to help keep soldiers safe on the
SIZ: 12 Power Points: 16
battlefield. Alongside his assistant Daniel Donner, he was able
DEX: 16 Movement: 6m
to develop a prototype suit of powered armor outfitted with the
INT: 12 Initiative Bonus: +22 (+21 w/ armor)
latest defensive and offensive technologies. Unfortunately,
POW: 14 Healing Rate: 3
agents of the terrorist group Animus learned of the prototype
CHA: 13 Luck Points: 6
and sent a squad of soldiers to steal it. Carver donned the
Armor: Polyweave with Padded Leather
armor and managed to fight them off, wearing it again when
Doctor Vellaro attacked the city. Carver then adopted the name
Hit Locations Steel Atlas and was drafted into the Fearless Force. After
several years of service he decided to retire and recently passed
1d20 Location AP/HP on the armor to his protégé Daniel, who carries on his mentor’s
1-3 Right Leg 1/7
legacy.
4-6 Left Leg 1/7
7-9 Abdomen 2/8
• C.O.P. Alert: The Original Atlas: According to the press
10-12 Chest 2/9
release, Carver left the role of Steel Atlas because he wanted
13-15 Right Arm 1/6
to spend more time with his family, but that was a lie. Carver
16-18 Left Arm 1/6
took his role as a hero very seriously, and he was frustrated by
19-20 Head 1/7
the regulations placed on the Fearless Force by the police
department and city council. He was reprimanded several
Combat Style times for going off on his own to stop criminals or heading to
the Ossuary to try to curb gang activity there. When he
Lucky Strike: 75% (Baton, Club, Knife, Shield, Staff)
reached his boiling point, Carver submitted his resignation
and punched Silver Beacon before storming out. Carver now
works in a small tech firm in Morning Fields and sometimes
Attacks uses his inventions to prowl the streets fighting back against
the Hundred. Carver also knows the truth about the Force,
Attack Size/Force Range Damage
and recently he was approached by Jack Forte’s people with an
Unarmed M - 1d4+1d2+3
offer to tell his side of the story. While he has not agreed to the
Baton M 5/10/20 1d4+1d2
deal yet, word got out that he was approached and someone
has sent the assassin known as Obake to silence him. Will the
characters be able to help him in time, and who hired the killer
to slay the original Steel Atlas?
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11. The Righteous and the Irredeemable
• C.O.P. Alert: Fading Light: Most people suspect that Influence 75%, Insight 70%, Perception 65%, Perform
Jonas Harper is Luminous, and that his decision to take up (Acting, Dance) 80%, Research 65%, Willpower 75%
the mantle of hero led to his divorce from his wife Jennah and Passions: Defend the Weak 75%, Keep Jonas Safe
her subsequent avoidance of the public eye. The truth is that 75%, Protect My True Identity 65%
Jennah is actually Luminous, gaining spectacular light Core Powers: Blast (Laser Blast: Armor Piercing),
powers after an accident at Harper Labs. Unfortunately the Creation (Solid Holograms: Distant Creations, Large
same accident that gave her powers is also killing her, causing Creations, Limit: Obvious Creations), Elemental
her solid form to slowly fade as her body converts to living but Control (Light: Create Element, Decreased Area,
unstable light. The divorce was just a ruse to hide her secret, Elemental Movement, Increased Area, Limits:
and she and Jonas are not only still together, but her husband Elemental Vulnerability: Darkness, Linked: Creation),
is desperate to find a way to save his love. He’s been isolating Flight (Afterburners, Supersonic), Invisibility (Sight:
himself in his private lab to research a cure for her condition. Limit: Chameleon), Phantasm (Sight: Greater
Jennah, the good soul that she is, still sneaks out when she can Phantasm), Sensory Overload (Sight: Flashbang,
to help out as Luminous, but each time she does she comes back Increased Range, Limit: Quick Flash)
a little weaker. Perhaps the characters need to save her when Limits: Fatal Flaw (Terminally ill, changing to living
she pushes her powers too far while out on patrol, or Jonas light), Omnipower (Creation, Invisibility, Phantasm)
contacts them to try to help him find a way to save her. Either Gear: Polyweave suit with Padded Leather chest piece,
way, helping Jonas and Jennah is a good way for the wrist-mounted computer/communicator
characters to gain some powerful allies.
Baron Malycer
STR: 14 Action Points: 3
CON: 17 Damage Modifier: +1d2 (+1d8)
SIZ: 14 Power Points: 25
DEX: 13 Movement: 6m, 17m Flight (170MPH)
INT: 17 Initiative Bonus: +15 (+11 w/ armor)
Archvillain Baron Malycer has made an unholy
POW: 20 Healing Rate: 3
alliance with the molten menace Char. The
CHA: 14 Luck Points: 4
heroes must act quickly to stop the sinister duo’s
Armor: Malyce Armor
diabolical plans.
figureheads, given respect only out of tradition. That all Hit Locations
changed when Baron Malycer came of age. After his parents
died (under mysterious circumstances), he swept in with an 1d20 Location AP/HP
1-3 Right Leg 5/9 (13)
army of loyalists and declared himself President for Life, taking
4-6 Left Leg 5/9 (13)
over the country and renaming it Malyce. He disbanded the
7-9 Abdomen 7/10 (14)
parliament, raised a massive army, and began setting his sights
10-12 Chest 8/11 (15)
on the surrounding countries. Baron Malycer clashed with the
13-15 Right Arm 5/8 (12)
United Nations repeatedly for his unwarranted aggression and
16-18 Left Arm 5/8 (12)
countless human rights violations. Eventually he was
19-20 Head 7/9 (13)
overthrown in a bloody coup, and he fled to Gemelos City,
obtaining asylum as a political refugee thanks to his deep
pockets. The Baron used his wealth and scientific acumen to set Combat Style
himself up as a powerful and influential figure in the city and
Malyce Unleashed: 75% (Blaster Pistol, Blaster Rifle, Powers, Sword,
established a private security firm full of his loyalists. Even as
Thrown Weapons), Unarmed 70%
his influence grew, he still seethed about his lost country and he
fumed that the people of Gemelos City saw him as nothing more
than the displaced tyrant that he was. After the first of the Attacks
Extranormals emerged, he set out to establish himself as
Attack Size/Force Range Damage
superior to these enhanced beings and embarked on an ill-
Unarmed L - 1d4+1d8+1
advised career of “heroism.” Using advanced devices that
Plasma Blast L 17/51/170 2d8
granted him immense strength, nearly impenetrable armor, and
292
Skills: Athletics 70%, Brawn 65%, Computers 65%, of a local steel mill. The police arrived and Kurt tripped while
Craft (Armorer) 80%, Culture (High Society, trying to escape and was left hanging over boiling metal while
Underworld) 65%, Deceit 70%, Drive 65%, Electronics his friends left him behind. Kurt lost his grip and fell into the
80%, Endurance 75%, Engineering (Weapon Systems) molten steel, and it was at that moment that his Godstrand
80%, Evade 70%, Influence 75%, Insight 65%, awoke. Kurt became a living steel furnace, with rock-hard skin
Intimidation 75%, Knowledge (Tactics) 70%, capable of emitting intense heat that could burn everything
Language (Zlobanian) 95%, Perception 80%, Pilot around him. Kurt renamed himself Char and immediately went
70%, Research 70%, Stealth 55%, System Ops 70%, back to the same people who left him for dead… and started
Willpower 85% working for them again. With the Dallo family on the decline,
Passions: I Am the Hero the City Needs 65%, Prove Char works as muscle for hire for whoever can pay his price.
Superiority to Extranormals 70%, Regain the Throne He is often employed by other villains, although they often show
of Zlobastan 75% him the same lack of respect as his former mob buddies. Despite
Core Powers: Blast (Armor Piercing, Detonate, Salvo), his naïveté, Char is a dangerous criminal who has no problem
Combat Expert (Improvised, Unarmed), Durability reducing anything that stands in his way into smoldering ash.
(Limit: Limited: no bonus to Healing Rate), Enhanced
Strength (Clobber), Flight (Supersonic), Heightened • C.O.P. Alert: Meet the New Boss: As presented here, Char
Sense (Enhanced Sight, Night Vision, Limit: is formidable in terms of his powers and physical ability, but
Overload), Inherent Armor (Armor Up, Nigh he is still a glorified thug that relies on others to do the
Invulnerability, Limit: Bulky), Life Support thinking. But what if Kurt were not as dumb as he seems?
(Breathing, Intense Cold, Intense Heat, Vacuum), Maybe he is far cleverer than he lets on, and before his
Resistance (Ballistic, Bludgeoning, Slashing: accident he was biding his time to make a bid for power and
Immunity) assume more control within the criminal underworld. Now
Limits: External Power Source (Malyce Armor) Gear: that he has powers, Char no longer has to hide behind the
Integrated communicator, Integrated computer façade of being the muscle and has decided to reveal his
devious intelligence and keen tactical mind. This would make
The Brute Char a formidable threat since he also would have the
intellect to back up his rise to power. If you are using this
Some villains come up with intricate plots and multi- option, make the following changes to the statistics presented
layered schemes, while others just like to hit stuff. The below: INT: 15, CHA: 14, Initiative Bonus: +13, Culture
Brute is not a complicated villain. Their powers often (Underworld) 75%, Deceit 65%, Influence 70%, Insight
focus on strength and durability, so they hit hard and 65%, Knowledge (Tactics) 65%, Perform (Acting) 60%. As
are hard to put down. Their crimes are not complicated a mob boss, Char would have access to a great deal of power
either, utilizing their might to break people and places, and unlike the current heads of the Dallo family, he would
or simple smash-and-grab robberies of whatever have no problem doing some of his own dirty work.
catches their attention. While Brutes are usually not the
smartest villains, they make up for it with savage fury or Char
thick-headed willfulness. In many cases the Brute
STR: 20 Action Points: 3
serves as muscle for smarter, more devious villains who
CON: 19 Damage Modifier: +1d12
focus their destructive urges on their own purposes, or
SIZ: 21 Power Points: 16
they use the Brute as cannon fodder to damage or delay
DEX: 11 Movement: 6m
heroes trying to stop them.
INT: 10 Initiative Bonus: +11
POW: 14 Healing Rate: 5
Char (Villain, Mutation)
CHA: 9 Luck Points: 3
Armor: Metallic Skin
The story of Kurt “Char” Burns is a tragic one, but all too
common for villains. Kurt was always the biggest kid on the
block in his neighborhood in Morning Fields, but he was a Hit Locations
follower and other kids used his size to their advantage. While
he wasn’t particularly malicious, he acted as an enforcer for the 1d20 Location AP/HP
1-3 Right Leg 8/12
real bullies, so it was no surprise that as an adult he found
4-6 Left Leg 8/12
himself working for the Dallo mob as a leg breaker and thug.
7-9 Abdomen 8/13
He was good at what he did, but he was expendable and ended
10-12 Chest 8/14
up doing a few stints in prison for his employer. Afterwards he
13-15 Right Arm 8/11
always ended up back with the mob, loyal to a fault and
16-18 Left Arm 8/11
oblivious to their complete lack of concern for his welfare. This
19-20 Head 8/12
was well illustrated when he was asked to rough up the owner
293
The terrorist Organization Animus is a cabal of supervillains whose bodies have been mutated into
bestial forms. Seen here are three of Animus’ top operatives: Manticore, Kraken, and Gryphon.
Attacks Energy Field (Fire Aura 1d4: Energy Flare, Fast Field),
Enhanced Strength (Limit: Focused Strength),
Attack Size/Force Range Damage Inherent Armor (Nigh Invulnerability, Stand Fast),
Unarmed L - 1d4+1d12+1 (+2 Resistance (Fire: Absorption, Environmental
with fire aura)
Adaptation: Heat, Immunity, Limit: Living Bomb)
Fire Blast M 19/-/- 1d10 Limits: Omnipower (Blast & Elemental Field),
Vulnerability (Cold)
Combat Style
The Mastermind
Fiery Fury: 65% (Club, Knife, Pistol, Powers, Shotgun, Thrown
Weapons), Unarmed 85%
Often the head of a larger criminal Organization, the
Mastermind is a puppeteer who pulls countless strings
Skills: Athletics 75%, Brawn 80%, Culture to manipulate the world to their liking. They command
(Underworld) 55%, Deceit 45%, Drive 55%, these Organizations with an iron fist, and often employ
Endurance 85%, Evade 50%, Influence 50%, Insight other villains to work as lieutenants or as mercenaries
45%, Intimidation 70%, Perception 50%, Streetwise even though it can sometimes cause a clash of egos.
55%, Willpower 45% Masterminds are clever villains, and like a master chess
Passions: Burn Anything That Gets in My Way 70%, player they usually think several moves ahead. While
Prove How Tough I Am 65%, Serve Whoever Is In the Mastermind is more likely to allow their proxies to
Charge 75% do the dirty work for them, they are often quite
Core Powers: Blast (Fire Blast: Armor Piercing, dangerous in their own right and many are not afraid
Ongoing Damage, Limit: Short Range), Combat to get their hands dirty if need be as long as it doesn’t
Expert (Improvised, Unarmed, Limit: Weapon Wear), put them, or their schemes, at risk.
Durability (Shake It Off, Tireless, Limit: Crash),
294
11. The Righteous and the Irredeemable
animal testing lab. Researchers were attempting to create Tooth & Claw L - 1d10+1d8
human/animal hybrids by splicing genes and producing Blaster Pistol L 10/30/120 1d8+1
Head of the Ladon aerial division of Animus, the winged (Vision, Night Sight, Telescopic Sense), Inherent
Gryphon leads her flying brigade of Erinyes in battle for Armor, Life Support (Breathing, High Pressure, Low
Animus. Although she is rarely seen, what little footage there is Pressure)
of her shows her wearing some kind of powered armor, bristling Limits: External Power Source (Gryphon Armor, all
with many deadly weapons and razor-sharp claws. I suspect she powers except Heightened Sense: Vision and Life
also has genetic augmentations that allow her to operate at high Support: High Pressure, Low Pressure)
altitudes, but this has not been confirmed by my contacts. Gear: Integrated communicator/computer
Skills: Acrobatics 65%, Athletics 65%, Brawn 50%, Kraken (Villain, Technology)
Gryphon Commander of the Cetus sea forces, Kraken has made several
appearances in Brigadier Bay over the past few months,
STR: 13 Action Points: 3
leading me to believe he has some plan in mind for Gemelos
CON: 15 Damage Modifier: +1d2
City. He wears a “cloak” of mechanical tentacles that are filled
SIZ: 13 Power Points: 15
with armaments and can survive at great depths. His soldiers,
DEX: 16 Movement: 6m, 15m Flight (150MPH)
the Octomen, have cephalopod-themed uniforms, are well-
INT: 12 Initiative Bonus: +14
trained, and can work underwater too.
POW: 13 Healing Rate: 3
CHA: 13 Luck Points: 3
Armor: Gryphon armor
Kraken
STR: 15 Action Points: 3
Hit Locations CON: 15 Damage Modifier: +1d4
1d20 Location AP/HP SIZ: 16 Power Points: 17
1-3 Right Leg 6/7 DEX: 14 Movement: 6m, 14m Swimming
4-6 Left Leg 6/7 INT: 13 Initiative Bonus: +14
7-9 Abdomen 7/8 POW: 15 Healing Rate: 3
10 Chest 8/9 CHA: 12 Luck Points: 3
11-12 Right Wing 4/6 Armor: Kraken Armor
13-14 Left Wing 4/6
15-16 Right Arm 4/6
17-18 Left Arm 4/6
Hit Locations
19-20 Head 7/7 1d20 Location AP/HP
1-3 Right Leg 6/8
4-6 Left Leg 6/8
Combat Style 7-9 Abdomen 6/9
Winged Fury 75% (Blaster Pistol, Blaster Rifle, Knife, Powers, Spear), 10-11 Chest 6/10
Unarmed 65% 12 Mechanical Tentacles 6/8
13-15 Right Arm 6/7
16-18 Left Arm 6/7
Attacks 19-20 Head 6/8
Attack Size/Force Range Damage
Unarmed S - 1d3+1d2
Talons M - 1d8+1d2 Combat Style
Pulse Blaster L 15/45/150 1d12 Death’s Embrace: 75% (Baton, Blaster Pistol, Blaster Rifle, Powers,
Whip), Unarmed 70%
O rganizations like Animus can seem like an insurmountable foe with their seemingly limitless forces and
deadly leaders. Villainous Organizations like this are a staple of comics, with groups like Marvel’s Hydra
and DC’s H.I.V.E. acting as thorns in the sides of heroes for decades. If you decide to use Animus, or an
Organization like it, in your campaign, here are a few ideas to keep it from overwhelming your players:
• The villainous organization serves as an incidental foe for the heroes. The Organization’s troops serve as
random encounters during other adventures or act as a distraction to divert the hero from the main threat.
While they are a dangerous force in the campaign world, to the heroes they are nothing more than a nuisance
that needs to be taken out before they deal with the real threat. While some adventures may focus on the
group, most of the time they appear in the background of the setting as a general threat.
• The villainous Organization is a major foe for the heroes. This option works best if the heroes are part of some
benevolent Organization that opposes the villainous group. The heroes encounter agents of the villainous
Organization frequently, and an important ongoing plot point is trying to take the group down. While they do
not need to be the focus of every adventure, they are the main antagonists of most scenarios and even
“independent” villains are involved with them or manipulated into serving the group’s goals.
• The Organization appears to be an ally or patron of the heroes. Most villainous groups don’t see their goals
as “evil,” but feel what they are doing is for the betterment of the world as a whole or some population within
the setting. For example, Animus wants to stop actions contributing to the destruction of ecosystems, and they
want to preserve the natural world. At times this may mean they have the same goals as the heroes, such as
trying to stop a polluting factory from dumping waste into the bay. The group may appear helpful and benign
at first, but eventually they show their hand and the heroes see them for the villains they truly are.
• The villainous Organization may operate behind the scenes, pulling strings like a puppeteer. The group is not
publicly known, and even well-informed government intelligence agencies might believe they are nothing but
a myth. The Organization uses subtle strategies and tactics to manipulate events in the setting. When they have
to resort to brute force, they are careful to cover up any evidence and silence any witnesses. Only a concerted
effort by the heroes will uncover the actors behind these events and reveal the villainous Organization.
While villainous Organizations can be fun if used well, Games Masters also need to make sure the group can
be foiled or defeated by the heroes. Giving the heroes the chance to stop one of the group’s main plots or
capture a vital member of their leadership can empower the heroes, but it still allows the Games Master to use
the group again in the future if need be.
rigorous brainwashing process to ensure their absolute group. They have access to hidden bases all around the
loyalty and are subjected to genetic manipulation that globe as long as they are assigned there by their
not only grants them traits of various animals but also superior (Facilities: Animus Base 50%). Members of
makes them dependent on serums that ward off the Dedicated rank or lower are given basic genetic
side effects: serums that only Animus can provide. modifications that provide some benefits, such as
enhanced natural strength or the ability to breathe
• Protocols: The main rule of Animus is that Chimaera underwater (Special: Basic Powers 30%). Once the
Prime must be followed at all times, and the orders of Proven rank is obtained, their modifications are further
his commanders are the same as if he spoke them enhanced to the level of powers, although the scope is
himself. Animus members are to be loyal, must never limited, and some are provided with specialized Core
reveal secrets of the Organization, and must be willing Power simulating high-tech gear (Special: Advanced
to give their life if it means keeping those secrets or Powers: 60%). Only the three commanders listed above
serving the needs of the group. are of the Overseer rank, and no one but Chimaera
Prime may be of Leader rank.
• Benefits: Members of Animus are given quarters and
have all their basic needs taken care of, and all members • Allotments: Animus scientists have developed or
gain a monthly stipend based on their rank within the stolen highly advanced technology. Members under
298
11. The Righteous and the Irredeemable
Proven rank have access to Restricted Level gear, and much destruction. Years later he remains at large, still hacking
those of Proven or higher have access to Highly into local media to deliver his demands before unleashing a
Restricted weapons, armor, and gear, including some new wave of killer robots on the poor people of the city. Luckily
Core Power-simulating items. the Fearless Force is still around to make sure Doctor Vellaro
never succeeds at his evil plans.
• Forces of Animus: Animus is a paramilitary
Organization with seemingly limitless resources, and Not much is known about Vincent Vellaro before his arrival
they have an army rivaling that of some small nations. here in Gemelos City. He apparently received advanced degrees
Members in support roles, such as technicians and in engineering and robotics from M.I.T., worked at several
flight crews, are treated as Bystanders and are usually other tech firms before settling here, and never married. I
non-combatants. Members of the divisions listed above believe he suffered from some sort of mental illness prior to his
are likely Goons or Soldiers, depending on their skill breakdown, but he is undoubtedly a genius when it comes to
level or function, and the Organization also has developing robots. Despite their many victories over him,
assassins that use the Ninja stats (see page 322). Animus Vellaro’s secret lair has eluded the Fearless Force and they have
has access to cutting-edge technology, and its forces are never been able to bring him to justice. I’ve heard the theories
armed with blaster pistols or rifles while in the field. that Doctor Vellaro is nothing more than an actor hired by the
Many members also have some degree of genetic city, but my question is why would the city spend millions of
modifications that give them animal features. Most of dollars on developing a fake villain? And why allow so much
these modifications are cosmetic, but some are more damage to be done to city property? While Doctor Vellaro may
functional, such as the Octomen being able to breathe be their archnemesis, I think the real enemies of the Fearless
underwater without special equipment. See the Soldier Force are the people who doubt their sincerity and heroism.
on page 323 for details on typical Animus troops.
• C.O.P. Alert: The Doctor Is In: You can easily play it that
the stories about Doctor Vellaro being nothing more than an
The Technophile actor are true. When the city was formulating their plan to
use the Fearless Force as a P.R. tool, they realized they needed
The Technophile is a master of machines, from the a villain. They hired an actual robotics expert with acting
simplest traps to the most complex artificial life. Usually experience named Malcolm Medea to play the role, and the
the Technophile is not powerful on his own, but his method actor immersed himself fully into Doctor Vellaro. In
machines serve as proxies, doing all the dirty work. fact, he furthered his studies on robotics, computers, and
Usually the villain is a master of one particular type of advanced engineering to help maintain the façade.
machine, such as robotics or computers, and they are Unfortunately, like his fictional self, Malcolm snapped under
often capable of producing machines far beyond the the pressure of his cloistered lifestyle and the negative press
normal level of technology for the campaign. Within about his alternate persona. He now believes himself to be the
the realm of his expertise, the Technophile is nearly actual Doctor Vellaro. Gaining access to the hidden lab that
unstoppable, but outside that realm he is at a severe produces the fake drones used in the orchestrated attacks, he
disadvantage. Technophiles do not have to use heavily modified them to have actual lethal weaponry, even
technology exclusively and this villain can easily going so far as establishing a hidden base to launch a real
represent someone who uses magical creations, such as attack on the city. How will the Fearless Force and Gemelos
an alchemist who crafts golems or a sorcerer who City handle a genuine version of Doctor Vellaro, and will the
manipulates elemental beings. characters be able to stop his rampaging drones before they
cause real harm?
Doctor Vellaro (Villain, Technology)
Doctor Vellaro
By far the dastardliest villain in all of Gemelos City is the
STR: 10 Action Points: 3
villainous Doctor Vincent Vellaro. Once a preeminent expert in
CON: 12 Damage Modifier: -
robotics at Talos Robotics, his mind snapped when the company
SIZ: 13 Power Points: 16
was shut down due to a violation of the city tax codes. He
DEX: 12 Movement: 6m
hatched a scheme of revenge on all of Gemelos City, using his
INT: 18 Initiative Bonus: +15
knowledge to construct a fleet of highly advanced combat
drones fitted with powerful lasers and micro-rockets. Vellaro POW: 14 Healing Rate: 2
heralded his attack on the city by taking over the big screen at CHA: 15 Luck Points: 3
Center Court and announcing his plans to level every Armor: Polyweave uniform
Combat Style
11. The Righteous and the Irredeemable
Hit Locations
1d20 Location AP/HP
1-3 Right Leg -/6
In her secret laboratory, Dr. Echidna reveals her 4-6 Left Leg -/6
monstrous true form. 7-9 Abdomen -/7
10-12 Chest -/8
after the conference where she revealed her findings, and as her 13-15 Right Arm -/5
colleagues laughed her offstage, some say she vowed to prove 16-18 Left Arm -/5
her theories to them one way or another. Perhaps her work is 19-20 Head -/6
somehow being manipulated by these mysterious doctors for
their own sinister goals?
Combat Style
• C.O.P. Alert: The Mother of Monsters: Like her Mother’s Touch: 55% (Baton, Club, Light Pistol, Staff, Stun Gun),
mythological namesake, Dr. Echidna is the creator of the Unarmed 50%
Extranormal monsters plaguing the Ossuary. After she was
derided for her theories on the Godstrand, she worked tirelessly
to find a way to control the genes and recreate them in others. Attacks
She used her resources and contacts to help found Pandora Attack Size/Force Range Damage
Pharmaceuticals as a way of funding her true passions. Dr. Unarmed S - 1d3-1d2
Echidna is on the verge of a breakthrough in controlling the
Godstrand, but her unlawful research continues to leave Skills: Athletics 45%, Brawn 45%, Deceit 60%, Drive
behind failed attempts to perfect her process. All around the 40%, Endurance 50%, Evade 50%, Influence 70%,
Ossuary her secret research labs experiment on willing or Insight 85%, Knowledge (Extranormals) 95%,
unwilling guinea pigs who show no markers for the Medicine 95%, Perception 85%, Research 90%,
Godstrand. Inevitably these experiments either result in the Science (Biology, Chemistry) 110%, Science (Genetics)
test subject’s death and incineration, or their becoming some 115%, Willpower 75%
302
11. The Righteous and the Irredeemable
Passions: Control the Godstrand 85%, Prove That Limits: Vulnerability (Electricity)
My Theories Are Right 75%, Remain Hidden From Gear: None
the World 70%
Core Powers: Savant (Science: Biology, Science:
Chemistry, Science: Genetics, Instant Specialization, The Malformed
Parallel Knowledge)
Limits: Latent (monster form activates when she Often tragic in nature, the Malformed is a villain who
chooses or if she takes a Serious Wound) was rejected by society for some deformity or mutation
Gear: Smartphone, laptop that makes him different from the norm. The condition
could be the result of an accident or experimentation,
or it occurred at birth, but whatever the source, it makes
Monster Form the Malformed monstrous by standard views of beauty.
STR: 22 Action Points: 1 In some cases, the Malformed is not evil, but lashes out
CON: 21 Damage Modifier: +2d8 at others as a result of the abuses they suffered as a
SIZ: 40 (10) Power Points: 24 result of their affliction. For other villains, the rejection
DEX: 12 Movement: 10m has made them bitter and angry at society and they seek
INT: 7 Initiative Bonus: +10 (+6 w/ Growth) to tear down the “normal” people, or make others like
POW: 19 Healing Rate: 5 themselves so they become the new standard.
CHA: 6 Luck Points: 4 Malformed villains often have powers that are physical
Armor: Thick Skin in nature, with their enhanced bodies serving as a
tradeoff for their hideous appearance.
Hit Locations GERYON (Archvillain, Experimentation)
1d20 Location AP/HP
1-3 Tentacle 1 12/17 I have spent years studying Extranormals in all their forms,
4-6 Tentacle 2 12/17 and I have seen both wondrous and terrible things, but until I
7-9 Tentacle 3 12/17 came face-to-face with Geryon, I had never seen the true face
10-12 Tentacle 4 12/17 of evil. Let me clarify that is not a statement about his
13-15 Abdomen 12/19 appearance, although he exemplifies the idea that the body can
16-18 Chest 12/20 be a mirror to the soul. Geryon is wicked to the core, and his
19-20 Head 12/18 senseless assaults on the beleaguered people of Gemelos City
bring nothing but misery, ruin, and tragic loss of life. Living
in the drains under the city, the city became aware of him eight
Combat Style years ago when several sewage workers were found horribly
Unarmed 80% mangled and partially devoured. It was originally thought that
the classic urban legend of sewer alligators was to blame, but
then a group of exterminators discovered Geryon and learned
about the true monster beneath our feet.
Attacks
Attack Size/Force Range Damage Geryon stands as tall as an elephant, and his warped and
Unarmed L 10m 1d4+2d8+1 twisted body is corded with thick muscle that makes him just as
Bite H - 2d6+2d8 strong as one. I’ve seen footage of him shrugging off bullets like
they were spitballs, and he can leap high enough to reach the
Skills: Athletics 70%, Brawn 75%, Endurance 80%, Evade roof of a small apartment building. The most disturbing thing
50%, Insight 55%, Perception 65%, Willpower 75% is the presence of three vestigial faces on his chest. Each one is
Passions: Destroy Everything 75%, Smash and Grab 85% a different aspect of his personality, and each one seems to
Core Powers: Adhesion (Expert Grappler, Limit: manifest different powers. One allows him to become even
Uncontrolled Stickiness), Close Combat Attack (Bite: stronger, another has devious psychic power, and the third fills
Toxic, Limits: Poor Defense, Conditional: only against his body full of deadly energy that he can hurl, blasting apart
grappled targets), Combat Expert (Grappling, anything or anyone in his way. Geryon is one of the most
Unarmed, Ready for Action), Durability, Enhanced fearsome villains in all of Gemelos City, and one I hope to
Strength (Clobber, Ground Pound, Power Lift), never cross paths with again.
Growth (Swat, Titanic, Limit: Always On), Heightened
Sense (Vibration Sense, Weakened Sense: Sight), • C.O.P. Alert: Power Hungry: Geryon is a fearsome villain
Inherent Armor (Nigh Invulnerability), Regeneration, as presented, but Game Masters who want to make him truly
Stretching (Maximum Stretch, Limit: Slow Retraction) horrific can consider the following option. Geryon was created
303
Destined
The Assassin become aware of the unwanted attention from the killer, and
thus reaches out to the heroes to help him, even though he
Killers who work for the highest bidder, Assassins are has no idea why a world-famous assassin would possibly be
not motivated by bloodlust, cruelty, or vengeance. To after him.
them killing is simply a means to an end, with the end
usually being a large payout. They are mercenary Obake
murderers, contracted by one specific group or anyone
STR: 15 Action Points: 3
who can meet their price. Murder is business, not
CON: 14 Damage Modifier: +1d2
personal, but failing to complete a job is not an option
SIZ: 12 Power Points: 15
for the Assassin, so she usually takes the time to cover
DEX: 19 Movement: 7m
all the angles and study the target to ensure that she
INT: 14 Initiative Bonus: +26 (+24 w/ armor)
succeeds. If the Assassin’s target manages to elude
POW: 13 Healing Rate: 3
her, the villain often becomes obsessed with completing
CHA: 9 Luck Points: 3
the contract to maintain her carefully cultivated
Armor: Padded Leather w/ Lt. Combat Armor
reputation.
Near the dawn of the 20th century, Gemelos City grew in leaps DEX: 6 Movement: 3m
and bounds, and for many, Aletheia University was quickly INT: 22 Initiative Bonus: +14
becoming the pinnacle of education on the West Coast. The POW: 20 Healing Rate: 2
university only hired the brightest minds to teach in their CHA: 17 Luck Points: 4
hallowed halls, and Mortimer Poe was among the most Armor: Armored chassis
City. Professor Poe was the head of the Brass Band, one of the 4-6 Left Rear Legs 3/6
most dangerous gangs in the city, and his men frequently 7-9 Right Front Legs 3/6
clashed with the Coachman. It was on one of these occasions 10-12 Left Front Legs 3/6
that a fire broke out and the Professor was caught in the blaze. 13-15 Body 6/8
With extensive burns all across his body, the Professor barely 16-18 Manipulator Arm 4/5
clung to life, instructing his most loyal lieutenants to preserve 19-20 Dome 6/7
Over the next few years the Professor and his Brass Band
battled the Coachman many times, but the Victorian hero Attacks
always managed to defeat them. Knowing he would eventually
be caught, Professor Poe and his most loyal followers entered Attack Size/Force Range Damage
Unarmed S - 1d3-1d2 (+1 with
into a state of cryogenic sleep, hoping when they woke that a
Energy Field)
new world ripe for the plundering would be waiting for them.
Tesla Gun H 30/100/300 2d6+2
The Professor emerged from his long sleep a few years ago and
308
Skills: Athletics 55%, Brawn 65%, Craft
(Clockwork) 110%, Culture (Underworld) 80%,
Deceit 70%, Drive 50%, Electronics 95%,
Endurance 65%, Evade 50%, Influence 85%,
Insight 70%, Knowledge (History) 75%,
Mechanisms 95%, Medicine 85%, Perception
70%, Research 85%, Science (Biology) 75%,
Stealth 45%, System Ops 65%, Willpower 80%
Passions: Gain Control of the Underworld
75%, Acquire Modern Technology 65%, Get a
New Body 80%
Core Powers: Energy Field (Galvanic Pulse
1d12: Energy Flare, Fast Field), Force Field
(Kinetic Aegis: Bolster, Fire Point), Inherent
Armor (Armor Up), Life Support (No
Breathing, No Sleep, No Sustenance, Vacuum),
Resistance (Ballistic, Edged Weapons), Savant
(Craft: Clockwork, Electronics, Mechanisms:
Parallel Knowledge, Limit: Skill Deficiency:
Brawn, Stealth), Telepathy (Party Line, Limit:
Mental Overload)
Limits: Distinctive Appearance (Brain in a Jar),
Impaired Recovery (Only can recover Power
Points while attached to source of electricity),
Physical Limitation (No sense of smell, taste, or
touch; impaired movement)
Gear: Integrated Tesla Gun (Blaster Rifle)
past. He appears to have some military training and is far more 4-6 Left Leg 2/6
disciplined than his compatriots. The Professor fitted him with 7-9 Abdomen 3/7
powerful Tesla coils that allow Bowery Boy to generate deadly 10-12 Chest 4/8
blasts of electricity, which he uses to great effect against anyone 13-15 Right Arm 2/5
Bowery Boy
STR: 12 Action Points: 3
Combat Style
CON: 14 Damage Modifier: - Shock and Awe 70% (Club, Heavy Pistol, Knife, Powers, Shotgun),
SIZ: 12 Power Points: 15 Unarmed 60%
DEX: 13 Movement: 6m
INT: 12 Initiative Bonus: +13 (+11 with armor)
POW: 15 Healing Rate: 3
Attacks
CHA: 12 Luck Points: 3 Attack Size/Force Range Damage
Armor: Copper-plated armor with padded Unarmed S - 1d3 (+1 with
leather Energy Field)
Lightning Blast L 14/-/- 1d10
Metal Pipe M - 1d6 (+1 with
Energy Weapons)
309
Destined
Although he is not the brightest of the Brass Band, Plug Ugly Short Tail (Minor Villain, Training)
makes up for it with a pathological love of destruction. His
right arm was replaced with a small clockwork cannon that he While it might seem progressive that Professor Poe had a
uses to great effect and without any concern for the collateral woman in his inner circle back in Victorian times, when you get
damage he inflicts. The other members of the Brass Band have to know Short Tail you quickly learn why he wanted her on his
learned to point Plug Ugly at their foes and let him blast away side and not against him. She is a skilled and vicious up-close
at whatever is in his path. fighter, using the ball and chain attached to her left arm to
great effect. She seems to have some deeper connection to
Plug Ugly Bowery Boy, and the two of them work very effectively together
in combat.
STR: 14 Action Points: 3
CON: 14 Damage Modifier: +1d2
SIZ: 15 Power Points: 14
Short Tail
DEX: 14 Movement: 6m STR: 14 Action Points: 3
INT: 8 Initiative Bonus: +11 (+8 with armor) CON: 12 Damage Modifier: +1d2
POW: 14 Healing Rate: 3 SIZ: 12 Power Points: 13
CHA: 10 Luck Points: 3 DEX: 15 Movement: 6m
Armor: Brass plated armor with padded leather INT: 12 Initiative Bonus: +14 (+12 with armor)
POW: 13 Healing Rate: 2
CHA: 12 Luck Points: 3
Hit Locations Armor: Brass plated armor with padded leather
1d20 Location AP/HP
1-3 Right Leg 2/6
4-6 Left Leg 2/6
Hit Locations
7-9 Abdomen 3/7 1d20 Location AP/HP
10-12 Chest 4/8 1-3 Right Leg 2/5
13-15 Cannon Arm 5/7 4-6 Left Leg 2/5
16-18 Left Arm 2/5 7-9 Abdomen 3/6
19-20 Head 2/6 10-12 Chest 4/7
13-15 Right Arm 2/4
16-18 Left Arm 4/4
Combat Style 19-20 Head 2/5
Assault and Battery: 70% (Club, Heavy Pistol, Heavy Weapons, Rifle,
Thrown Weapons), Unarmed 70%
Combat Style
Old Ball and Chain 75% (Chain, Club, Light Pistol, Shotgun, Whip),
Unarmed 65%
310
11. The Righteous and the Irredeemable
Mute and massive, Slaughter House seems like something out Swamp Angel (Minor Villain, Training)
of your worst nightmare or the scariest horror movie. He towers
over his compatriots and his body is covered with strange tubes Neither crude nor crass - unlike most members of the Brass
that continuously pump glowing liquid into his muscles. His Band - Swamp Angel moves with surprising grace and poise.
skin has also been fused with steel plating, making him In footage I’ve seen of him, he speaks eloquently and seems like
extremely durable. If that weren’t bad enough, he carries a meat an educated man, so he seems out of place among the rest of
cleaver nearly as tall as he is that he uses to great effect. Even Professor Poe’s crew. But for all his noble bearing, he can be
fellow gang members steer clear of Slaughter House in battle. just as deadly and he uses his grace to great effect when on a
job. In addition to being a skilled thief, he uses a long gaff hook
Slaughter House during fights to unbalance his enemies or vault over them.
311
Destined
Combat Style their mind invaded and taken over if the Programmer wishes,
and then wake up kilometers away with no idea how they got
Hook or Crook 70% (Club, Gaff Hook, Knife, Spear, Staff), Unarmed
there and what they did during the missing time. Insidious and
65%
devious, he is an extremely dangerous criminal in our
technologically advanced and dependent world.
Attacks
Before he became the Programmer, Linus Pascal was a
Attack Size/Force Range Damage computer engineer and software developer for Archimedes
Unarmed M - 1d4+1
Computing, considered one of their best. From what I’ve
Gaff Hook L 2m 1d8+1
learned in interviews with those who knew him, he egotistically
Throwing Blade S 5/10/20 1d4
believed he could lead the company better than Edwin Shore.
When his boss got wind of what he was saying, Pascal was cut
Skills: Acrobatics 75%, Athletics 70%, Brawn 55%, loose, accused of stealing ideas from their internal development
Courtesy 65%, Deceit 65%, Drive 65%, Endurance team and passing them off as his own. Whether this was true or
60%, Evade 70%, Influence 65%, Insight 75%, not is still not known, but the accusations snapped Pascal’s
Mechanisms 70%, Perception 60%, Perform (Dance) mind. He modified himself using technologies stolen from other
75%, Sleight 70%, Stealth 70%, Willpower 65% tech companies, further unhinging his mind. Through it all,
Passions: Follow Professor Poe 60%, Charm and Poise his hatred of Edwin Shore has remained, and Archimedes
70%, Self-Preservation Over Loyalty 70% remains the primary target of his criminal endeavors.
Core Powers: Combat Expert (Reach, Throwing,
Unarmed, Expert Strike, Precise Strike), Enhanced • C.O.P. Alert: Take Me Out to the Ballgame: During their
Reactions (Nimble, Parkour, Limit: Overwhelmed) annual ‘Make Some Noise’ night, the Cabezon baseball team
Limits: None gives out 5,000 pairs of wireless earbuds to the first fans
Gear: Padded Leather Armor, Gaff Hook (treat as through the gates, all emblazoned with the team logo. During
Spear with Entangle Trait), 10 Throwing Blades the game, everyone wearing them gets access to a special feed
of music, announcements, and clues for a special giveaway
that takes place after the sixth inning. It’s one of their most
The Controller popular giveaways, and during any season when the team is
in a slump, it’s a great promotion to boost ticket sales.
Some villains want financial power, others want literal Unfortunately, this year the Programmer hijacked the
power, and then there are those that crave power over shipment and added his own special touches to the earbuds,
other people. The Controller has powers that allow him allowing him full access to their systems so he can transmit his
to bend the will of others to his own, and he uses other diabolical control signal to all the wearers. His plan is to wait
people like tools to get what he wants. The most until the sixth inning, and then activate the devices and
common form of the Controller possesses mind-control instruct his unwitting puppets to begin tearing the stadium
abilities and can literally strip victims of their will, but apart, lashing out at other attendees, and then run out into
Controllers who hijack emotions or use illusions to trick the streets to cause as much chaos and destruction as possible,
and manipulate can be just as dangerous. In comics, all leading up to a coordinated attack on Archimedes
Controllers often use their powers to get others to steal Computing. Perhaps the characters or someone they know are
for them or act as unwitting assassins, which can be at the game, and may even be wearing a pair of the earbuds.
disturbing in its own right, but the Games Master must Can they stop the berserk baseball fans before they cause too
be careful in how Controllers use their victims much harm, and is the plot a ruse by the Programmer to
(especially player characters), as some themes may misdirect law enforcement from his real crime?
evoke discomfort in your players.
The Programmer
The Programmer (Villain, Technology)
STR: 11 Action Points: 3
CON: 12 Damage Modifier: -
Some researchers compare the human brain to a computer as a
SIZ: 12 Power Points: 18
way of helping to explain an organ that we are still trying to
DEX: 12 Movement: 6m
fully understand. The villain known as the Programmer took
INT: 16 Initiative Bonus: +14
this analogy to heart and devised a way to hack into others’
POW: 16 Healing Rate: 2
brains to gain control of them so they can act as his unwilling
CHA: 12 Luck Points: 3
minions. He does this through advanced technology that he
Armor: Polyweave Uniform
integrated into his own body through implants and cybernetics,
establishing control through the victim’s own technology. So
someone on their cell phone or a worker on a laptop can have
312
Hit Locations
1d20 Location AP/HP
1-3 Right Leg 1/6
4-6 Left Leg 1/6
7-9 Abdomen 1/7
10-12 Chest 1/8
13-15 Right Arm 1/5
16-18 Left Arm 1/5
19-20 Head 1/6
Combat Style
System Crash: 55% (Baton, Club, Light Pistol, Heavy Pistol, Taser),
Unarmed 55%
Attacks
Attack Size/Force Range Damage
Unarmed S - 1d3
deaths can be accounted for by these theories, I posit something vowed to hunt down anyone affected by his mistake. This is the
else killed them: an Extranormal with powers beyond any that scenario reflected in the Passions and Skills of the Superslayer
was ever known. A Superslayer. below.
I first found mention of this being on a scroll dating back to • He is an extremely powerful Extranormal who was also
the Ubaid II period of Mesopotamia, which referred to a great gifted with immortality. In ancient times he sought to prove
warrior who wore a heavy iron helm shaped like the maw of a that he was the strongest warrior in the world, so he fought
dragon. This ‘Iron Dragon’ was said to have fought the great and killed all the other powered people to extinction, going
god Marduk and slain him on the steps of his own temple with into a deep slumber until more worthy adversaries appeared.
a bronze spear. Digging further, I found more accounts of this
strange warrior in other places: battling Beowulf in the icy • There was not one Superslayer, but many over several
forests of Scandinavia, wrestling Heracles as pillars toppled generations. A cabal of powerful ancient leaders discovered
around them, catching an arrow from Freya before hurling it the true source of Extranormals, and while for some reason
back into her chest. He is considered to be the greatest warrior they couldn’t use it to grant themselves powers, they could use
of all time, and seemingly timeless because stories of him can be it to create a champion to slay anyone they deemed a threat to
found stretching back hundreds, if not thousands, of years. their rule. As a new generation of heroes rises, this cabal has
From what I can gather, he is said to be a massive man who is returned and created a new champion to exterminate all who
never seen without his helmet. No one ever saw his face, but possess the Godstrand.
some stories describe him with skin of either blue or gray. He is
a capable warrior, able to wield nearly any weapon with lethal The Superslayer
accuracy, and he has the strength to toss trees like spears, and
STR: 27 Action Points: 3
skin so hard that arrows and swords bounce off it. A truly
CON: 24 Damage Modifier: +1d8+1d6
magnificent being, and despite what my colleagues say, one I
SIZ: 22 Power Points: 30
believe existed outside of myth. I theorize that he stalked and
DEX: 19 Movement: 8m
hunted down nearly all the ancient Extranormals,
INT: 14 Initiative Bonus: +20
exterminating them for some unknown reason. It is fortunate
POW: 25 Healing Rate: 7
for the current generation that no account of this Superslayer
CHA: 11 Luck Points: 5
has been found since 612 AD, so they can rest easy knowing he
Armor: Tough Skin
won’t be coming for them anytime soon.
• C.O.P. Alert: Rise of the Superslayer: The last recorded Hit Locations
sighting of the Superslayer is believed to be part of the epic tale
1d20 Location AP/HP
of Beowulf, wherein the “dragon” that slew the great hero was
1-3 Right Leg 8/17
in reality the Iron Dragon persona of the villain. The
4-6 Left Leg 8/17
Superslayer has been in a state of suspended animation for
7-9 Abdomen 8/18
centuries, waiting for a time when heroes once again begin to
10-12 Chest 8/19
arise, so he can resume his extermination of their kind. Just as
13-15 Right Arm 8/16
the characters begin their careers, the Superslayer rouses from
16-18 Left Arm 8/16
his long slumber and starts to gather his strength to begin a
19-20 Head 8/17
new crusade against all of those who gained powers during
The Awakening.
Combat Style
The Superslayer is meant to be a villain that is far beyond the
Slayer 110% (Axe, Bow, Club, Spear, Sword), Unarmed 90%
Power Level of even the strongest heroes, and only good
planning, teamwork, and research can give the characters a
chance of defeating him. His origins and the motivations for
his hunt are left for the Games Master to decide. Here are Attacks
some possible options as to who the Superslayer is and why he
Attack Size/Force Range Damage
hunts down the powered:
Unarmed L - 1d4+1d8+1d6+1
Slayer Spear E 2m 2d8+1d8+1d6
• He is an alien being who crash-landed on Earth just as
humanity was starting to establish itself as a civilized people.
Something from his ship leaked into the atmosphere and
changed the DNA of certain individuals, giving rise to the
first generations of ancient powered beings. Feeling
responsible for the mutation of humanity, the Superslayer
314
11. The Righteous and the Irredeemable
Skills: Acrobatics 75%, Athletics 85%, Brawn 110%, somehow vanishes back wherever he came from, leaving only
Craft (Weaponry) 75%, Deceit 60%, Drive 40%, destruction in his wake. In speaking to law enforcement, his
Endurance 85%, Evade 80%, Influence 70%, Insight attacks seem to have a purpose, but it is difficult to discern his
75%, Intimidation 95%, Knowledge (Extranormals) exact goal. He steals equipment, assassinates people with no
75%, Perception 85%, Pilot 65%, Ride 75%, Stealth link to each other, and kidnaps others with no visible pattern,
70%, Survival 95%, System Ops 60%, Track 85%, but they believe there is some endgame Typhon has in mind.
Willpower 90% Unfortunately, only he knows his ultimate plan.
Passions: All Afflicted with the Godstrand Must Die
90%, Humanity Must Be Pure of Mutation 80%, No Typhon is physically imposing, standing taller than the
Rest Until the Mission is Done 75% tallest player on the Kingfishers, and moves faster than his size
Core Powers: Close Combat Attack (Slayer Spear: would seemingly allow. His appearance is clearly inhuman,
Armor Piercing, Quick Draw, Ranged Parry, Weapon with a bestial visage and a mane of writhing tentacles cresting
Traits: Defensive, Reach 2), Combat Expert (Duelist, his shoulders and back. He possesses tremendous strength and
Grappling, Impaling Attack, Improvised, Pinning is said to be a very skilled combatant, suggesting some military
Attack, Reach, Throwing, Unarmed; Expert Strike, experience. Also, he can generate deadly beams of energy from
Ready for Action, Limit: Signature Weapon: Slayer his eyes. His mutations seem almost purposeful, and I believe
Spear). Enhanced Reactions (Additional Reactions), that he was created with some level of intention. While Typhon
Enhanced Strength (Clobber, Power Lift, Super Leap), is very clever, I also suspect he may be working with another
Heightened Sense (Hearing, Sight, Esoteric: criminal who directs his actions. The idea that Typhon works for
Godstrand, Tracking Sense), Inherent Armor (Armor someone even more devious is a frightening prospect for all of
Up, Nigh Invulnerability, Stand Fast), Life Support Gemelos City.
(Aging), Negation (Additional Powers, Energy Drain,
Limits: Conditional: only on targets with Godstrand, • C.O.P. Alert: Mother’s Little Helper: As Dr. Echidna’s
Linked: Close Combat Attack), Precognition (Danger right-hand man, Typhon works to further her research by
Sense), Regeneration (Reptilian Regeneration), obtaining valuable equipment and test subjects. He also
Resistance (Ballistic, Bludgeoning, Cold, Cutting, Fire, destroys anyone who is a potential threat to her, a part of his
Electricity, Piercing) job that he thoroughly enjoys. He is also bound to her by the
Limits: Impaired Recovery, Vulnerability (Radiation) unstable nature of his artificial Godstrand mutations, and his
Gear: Slayer Spear need for a special stabilization serum keeps him on a short
leash. While it may seem that Typhon is at Echidna’s mercy, he
is slavishly loyal to her and would be willing to lay down his
The Loyal Lieutenant life for her. She only sends him out on the most important
missions, and as a direct link to her plans he would be vital to
The Loyal Lieutenant is not the master villain, but the heroes’ learning about what Pandora Pharmaceuticals is
serves a villain he believes is greater or more capable really doing. A few possible missions he could be encountered
than himself. Lieutenants believe their role is to bring on include:
about the plans of their master, often serving as muscle
or as a field operative while the main villain devises • Iaso Healthcare recently developed an experimental genetic
plans and strategies. The Loyal Lieutenant may actually extractor that would be invaluable in Echidna’s research, and
be more powerful than the one he serves, and if he Typhon is sent to their R&D facility to steal it.
decides to turn on his master, could easily destroy them.
But something keeps him in the service of the master • Typhon is often sent out to kidnap people who possess the
villain. It may be a sense of duty, extensive Godstrand so they can be used as test subjects and harvested
brainwashing, or blind fanaticism, but turning the for their genetic material. Perhaps the heroes encounter a
Lieutenant away from his master is nearly impossible young X-N on the run from Typhon.
and he will give anything to protect the one he pledged
his loyalty to. • A reporter for the Gemelos Herald has been researching the
mysterious labs that have been popping up in the Ossuary and
Typhon (Villain, Experimentation) uncovers a tenuous tie to Pandora. Typhon is sent out to
silence the reporter before he can dig deeper.
Of all the monstrous mutated X-Ns appearing in the Ossuary
as of late, Typhon is one of the most dangerous because he is not
a berserk savage or a mindless beast. He is exceptionally
intelligent and very capable, and he possesses extremely
dangerous powers that he uses to great effect. When he
surfaces, he strikes quickly and has a set goal in mind, then
315
Destined
Hit Locations
1d20 Location AP/HP
1-3 Right Leg 1/7
4-6 Left Leg 1/7
7-9 Abdomen 1/8
10-12 Chest 1/9
13-15 Right Arm 1/6
16-18 Left Arm 1/6
19-20 Head 1/7
Combat Style
Heartbreaker: 70% (Baton, Bola, Light Pistol, Staff, Throwing Knife),
Unarmed 75%
Attacks
Attack Size/Force Range Damage
Unarmed M - 1d4+1
Trick Bola M 10/25/50 1d4+special
The alien sorcerer Xaal was banished to Earth
Throwing Knife S 5/10/20 1d4
from another dimension. A master of the foulest
kinds of black magic, he ceaselessly plots to
Skills: Acrobatics 95%, Athletics 85%, Brawn 55%, enslave the people of Gemelos City.
Culture (High Society, Underworld) 75%, Deceit 85%,
Demolitions 55%, Drive 65%, Electronics 65%,
Endurance 65%, Evade 85%, Forgery 85%, Gambling
80%, Influence 80%, Insight 80%, Mechanisms 90%, The Warlock
Perception 80%, Perform (Acting) 75%, Perform
(Dance) 105%, Research 80%, Seduction 80%, Sleight Whether magic is real or not in the setting, the Warlock
110%, Stealth 95%, Willpower 80% believes with conviction that his powers are derived
Passions: Always Enjoy Life 75%, The Thrill Is in the from arcane sources. Warlocks wear the trappings of
Challenge 75%, What’s Yours Should Be Mine 80% the mystic arts, and seek ways to increase their already
Core Powers: Combat Expert (Pinning Attack, potent abilities through the acquisition of strange
Throwing, Unarmed), Enhanced Reactions artifacts, ancient texts, and forbidden rites. Of all the
(Additional Reactions, Nimble, Parkour, Superior villains here, the Warlock is the one most likely to be
Balance, Limit: Impulsive), Lucky (Bad Penny, motivated by the acquisition of personal power, even at
Environmental Editing, Limit: Black Cat), the cost of his immortal soul, or the souls of others after
Precognition (Danger Sense), Savant (Mechanisms, unleashing some terrible horror upon the world.
Sleight, Stealth), Portals (Quick Jump, Far Reach [see Warlocks often traffic with powerful entities that have
page 79], Full Stop, Persistent Portals) their own designs and plans, and they are usually
Limits: None served by mystical creatures such as the undead,
Gear: Polyweave Costume, 5 Trick Bolas (2 Flashbang, demons, or alien horrors from beyond the stars.
2 Taser), 10 Throwing Knives, climbing kit, lockpicks,
glass cutter
317
Destined
Misguided Vigilante is a villain who believes he is doing fending off an enraged Watchdog, who is observing the event
what is right, but he is pursuing his goals in the wrong from a nearby building. Should they succeed, it’s likely that
way. In most cases he is working to right some wrong, he’ll add them to his list of villains.
whether perceived or real, but tries to stop it through
violence and destruction. The Misguided Vigilante may Watchdog
fight against the same criminals as the heroes do, but he
STR: 16 Action Points: 3
often uses lethal force and is not concerned about
CON: 17 Damage Modifier: +1d4
collateral damage. Misguided Vigilantes may also make
SIZ: 15 Power Points: 16
“villains” out of other parts of society, waging war
DEX: 14 Movement: 6m
against corporations, governments, or law enforcement
INT: 12 Initiative Bonus: +21 (+18 w/ armor)
in an attempt to bring down those systems to make way
POW: 14 Healing Rate: 3
for something they believe is better.
CHA: 10 Luck Points: 3
Armor: Watchdog Armor
Watchdog (Minor Villain, Training)
When Watchdog first appeared on the scene, he was heralded Hit Locations
as a “new breed of hero” and someone who could enact real
change in Gemelos City. He started by targeting corrupt cops in 1d20 Location AP/HP
1-3 Right Leg 6/8
the Ossuary, something sadly not in short supply, exposing their
4-6 Left Leg 6/8
criminal activities so they could be arrested. Watchdog changed
7-9 Abdomen 6/9
his methods when they were not charged, or made plea bargains
10-12 Chest 6/10
to take down bigger fish. Believing the city government to be
13-15 Right Arm 6/7
utterly corrupt, he began leaving bodies behind instead of
16-18 Left Arm 6/7
battered crooked cops. Watchdog vowed to take his crusade to
19-20 Head 6/8
clean up Gemelos City all the way to the top, which culminated
in his infamous attack on the mayor (see page 271), almost
resulting in her death. He escaped the authorities and remains Combat Style
at large, probably planning his next attack to “clean up” our
Attack Dog: 80% (Heavy Pistol, Heavy Weapons, Light Pistol, Rifle,
fair city.
Thrown Weapons), Unarmed 75%
Watchdog does not seem to have any powers, but he’s clearly
well-trained and possibly has a military or law enforcement Attacks
background. He has expertise in most weapons, but seems to
Attack Size/Force Range Damage
prefer high-powered firearms and explosives. He also has some
Unarmed M - 1d4+1d4+1
degree of technical skill, and can fashion traps to confound and
Assault Rifle H 200/500/2000 2d6+1
kill his targets. I’ve been told he recently upgraded to high-tech
Frag Grenade - 10/20/30 3d6+2, 4m radius
battle armor, and where he obtained this new equipment is still
unknown. Perhaps Watchdog has some benefactor that also
wants to see Gemelos City burn, or maybe he’s more skilled than Skills: Athletics 75%, Brawn 80%, Craft (Explosives,
people give him credit for. Either way, with each new upgrade, Traps, Weapons) 85%, Culture (Law, Underworld)
Watchdog becomes a bigger threat to the city’s safety. 75%, Deceit 65%, Demolitions 85%, Drive 80%,
Electronics 70%, Endurance 85%, Evade 70%,
• C.O.P. Alert: Deadlocked: Recently, a high-profile member Influence 60%, Insight 65%, Intimidation 75%,
of the Ossuary’s police force was arrested on multiple charges Mechanisms 65%, Perception 70%, Stealth 55%,
of police brutality and drug trafficking. Despite a large Streetwise 70%, Survival 70%, Track 70%, Willpower
amount of strong evidence, when his case went to court it was 95%
reported that the jury was deadlocked, which threatened a Passions: Bring Down the System 85%, Power
mistrial. Most people suspect the dirty cop’s organized crime Corrupts Absolutely 75%, Violence Is the Only
friends paid off or threatened members of the jury, but Language Scum Understands 75%
Watchdog sees it differently. He believes the jury is another Core Powers: Combat Expert (Grappling, Long Guns,
symptom of the corruption in the city, so he decides to take Unarmed: Expert Strike, Ready for Action, Speed
matters into his own hands. After learning the location of the Load), Enhanced Reactions (Additional Reactions,
hotel the jury is sequestered in, he rigs the building with deadly Limit: Overwhelmed), Heightened Sense (Night
traps and manages to seal it off from the outside world. The Sight), Inherent Armor (Limit: Bulky)
people trapped inside only have a short time before they are all Limits: External Power Source (Watchdog Armor, all
maimed or killed by the misguided madman’s traps, and the powers except for Combat Expert)
heroes will have to find a way to rescue them, all the while Gear: Assault Rifle, 5 Frag Grenades 319
Destined
A beast is the generic template for ordinary animals, • For aliens, mythical beasts, or mutated animals, mix
monsters, and creatures the heroes might encounter and match the above to create something unique. You
during the course of their adventures. While there are can also add powers to represent unique abilities. Give
thousands of different types of animals (or more if the that Tyrannosaurus laser vision and watch your players
campaign travels to space or into other dimensions), scramble for cover!
most beasts can be represented simply for ease of play.
The statistics block below is for a medium-sized • For swarms of smaller creatures, assign the Swarm the
aggressive creature such as a jungle cat, a large wolf, or Radius Trait (page 132) for its attacks, and give it a
a guard dog. By altering the generic template below single Hit Point value equal to twice the value of the
you can create nearly any animal quickly by using the highest Hit Location value. Swarms often have
following guidelines: Resistance (page 256) to most normal forms of attack
such as unarmed strikes and personal weapons, but not
• For small creatures, reduce the Damage Bonus and against energy attacks or those that affect larger areas.
Hit Points and increase skills such as Evade to represent Unless it is being controlled by an outside force, a
faster reactions. swarm must make a Willpower check when it reaches
half its Hit Point value or be dispersed.
320
11. The Righteous and the Irredeemable
Ninja
Passions: Bully the Weak 60%
Combat Style (Goon) 50%
For better or worse, the ninja has been part of comic
Light Pistol (For: L, Dam: 1d6), Knife (Size: S, Dam: 1d4+1d2+1),
books since the 1980s. Covert assassins depicted
Unarmed (Size: S, Dam: 1d3+1d2)
wearing stereotypical black outfits and wielding an
Hit Locations array of deadly martial arts, comic book ninjas are often
the henchmen of secret organizations or villains who
1d20 Location AP/HP have their origins in ancient traditions. Ninjas are
1-3 Right Leg -/5
masters of stealth and typically attack from hiding, but
4-6 Left Leg -/5
in comics ninjas can also appear in large numbers and
7-9 Abdomen -/6
are treated as Rabble. The statistics below represent the
10-12 Chest -/7
standard run-of-the-mill ninja from popular fiction, but
13-15 Right Arm -/4
with changes to the weaponry and equipment they
16-18 Left Arm -/4
could also represent any combatant who uses stealth
19-20 Head -/5
such as a spy, assassin, or black-ops soldier.
Ninja
Law Enforcement
Action Points: 2
Damage Modifier: -
Comic book heroes encounter law enforcement nearly
Power Points: 10
as often as criminals, sometimes as allies and sometimes
Movement: 6m
as opposition. The example below represents a typical
Initiative Bonus: +12
police officer, walking the beat on the city streets.
Gear: Black outfit, short sword, 10 throwing blades or Bow and 20
Creating detectives, Federal agents, and crime scene
arrows
investigators can be accomplished by increasing Insight,
Core Powers: Combat Expert (Dueling, Unarmed), Enhanced
Investigation, and Perception as well as adding skills
Reactions (Parkour, Boost Only)
such as Knowledge (Criminal Psychology) and Science
Skills: Acrobatics 65%, Athletics 60%, Brawn 50%, Endurance 50%,
(Forensics). For SWAT officers and other special
Evade 50%, Insight 50%, Perception 55%, Stealth 65%, Unarmed
divisions, including the Extranormal Response Unit
60%, Willpower 60%
team members, use the Soldier statistics on page 323.
Passions: Be Invisible 65%, Death Before Dishonor 55%, Do
Unnecessary Acrobatics 60%
Law Enforcement Combat Style (Ninjutsu) 60%,
Action Points: 2 Unarmed (Size: M, Dam: 1d4+1), Short Sword (Size: M, Dam: 1d6),
Damage Modifier: +1d2 Throwing Blade (Size: S, Dam: 1d4), Bow (Size: L, Dam: 1d8)
Power Points: 11
Movement: 6m
Initiative Bonus: +12
Hit Locations
Gear: Lt. Combat Armor vest, Light Pistol, Baton, Taser 1d20 Location AP/HP
Core Powers: - 1-3 Right Leg -/5
Skills: Athletics 55%, Brawn 55%, Drive 60%, Endurance 55%, Evade 4-6 Left Leg -/5
55%, Insight 60%, Perception 60%, Track 55%, Unarmed 55%, 7-9 Abdomen -/6
Willpower 60% 10-12 Chest -/7
Passions: Serve and Protect 60% 13-15 Right Arm -/4
Combat Style (Police) 55% 16-18 Left Arm -/4
Light Pistol (For: L, Dam: 1d6), Baton (Size: M, Dam: 1d4+1d2), 19-20 Head -/5
322 Taser (For: M, Dam: 1+special)
11. The Righteous and the Irredeemable
323
Destined
324
325
Player Age
Hero Name Culture
Hero Sheet Secret Identity Career
Origin
STR CON SIZ DEX INT POW CHA Power Points
Luck Points
Conceal (DEX+POW) % %
Perception (INT+POW) %
Research (INT+POW) %
Stealth (DEX+INT) % Protection Worn
Streetwise (INT+CHA) % Head Bulk
Unarmed (STR+DEX) % Chest Bulk
Abdomen Bulk
Willpower (POW x2) %
Arms Bulk
Legs Bulk
Passions Initiative Penalty
%
Fatigue
%
State Skills Move Init AP Time
%
Fresh - - - - -
%
Winded Hard - - 15 min
% Tired Hard -1m 3 hrs
% % Dead
Weapons
Weapon Size/Force Reach/Range Damage AP/HP Load/Traits
Unspent Rolls
Notes
Player Age
Hero Name Culture
Hero Sheet Secret Identity Career
Origin
STR CON SIZ DEX INT POW CHA Power Points
Luck Points
Conceal (DEX+POW) % %
Perception (INT+POW) %
Research (INT+POW) %
Stealth (DEX+INT) % Protection Worn
Streetwise (INT+CHA) % Head Bulk
Unarmed (STR+DEX) % Chest Bulk
Abdomen Bulk
Willpower (POW x2) %
Arms Bulk
Legs Bulk
Passions Initiative Penalty
%
Fatigue
%
State Skills Move Init AP Time
%
Fresh - - - - -
%
Winded Hard - - 15 min
% Tired Hard -1m 3 hrs
% % Dead
Weapons
Weapon Size/Force Reach/Range Damage AP/HP Load/Traits
Unspent Rolls
Notes
Destined
Index
A about 231–232 Power Surge 292
Aceso Industries 226–227 and Allotments 232 Pretty Poison 300
Acrobatics 63–64 Amenities 234–235 The Price of Peace 275–276
Action Points 16–17 examples 234 Restless Dead 276
Adhesion 82 power sources 233–234 Rise of the Superslayer 314
adventures 260–261 Security 234–235 Safe Room 271
Adversaries 313–315 Size 233 Under the Sea 278–279
Airplanes 145–146 beasts 320 Strange Magic 318
Allotments Blast 83–84 Symphony of Destruction 306
about 31–33, 123 Boating 64 Take Me Out to the Ballgame 312
advancing 72 Boats 146 Thieves in the Night 316–317
and Bases of Operation 232 Boosts Tripping Populace 271–272
caches 127 about 29–30, 74 Upgrades 308
Costs 125 advancing 72 campaigns
miscellaneous 138–139 borrowing 78–79 examples 245–246
Organizational 126–127, 224 creating new 79 length 244
Personal 124–126, 218 purchasing 80 scale 244–245
Rating 123 Bowery Boy 309–310 types of 9–12
reduction 128 Brawn 59 Careers 24–27
Restriction Levels 125–126 Bronze Age 241–242 Cars 146
Slots 123–124 Brutes 293–294 Char 293–294
and Superteams 230 bystanders 321 Characteristics 14–16, 70
switching out 127 characters. see heroes
Animus 297–298 C Charge Attacks 171–172
Armor 128–130 C.O.P. Alerts Charisma (CHA) 15
Art 64 about 264 Chases 183–186
Artificial Being 104 Animal Farm 295 Chemists 300–301
Assassins 307–308 Box Seats 270 Chimaera Prime 295
Athletics 59 A Clean Kill 307–308 Cinematic Knockback 174
Attributes 16–20 Dead Man's Tales 275 cities 247–248
Azure Knight 284–286 Deadlocked 319 City Defenders 289
The Doctor Is In 299 Coachman 263
B Fading Light 290 collateral damage 174
Background Events Fears of a Clown 272 Combat
about 33–34 The Fire Brigade 276 Aerial Movement 166–167
Created 35 Joy Ride 270–271 and Core Powers 155–156
Experimentation 36 The Kane Mutiny 280–281 differential roll results 159
General 42–43 Killing Fields 305 keeping heroes in combat 258–260
Inherent 37 Legacy of Cane 291 keeping villains in combat 254–256
Mutation 38 Meet the New Boss 293 key aspects 149–150
Mystical 39 The Mother of Monsters 302 Mounted and Vehicular 169–170
Technology 40 Mother's Little Helper 315 Movement 165–166
Training 41 New Recruit 277 running 150–151
Baron Malycer 291–293 The Original Atlas 286 Unarmed 177
Bases of Operation Power Hungry 303–304 and Weapons 156–157
330
Index
laws 212–213 O R
Leaping Attacks 174–175 Obake 307–308 Rabble 182
lethal force 248–249 Omicron 227–228 Regeneration 109
Life Support 103–104 Opposed Rolls 56–57 Remorseless Killers 304–305
Light Interstellar Freighters 147 Organizations. see also specific Reputation 210 211
Limits Organizations Research 62
about 29–30 74 about 218–220 Resistance 109–110
adding 251 Allotments 126–127 224 Ride 68
borrowing 78–79 Benefits 223–224 robots 323
of Core Powers 75–76 bosses 324 rules 5–6
creating new 79–80 examples 226–228
of heroes 77–78 Membership 225 S
purchasing 80 Protocols 222–223 Santa Libra 282
removing 72 Rank 225–226 Savant 110–111
Loyal Lieutenants 315–316 Requirements 221–222 Science 68–69
Luck Points 19 197–198 Sphere of Influence 220–221 Scrapyard 287–288
Lucky 104–105 Structure 221 secret identities 213–218
Luminous 289 Origins 12–14 46 Sect of the Silver Chalice 228
Ossuary, The Sedans 146
M about 273–274 Seduction 69
Mad Scientists 301–303 businesses and locations 274–279 Sensory Overload 111–112
Major Wounds 181–182 gangs 279–280 Serious Wounds 180
Malformed 303–304 NPCs 279 Shields 145
Manticore 297 Outmaneuvering 175–176 Short Tail 310–311
Masterminds 294–297 Overlords 291–293 Shrinking 112–114
Material Mimic 101 Silver Age 240–241
Mechanisms 67 P Silver Beacon 284
Medicine 67–68 Panel Vans 148 Size (SIZ) 14
Minor Wounds 180 Passions 46–49 71 Skill Points 27–28
Modern Age 243–244 Perception 62 Skills. see also specific skills
morality 237 Perform 68 advancing 71
Morph 105–106 Perils 201–206 calculating 20–21
Mortician The 290–291 Persistent Wounds 181 difficulty grade table 52
Motorcycles 147 petty cash 138–139 learning 71–72
Movement Phantasm 107–108 Professional 63–70
Aerial 166–167 Pilot, 68 Standard 59–70
in Combat 165–166 168 Plug Ugly 310 using 51–56
outside of Combat 198–201 Poe's Henchmen 309–312 Slaughter House 311
Rate 20 Portals 120 Sleight 69–70
multiple opponents 175 Power (POW) 15 Social Status 32 33
mythology 236–237 Power Levels soldiers 323–324
and Characteristics 15–16 Sorting Rolls 56
N determining 9–12 Spaceships 147–148
Native Language 61–62 of villains 253 Special Effects. see Combat Special
Navigation 68 Power Points 19–20 81 Effects
Negation 106–107 Power Slots 28–29 31 80 Specializations 63
New Leone 281–282 Power Templates 30–31 Speedboats 146
Night Creatures 306 Powers. see Core Powers Steel Atlas 286–287
ninjas 322 Precognition 108 Streetwise 63
Nocturne 306 Private Jets 146 Strength (STR) 14 190–191
NPCs Professor Poe 308–309 Stretching 114
in the Crown 272–273 Programmer, The 312–313 Striking 177
in the Ossuary 279 pulling punches 176 Summon 115–116
numbers 6 Super Swimming 96
332
Index
V
Vagabond 316–317
Vaporous Form 121–122
Vehicles. see also specific vehicles
Characteristics 139–140
in Combat 169–170
Handling and Maneuvers 144–145
Hull 140
Shields 145
Size 140
Speed 140–141
Systems 141
Traits 141–144
Weapons 145–146
Velocity Damage 172–173
Vigilantes
Grim Vigilantes 290–291
Misguided Vigilantes 318–319
villains. see also specific villains
characteristics 256–258
in combat 254–256
designing 252–253
escape plans 258
333
Superhero roleplaying