You are on page 1of 335

TDM800 Superhero roleplaying

LArrimore Pivik
Kotz Rosenberger Turpin
Superheroic Roleplaying

Mike Larrimore
Brian Pivik
Contributors
Written and developed by: Internal Art:

Mike Larrimore & Brian Pivik Dean Kotz


Roena Rosenberger
Additional material, Pete Nash & Lawrence Whitaker James Turpin

Editor: Cartography:

Lisa Truesdale Ronan Salieri

Art Direction & Layout: Project Management:

Sophia Conner Brian Pivik

Proofreading, Indexing and Corrections: Playtesters:

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

Dean Kotz: https://outlandentertainment.com/


Ronan Salieri: https://etherneofzula.artstation.com/
Roena Rosenberger: https://www.artstation.com/larvl

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

Destined © 2022 by The Design Mechanism

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.
Facebook: https://www.facebook.com/The-Design-Mechanism
MeWe: https://mewe.com/join/the_design_mechanism
Twitter#designmech
Podcast: https://www.buzzsprout.com/266482
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

Powers 73 The Life of a Hero 208


Core Powers 73 Great Power 208
Boost and Limits 74 Great Responsibility 209
Borrowing Boosts and Limits 78 Heroic and Secret Identities 213
Creating New Boosts and Limits 79 Organizations 218
Powers Descriptions 81 Creating Superteams 228
Bases of Operation 231
Tools of the Trade 123
Allotments 123 Creating Your Comic 236
Armor 128 Basic Superhero Themes 236
Weapons 130 On Being a Games Master 238
Gear 135 World Building (and Destroying) 239
Optional: Items of Power 138 Length 244
Miscellaneous Allotments 138 Scale 244
Vehicles 139 Superhero Cities 247
Handling and Maneuvers 144 Lethal Vs Non-Lethal Force 248
Vehicle Shields 145 Customizing Powers 249
Vehicle Weapons 145 Villains 252
Sample Vehicles 145 Villainous Motivations 253
Keeping Villains in the Fight 254
Villainous Powers, Skills, and Limits 256
Dastardly Designs 258
Keeping Heroes in the Fight 258
Superhero Adventures 260
Destined

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

How the game works Chapter 2: Skills

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

Chapter 8: Creating Your Comic Rounding of numbers


This chapter is for the Games Masters and talks about When rounding fractions, round up to the next whole
how to create a setting for your stories and customize it number.
to fit the type of comics you would like to emulate. It
discusses the different styles of comics, how to create The last robber fell like a wet sack of garbage, his jaw dislocated
your own setting (or recreate one from your favorite after he made the mistake of trying to stick his knife in The
comics), and how to design villains to populate it. Mortician’s back. All around the black-clad vigilante lay the
moaning, battered, and unconscious petty thugs who thought
Chapter 9: Welcome to Gemelos City they were above the law because the law was too scared to
venture into this part of the city. Methodically he picked up his
The metropolis of Gemelos City is overrun with throwing knives, including one embedded in the shoulder of
criminals, both of the garden variety and a new one of the fallen, before wiping it off on the man’s jacket. The
generation of superpowered villains. It is in desperate Mortician was no expert, but he was pretty sure the robber
need of heroes to defend it and its people. This chapter wouldn’t bleed out before the police arrived. With practiced ease
presents an example setting and introduces the he disassembled their discarded guns, tossing the pieces down a
mysterious “Godstrand” that gives heroes their powers. nearby sewer grate. Then he noticed movement out of the corner
You are welcome to use Gemelos City to set your of his eye. One of the criminals was trying to crawl away, his
own stories in, or take what you need for your own broken leg dragging behind him as the man desperately tried to
original setting. put distance between him and The Mortician. It didn’t work.
With a strangled cry the robber felt one hundred kilos of muscle
Chapter 10: The Righteous and the land on him, and his eyes widened as he was face-to-face with
Irredeemable the vigilante’s skull mask. The man fainted dead away before
The Mortician could say a word, and under the mask he smiled.
Heroes need villains to fight, and this chapter contains As distant sirens grew closer, he launched a line up to the
a section of nefarious ne’er-do-wells ready to wage war rooftops. He knew there was still a lot of work to be done, but
against all that is right and good. It also includes several someday the city’s criminals would be too afraid of him to ever
example heroes from Gemelos City and statistics for hurt anyone again.
supporting characters such as criminal goons, killer
robots, rampaging monsters, and, of course, ninja.

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.

Dice Used in the Game


Destined uses a standard range of polyhedral roleplaying
dice: d4, d6, d8, d10, d12, and d20. Additionally, the
game calls for the use of a d2 and d3 which can be
handled using the following options:

• d2: Roll any die. An odd number equals 1 and an even


number equals 2. Alternatively, flip a coin.

• d3: Roll a six-sided die; 1-2=1, 3-4=2, 5-6=3. Many


hobby retailers also have d3 dice available for purchase.

• For a d100, use a pair of d10 dice and decide which


one will be the 10s and which will be the 1s. The result
is a number between 01 and 00 (100).
6
2. Hero Creation

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

3. Choose Your Origin: Your Origin determines how


The Nature of Heroes your hero got their powers and serves as another piece
to their backstory. Origins are explained on page 13.

I n Destined we use the term ‘hero’ to describe the


character each player controls, but not every
group wants to play paragons of truth and justice.
4. Determine Your Characteristics: Characteristics
represent the intrinsic abilities of your hero: how
In fiction the best characters are often flawed in physically fit, intelligent, and agile they are. All heroes
some way, allowing people to identify with them have seven primary Characteristics and they are
and their struggles as they progress through the detailed on page 14.
story. The same thing often holds true for
roleplaying games, and even the city’s most 5. Determine Your Attributes: Attributes are derived
stalwart defenders have personal demons to from a hero’s Characteristics and represent critical
overcome. While some groups may prefer to play values that are used during and after conflicts and
the Silver Age style (see Chapter 8 for more challenges. They are explained starting on page 16.
information on the traditional ‘ages’ of comics)
with black and white morality, most modern 6. Calculate Your Standard Skills: Every hero has ways
comics fill in the cracks of their heroes with shades of interacting with the world and knowledge based on
of gray and your group may wish to do the same. their raw natural ability. This is represented by
Standard Skills that all heroes and supporting
Also, keep in mind that not all groups may want characters have available, and they are detailed on page
to play heroes in the traditional sense. The Iron 20 onwards and in Chapter 2.
Age of comics was rife with violent “antiheroes”
who often used tactics that weren’t much better 7. Choose Your Culture: Every hero comes from
than those of the villains they faced. They used somewhere, and the knowledge and training they
guns, tortured enemies, and racked up staggering gained from their Culture helps shape who they are in
body counts. There may even be some groups that the present. Cultures are described on page 21.
want to play the villains in a superhero world,
battling the forces of law and good. Your group 8. Choose Your Career: Heroes eventually seek their
may wish to tell grim and gritty stories of deeply own path in the world, and their career helps give them
flawed protagonists (or sinister antagonists), and specialized skills to meet challenges head-on. Careers
Destined can handle those tales as well. are detailed starting on page 24.

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.

Street Campaigns Street heroes are often vigilantes operating outside


the law, their actions making them just as wanted as the
A lone martial artist battles with an ancient ninja clan that criminals they fight. There may be a few sympathetic
seeks control the bowery slums. officials that side with the heroes, but there are often
just as many corrupt ones, and the authorities of the city
A former soldier uses his training and arsenal to wage war on
the gangs threatening his neighborhood.
The Secret Origin of
A girl cursed with psychic powers evades the corporation that
Shadowstalker, Part 1
seeks to turn her into a weapon.

Street campaigns follow heroes that are exceptional in


some way, but also very much human. They feel, they
M aria is starting a Destined campaign and sits
down with her players to work out what kind
of story they would like to tell. She decides to set
bleed, and sometimes they even die. They fight against her campaign in Gemelos City as presented in this
real-world crime and problems like street drugs, book, and the group decides they’d like to try an
organized crime, and twisted serial killers. Epic Power Level campaign so their heroes can
play around with some cool powers but there is
Some Street heroes have Core Powers, but the scope still an element of danger and risk. Sam, one of
is often more limited compared to their tights-wearing the players in the group, wants to create a hero
counterparts from the brighter parts of the city. Most named Shadowstalker, and throughout this
Street heroes rely on their wits, their fists, and chapter we will follow Sam and Shadowstalker as
determination to win the day. they go through the hero creation process.
9
topics might be off-limits or offensive for
members of your group. Street stories
sometimes feature antiheroes who aren’t
afraid to get their hands dirty in the
pursuit of justice. It is recommended you
establish from the beginning how your
group feels about their heroes’ views on
killing and breaking the law to ensure that
everyone is on the same page.

• Example heroes: Marvel’s Daredevil,


DC’s Green Arrow, Will Eisner’s The Spirit

Epic
A young hero enrolls at an academy for powered
individuals to learn how to control his special
gifts.

After a fateful experiment, a scientist decides to


use her strange new powers to defend the
defenseless.

A band of neophyte heroes forms a team to


investigate a mysterious force taking over the
city’s underworld.

Epic heroes begin to push the boundaries


of what is human and what is superhuman.
While many of them still fall in the range of
what would be considered normal in terms
of what human potential is, they often have
several Core Powers, or one ability honed
to a focused edge. At this level the Core
Powers themselves often factor into the
story, with heroes coming to terms with
their new abilities and how it affects the
world and people around them. Epic
Epic campaign: The hero Eclipse has been alerted that heroes still deal with ordinary street crime,
superpowered thug for hire Char is assaulting a suburban mall. but have distinct advantages over the
She leaps out of the way of a burning SUV flung at her, and average punk with a knife or pistol. They
moves to curtail the molten steel menace’s rampage. also come into conflict with their dark
counterparts: supervillains. Clad in sinister
end up as another adversary. The scale of Street variations of the same garish costumes of the heroes,
campaigns is more limited, focusing on a single borough these villains have their own Core Powers and often
or neighborhood that is rife with crime and corruption. control lesser criminals who do their dirty work.
The heroes are the only ones who can clean up their
home turf, although they may have a crisis of faith when Epic heroes can still fall into the category of
faced with the scale of the task at hand. vigilantes, and may still come into conflict with the
authorities during their attempts to do the right thing.
You should choose the Street Power Level if you They may be seen by governments as threats, or
want your stories to be more grounded in reality, and if recruited (or kidnapped) to serve as living weapons.
you want to deal with the darker side of comic book Normal people might revere them as the heroes they
lore. You should work together as a group to decide strive to be, or persecution and prejudice may turn the
how “real” you want your campaign to be, and what heroes into pariahs. In some settings being a hero might
10
2. Hero Creation

be legitimized and even sanctioned by the authorities,


but this may also lead to regulations and laws that
The Secret Origin of
hamper the heroes as they try to serve the greater good.
Shadowstalker, Part 2
Epic campaigns scale up the scope of the heroes to an
entire city, missions around the globe, or sometimes
even out into outer space. W hile Sam has a name in mind, he still isn’t
quite sure who Shadowstalker is at this
stage. Sam has always been a fan of stealthy
You should choose the Epic Power Level if you want superheroes who get the drop on their foes, so he
your stories to still have elements of reality, but also sits down and comes up with the concept ‘A grim,
have all the fantastic things that are part of comic book black-clad vigilante who uses the shadows to prey
lore. You should work together to decide how much upon evil.’ From that basic idea, Sam starts
‘comic book reality’ you want in your stories, from the thinking about who Shadowstalker is and jots
types of costumes the heroes wear (if any), to the down ideas to give the hero powers that aid in his
frequency of powered villains and powerful global ability to sneak and hand-to-hand skills that make
Organizations. Heroes of this level can bring significant him formidable when he gets into a fight. Sam
power to bear, but are not much more durable than takes out some scrap paper and begins to work on
their Street counterparts, so keep that in mind when other aspects of his new hero…
developing stories together.

• 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.

Power Slots (based on origin and characteristics)


The following table outlines the basics of the Power Levels and the impact on all parts of hero creation. More detail on these is given in the
following chapter.
Power Level Street Epic Paragon
Characteristics Points 80 90 100
Maximum per Characteristic 18 20 22
Bonus Hit Points 0 +1 +2
Culture Skill Points 100 110 125
Career Skill Points 100 110 125
Bonus Skill Points 150 180 200
Maximum Skill Points 15 per category 20 per category 25 per category
Power Slots (based on Origin and Characteristics)
6 or less 0 2 4
7-12 1 3 5
13-17 2 4 6
18+ 3 5 7
Maximum Core Powers 4 6 8
Bonus boosts 0 1 2
Maximum Limits 3 4 5
Power Points (POW) POW-2 POW POW+2
Power Point Recovery 1/hour 2/hour 3/hour
Base Allotments 30% 40% 50%
11
Destined

• A temperamental human fire elemental


The Secret Origin of
Shadowstalker, Part 3 • A fearsome vigilante who haunts the shadows

L ooking through the Origins, Sam keeps coming


back to Mutation and decides
Shadowstalker’s powers were the result of
that
• A patriotic champion of the people

• A benevolent alien seeking a new home amongst


something that changed his body. He decides that humanity
in utero, Shadowstalker was exposed to a tainted
batch of an experimental drug that altered his • A nearly-feral savage in tune with animals
physiology, granting him exceptional abilities, and
allowing him to bend light around himself. His • An android trying to fit into human culture
powers didn’t manifest until his teens, and he is
still working out how to control them as an adult. • A former villain atoning for past deeds

As you can see, even these short phrases already start to


Paragon heroes can still operate outside of the law, tell the story of a hero and can give you many directions
but more commonly they are sanctioned by to branch off from as you work through the creation
government officials. In some settings there are whole process. Keep in mind that at this stage you do not need
Organizations dedicated to supporting heroes. Even if to know every aspect of your hero. Some players like to
that is the case, common people still have fears about come up with intricate character backgrounds, deep
their superpowered guardians, and some worry that psychological profiles, and hand-drawn art for their
the heroes will decide their gifts give them the right to heroes even before they have the Hero Sheet in their
rule. While many Paragon campaigns are based in a hands. Others like to play it loose and create things on
single city, adventures rarely stay there for long, and the fly, figuring out the hero as they go and allowing the
heroes end up hopping the globe, traveling into space, process to develop the burgeoning champion’s story.
or even traveling to alternate dimensions to battle evil. Neither way is wrong, and you may end up with a mix
of both styles, or may come into hero creation with no
You should choose the Paragon Power Level if you ideas at all. The creation process is designed to provide
want to play comic book legends in all their four-color you with ideas along the way to stimulate your
glory. Heroes of this level battle villainy, stop man-made imagination, and the hero you came up during
and natural disasters, and aren’t afraid to wear their the concept stage may be completely different when
underwear on the outside of their costume. You should you finish.
work together to decide on the scale of your stories and
the types of villains you want to face, and be mindful
that while heroes of this level are very capable, they are Step 3: Choose Your
still not invulnerable.
Origin
• Example heroes: DC’s The Flash, Image’s Savage
Dragon, Marvel’s Spider-Man. Every hero has some event that starts them down the
path to becoming a costumed crimefighter, and in
Destined we refer to that as the hero’s Origin. The
Step 2: Develop Your Origin focuses on how the hero gained their special
powers and abilities, and it serves as a narrative aspect
Hero Concept that further develops each hero’s story. The seven
Origins listed below cover the most common ways comic
When formulating your new hero, you need to have an book characters become heroes, and players are
idea in mind of who (or what) you want to create. This encouraged to expand on the descriptors to flesh out
makes the next steps of the hero creation process easier the exact circumstances that turned the hero into who
by giving you a direction to focus on as you work on they are at the start of the campaign.
your hero. The easiest way to start with your hero
concept is to describe your hero with a short phrase or Alternatively, the group may decide to play out the
sentence. For a superpowered hero, it often details what circumstances of how each hero came into their powers,
sort of special abilities your hero has, as well as some key telling a “secret origin” story as part of the campaign’s
aspect of their personality. Here are a few examples to overall story. The main difference between styles is if
help spark your imagination: you want to start your campaign with the heroes
12
2. Hero Creation

already in their heroic identities or want


to develop their transition into heroism
as part of the story.

As part of the hero’s backstory, Origins


also factor into other aspects of hero
creation, specifically determining how
many powers a hero starts with (page 28),
Background Events (page 33) that
occurred prior to the start of the
campaign, and Passions (page 46) that
motivate and drive their actions and
behaviors. Refer to the sections below on
how you can tie your hero’s Origin into
these other aspects of hero creation.

• Created: The hero was manufactured


or built by someone else, and their
powers are a result of this process.
Created heroes include androids, robots,
golems, the undead, swarms of sentient
nanobots, or anything else that could be
created by another. A Created Origin
hero’s powers often tie into their artificial
nature, allowing them to survive and
endure things that would adversely affect
a living being. Created heroes often
struggle with their artificial nature,
seeking to gain acceptance from living
beings or trying to be more like their
flesh-and-blood counterparts.

• Experimentation: The hero was


transformed through testing, either
willingly or unwillingly. This process
could have a basis in science, or
something unusual like alchemy or the
whims of cosmic entities. Heroes that Paragon campaign: city skyscrapers are being toppled by an
result from Experimentation run the Animus earthquake machine. Sorcererous hero Lord Storm
gamut of powers, and often they were not calls up his power to shield the citizens from the falling rubble
the first or the last to undergo whatever and steel.
process gave them their gifts. The hero
may not be aware of whom or what gave
them their powers, and they may seek out their creator to a larger group of their kind, their brethren may come
for answers, especially if they were an unwilling test calling for good or ill.
subject.
• Mutation: The hero gained their powers through
• Inherent: The hero’s powers are inborn, a natural genetic mutation, either naturally occurring or
part of their physiology. Inherent Origin heroes could triggered by some external event. While once human,
be aliens, interdimensional refugees, or members of an mutants often have traits that distinguish them enough
isolated or lost offshoot of humanity that exists in some that they are sometimes considered a separate species.
legendary or hidden location. Inherent heroes often Most mutants have either a singular power or a small
have augmentations to their physical being, making group of related powers based on a central theme. In
them superior to baseline humanity, and this can comics and superhero media, mutants are often the
sometimes lead to prejudices both on the part of the target of prejudices, but that doesn’t necessarily have to
hero and their new neighbors. Also, if the hero belongs be the case in your campaign.
13
Destined

themselves when in a group with allies with special gifts,


The Secret Origin of or take on the role of leader and strategist for the
Shadowstalker, Part 4 group.

S am decides that Shadowstalker is in good


physical condition, has a quick mind and
reflexes, but is not a big guy and his inner strength
Step 4: Determine
is pretty average. Looking over the options for the your Characteristics
Epic Power Level (and with his Games Master’s
approval), he decides the Standard Array will work Characteristics represent your hero’s raw potential,
well and assigns the values as follows for outlining their base physical, mental, and social abilities
Shadowstalker: STR 13, CON 15, SIZ 11, DEX 15, that they build upon with training and experience.
INT 14, POW 10, CHA 12. Shadowstalker has Characteristics form the basis for the hero’s Attributes
above average strength, speed, and fortitude, and and initial levels in their skills, so they are an integral
his willpower is about average. He’s quite a talker, part of the hero creation process. Destined uses seven
and has the smarts to keep his foes on their toes. Characteristics to define a hero’s capabilities:
Standing at just below average height, he doesn’t
intimidate with his size, but his toned and • Strength (STR): Strength represents a hero’s raw
muscular body is enough to make the average physical power and how well they use their muscles to
villain think twice. carry, lift, and strike. It helps determine how much they
can lift (see page 93) and how hard the hero hits with
• Mystical: The hero’s powers come from some any attack that uses muscle power. If a hero is reduced
paranormal source, such as magic or psychic ability. to 0 STR they can no longer lift their own weight to
Mystical abilities often originate from training with an move and are unable to lift anything around them.
ancient order or sect that keeps those practices alive,
and requires great dedication and focus on the hero’s • Constitution (CON): Constitution represents how
part. Mystical Origin heroes often have rites and rituals tough a hero is and how well they can shrug off things
that are part of their powers, or use focus items to that would compromise their health and well-being,
channel their abilities. Whether mystical sources are such as diseases, intoxicants, and poisons. It also helps
known or secret depends on your campaign, and determine how much injury a hero can withstand and
mystical heroes often deal with paranormal enemies how quickly they recover from their wounds. If a
that represent the dark side of supernatural power. hero is reduced to 0 CON their body gives out and
they perish.
• Technology: The hero’s powers are from advanced
technology that mimics the abilities of powered • Size (SIZ): Size represents a hero’s height, weight, and
individuals. The hero may possess an array of devices, body mass, and also serves as a general indicator of their
each of which possesses one or two powers, or a single physical hardiness. It is used to help determine how
source of all their powers such as a suit of powered hard a hero can hit with muscle-based attacks and how
armor. Technology Origin heroes often have powers much injury they can sustain. A reduction in a hero’s
that augment them, usually granting exceptional SIZ results in the hero shrinking across all dimensions.
physical ability or attack powers from high-tech
weaponry. It’s also important to decide if the hero is • Dexterity (DEX): Dexterity represents agility as well
the creator of the technology, or if they gained it from as their balance and reaction time. It helps to determine
someone else (and if the creator is aware the hero how often the hero can act during a conflict and how
has it). quickly they react when danger arises. If a hero is
reduced to 0 DEX, they lose the ability to move their
• Training: The hero has no powers, but has honed body or react to any threat and are functionally
their body and/or mind through intense training and paralyzed.
hard work. Even non-powered heroes have “powers”
that represent exceptional ability and special training • Intelligence (INT): Intelligence represents a hero’s
and techniques that give them an edge, even against cognitive reasoning, memory, and ability to process new
powered foes. Training Origin heroes rarely have flashy information. It is an important part of determining how
abilities and are more limited in their choices of powers, quickly a hero reacts to danger when it arises. If a hero
but often make up for it with crimefighting gear that is reduced to 0 INT, they lose the ability to reason or
helps them keep up with powered counterparts. Also, interact with the world around them and they enter a
many non-powered heroes feel the need to prove persistent vegetative state.
14
• Power (POW): Power represents a hero’s
force of will and potential to tap into the
extraordinary. It is an important part of
determining how much fortune favors the
hero as well as their potential for using special
boosts to their powers. If a hero is reduced to
0 POW, they lose the ability to act
independently and no longer have the ability
to call on their special powers.

• Charisma (CHA): Charisma represents a


hero’s personal charm, their raw magnetism,
and the force of their personality when
interacting with others. It is used to determine
how well the hero can use their ability to
influence others when training. If a hero is
reduced to 0 CHA they lose the ability to
effectively communicate or interact with
others.

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.

It is recommended that heroes avoid


Characteristics lower than 6, and the At the New York offices of Detective Mystery Comics, artist
campaign’s Power Level determines the Sarah Wilson has been assigned to create a new hero.
possible maximum. Heroes spend the points Shadowstalker is born - villains beware!
from their Characteristic pool on a one-for-
one basis, so For example, if a player wants their hero • Epic: Epic heroes have 90 points to spend on their
to have a rating of 12 in their CON, it would cost them Characteristics with a maximum value of 20 for each.
12 of their Characteristic Points. Another option to the Alternatively, they can choose one of these Arrays:
point spread is the three predetermined Arrays of
Characteristics for the Power Level given below, which * Standard: 15, 15, 14, 13, 12, 11, 10
helps in rapid hero creation. * Balanced: 13, 13, 13, 13, 13, 13, 12
* Focused: 18, 16, 15, 11, 11, 10, 9
• Street: Street heroes have 80 points to spend on their
Characteristics with a maximum value of 18 for each. • Paragon: Paragon heroes have 100 points to spend on
Alternatively, they can choose one of the following their Characteristics with a maximum value of 22 for
Arrays: each. Alternatively, they can choose one of these Arrays:

* 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

* Paragon: Roll 4d6+2 and drop the lowest result for


The Secret Origin of STR, CON, DEX, and CHA; roll 3d6+8 and drop the
Shadowstalker, Part 5 lowest result for SIZ and INT.

O nce Sam has all of Shadowstalker’s


Characteristics figured out, he can start
calculating all of his new hero’s Attributes.
• Dice Pool: Roll a pool of d6 dice as listed below based
on the Power Level of the campaign and assign three
rolls to each Characteristic, save SIZ and INT which
only get two but start at a base value of 6.
• As an Epic level hero, Shadowstalker has
3 Action Points. * Street: Roll a pool of 19 dice.
• Adding his STR of 13 and SIZ of 11 together, * Epic: Roll a pool of 23 dice.
Sam determines he has no Damage Modifier. * Paragon: Roll a pool of 27 dice, and two
• With a CHA of 12, Shadowstalker also does not Characteristics may add four dice (three for SIZ and
have an Experience Modifier. INT), up to a maximum value of 22.
• Based on his CON of 15, his Healing Rate is 3.
• Adding together his CON and SIZ, Sam • Alternative Point Buy: While the regular point buy
calculates Shadowstalker’s Hit Points and adds the system makes it easy to maximize critical
modifier for Epic Power Level, so Shadowstalker’s Characteristics, Games Masters may choose the
Hit Points are 7 for his Legs, 8 for his Abdomen, 9 following third alternative method to help balance out
for his Chest, 6 for his Arms, and 7 for his Head. point expenditures. All heroes start with a base 8 rating
• Taking the average of his DEX and INT and in all Characteristics, and they gain an additional pool
rounding up, his Initiative Bonus is 15. of points based on the campaign Power Level to add to
• With his POW of 10, Shadowstalker starts with 2 each as they choose.
Luck Points.
• At the Epic level, he starts with 10 Power Points * Street: 24 points
and recovers 2 points every hour. * Epic: 34 points
• Finally, Sam writes down the standard * Paragon: 44 points
Movement Rate of 6 meters.

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

based on the Power Level of the campaign: 25-36 3


37-48 4
Every additional 12 points +1
• Street: Street heroes have 2 Action Points to use
during each round of combat.
• Epic: Epic heroes have 3 Action Points to use during Damage Modifier
each round of combat.
• Paragon: Paragon heroes have 4 Action Points to use STR + SIZ Damage Modifier
5 or Less –1d8
during each round of combat.
6–10 –1d6
11–15 –1d4
16–20 -1d2
Optional: Derived
21–25 0
26–30 +1d2
Action Points
31–35 +1d4
36–40 +1d6
As an alternative to the static number of Action Points
41–45 +1d8
presented above, some groups may prefer to have their
46–50 +1d10
Characteristics impact how often heroes can act during
51–60 +1d12
conflicts. If you choose to use this alternative system, a
61–70 +2d6
hero’s Action Points are based on their INT+DEX as
71–80 +1d8+1d6
detailed in the table below.
81–90 +2d8
91–100 +1d10+1d8

Damage Modifier 101–110 +2d10


111–120 +2d10+1d2

When a hero strikes someone or something where their 121–130 +2D10+1D4

physical strength and size might apply, they may inflict Each additional 10 points Continue progression as above

more damage than normal, or less if the hero is weaker


or has a small frame. Experience Modifier
The die or dice from a hero’s Damage Modifier is CHA Experience Modifier
added or subtracted from any strike with an unarmed 6 or Less -1

attack or melee weapons. It is also applied to most 7-12 0

thrown weapons and Ranged Weapons that use the 13-18 +1

wielder’s strength such as bows. If the hero has a Each 6 points +1

negative Damage Modifier and it reduces the attack’s


damage to 0 or less, the hero’s strike is not powerful hero can use their connections or motivate themselves
enough to inflict any harm on the target. Add a hero’s when they are learning new abilities or enhancing the
STR plus their SIZ to determine their Damage Modifier ones they already have. Whenever the hero gets
and consult the table below. Experience Rolls (see page 70) to help learn new
abilities or advance current ones, they add or subtract
the Experience Modifier to the amount they gained. If
Experience Modifier the modifier would ever reduce the number of rolls
gained to 0, the hero always gets a minimum of 1
Some heroes are adept at making connections and Experience Roll.
contacts thanks to their natural charm and personality,
and as the hero progresses through their Career they
can use these connections to aid them in finding the Healing Rate
best sources for training and education. Other heroes
have a strong sense of self and inherent determination After a climatic battle the hero returns to their lair to
that makes them work harder and strive for perfection. bind their wounds so they’re ready for whatever
A hero’s Experience Modifier represents how well a tomorrow night brings.
17
Destined

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

A hero’s body can only withstand so much punishment


Height and Weight before they can no longer continue to fight, and if they
take too much damage it can result in long-term injuries
A hero’s Height and Weight depend on two things: SIZ that put them out of the action for a while. A hero has a
and their body frame. Three body frames are provided: number of Hit Points for each main part of their body,
lithe (slender, athletic, underweight), medium, and referred to as Hit Locations in Destined, and as they
heavy (broad-shouldered, barrel-chested, overweight). suffer injuries the location struck is worn down until it,
Players are free to pick their preferred frame or the hero, is unable to function and must heal.
depending on how they envisage the hero. Humans have seven distinct Hit Locations, each with its
own Hit Point total: the head, chest, abdomen, two
arms, and two legs. Non-humans and animals have
different body configurations; some example tables for
non-human Hit Locations can be found on page 284
onwards. A hero’s Hit Points are based on their CON

Height and Weight


SIZ Height (cm) Lithe (Kg.) Medium (Kg.) Heavy (Kg.)
1 1-45 1-5 1-7 1-9
2 46-80 6-10 8-14 10-18
3 81-105 11-15 15-21 19-27
4 106-120 16-20 22-28 28-36
5 121-130 21-25 29-35 37-45
6 131-140 26-30 36-42 46-54
7 141-150 31-35 43-49 55-63
8 151-155 36-40 50-56 64-72
9 156-160 41-45 57-63 73-81
10 161-165 46-50 64-70 82-90
11 166-170 51-55 71-77 91-99
12 171-175 56-60 78-84 100-108
13 176-180 61-65 85-91 109-117
14 181-185 66-70 92-98 118-126
15 186-190 71-75 99-105 127-135
16 191-195 76-80 106-112 136-144
17 196-200 81-85 113-119 145-153
18 201-205 86-90 120-126 154-162
19 206-210 91-95 127-133 163-171
20 211-215 96-100 134-140 172-180
21 216-220 101-105 141-147 181-189
Each point +5 cm +5 Kg +7 Kg +9 Kg

18
2. Hero Creation

Hit Points per Location


Location CON+SIZ
1–5 6–10 11–15 16–20 21–25 26–30 31–35 36–40 +5 pts
Each Leg 1 2 3 4 5 6 7 8 +1
Abdomen 2 3 4 5 6 7 8 9 +1
Chest 3 4 5 9 7 8 9 10 +1
Each Arm 1 1 2 3 4 5 6 7 +1
Head 1 2 3 4 5 6 7 8 +1

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.

Luck Points Power Points


Fortune favors the bold, and heroes often need all the Over the course of their careers, heroes learn new and
luck they can get when facing down the forces of evil. interesting ways to use their powers to overcome
Every hero has a pool of Luck Points which represent adversity. In Destined these special tricks and techniques
their ability to twist fate and gain an edge when the are called Boosts, and they augment and modify a
chips are down. You can think of Luck Points as another hero’s powers to let them go beyond what the base
factor that separates heroes from ordinary people. Just ability can do. Boosts are fueled by a hero’s Power
like in superhero media, the heroes of your Destined Points, a reserve of energy, willpower, or stamina that

Luck points Power points


POW Luck Points Campaign level Street Epic Paragon
6 or Less 1 Power Points POW-2 POW POW+2
7–12 2
13–18 3 Point Recovery 1 per hour 2 per hour 3 per hour
Each 6 points +1

19
Destined

gives them the energy to push their powers past their


The Secret Origin of normal limitations. Power Points are a finite resource,
Shadowstalker, Part 6 so a hero can only push themselves so far before they
exhaust those reserves. Once Power Points are spent,

U sing Shadowstalker’s Characteristics, Sam


looks over the list of Standard Skills and
begins adding up all the base values to see how
the hero is still able to use their Core Powers normally,
but they can’t pull off their special techniques until they
have time to recover. The number of Power Points is
his skills are shaping up prior to further training. based on the hero’s POW and the Power Level of the
When he is finished, Shadowstalker’s base campaign. How fast they recover is also based on the
Standard Skills look like this: Athletics 28%, Brawn campaign’s Power Level, and heroes get the listed
26%, Combat Style 28%, Conceal 25%, Deceit 26%, amount back per hour automatically without resting,
Drive 25%, Endurance 30%, Evade 30%, First Aid although a hero who takes time to rest or sleep recovers
29%, Influence 24%, Insight 24%, Native Language double this rate per hour. For more information about
26%, Perception 24%, Research 24%, Stealth 29%, how Powers and Boosts work, refer to Chapter 3.
Streetwise 22%, Unarmed 28%, and Willpower
20%.
Movement Rate
Sam also adds the standard bonuses to his Native
Language (English) and Streetwise skills, raising Heroes are always on the move. They run across
them to 66% and 47% respectively. Sam is pleased rooftops, dash after fleeing villains, and rush out of
to see that Shadowstalker is naturally adept at burning buildings carrying innocent civilians to safety.
being stealthy and at investigation, and that he When a hero moves on foot, their Base Movement Rate
can hold his own in a fight if need be. is 6 meters at a brisk walking pace, or faster if they Run
or Sprint. For more information on how movement
works in Destined, see page 198.
Skills and Powers
Step 6: Calculate
Many of the Core Powers presented in Destined
require the hero to make specific skill rolls to Your Skills
either activate the power, or to effectively use it
during an action scene within the adventure. To When a hero needs to interact with the world around
help you determine what skills may help with the them, they rely on their inherent ability and training to
use of your hero’s special abilities, here is a list of help them get through whatever they are facing. In
the Core Powers most commonly associated with Destined, this is handled with the use of Skills, which
the skills listed above. Refer to Chapter 3 for represent how heroes apply their natural ability,
detailed information on what each Core Power experience, and education to the challenges they face.
does and how they work. Every person, hero, and supporting character alike, has
Standard Skills, which represent physical, mental, and
• Art/Craft: Creation, Elemental Control, social aptitudes that everyone can try to some degree.
Transform Anyone can try to spot something unusual in the
• Athletics: Adhesion, Enhanced Reactions environment, lift something heavy, or know which
• Brawn: Enhanced Strength street in their hometown will get them where they need
• Combat Style: Blast, Close Combat Attack, to go. The degree to which they succeed depends on
Combat Expert, Deflect, Entrap, Kinetic Control, their inherent knack for the task, represented by
Negation Characteristics, and any effort or training they put into
• Deceit: Morph, Phantasm improving the skill. At this point in creation, the hero
• Endurance: Vaporous Form calculates their base rating in the 18 Standard Skills
• Perception: Heightened Sense listed opposite.
• Stealth: Invisibility
• Unarmed: Combat Expert, Elemental Field, The base rating is determined by either adding two
Negation Characteristics together or doubling one Characteristic
• Willpower: Empathy, Sensory Overload, and recording the total. Since they are assumed to be
Telekinesis, Telepathy fluent in their own language and familiar with their
home area, heroes also add +40% to their Native
Language skill and +20% to their Streetwise skill at this
20
2. Hero Creation

Standard Skills Professional Skills


Skill Basic Percentage Skill Basic Percentage
Athletics STR+DEX Acrobatics STR+DEX
Brawn STR+SIZ Art* INT+CHA
Combat Style STR+DEX Boating STR+CON
Conceal DEX+POW Computers INT x2
Deceit INT+CHA Courtesy INT+CHA
Drive DEX+POW Craft* DEX+INT
Endurance CON x2 Culture* INT x2
Evade DEX x2 Demolitions INT+POW
First Aid INT+DEX Electronics DEX+INT
Influence CHA x2 Engineering* INT x2
Insight INT+POW Forgery DEX+INT
Native Language INT+CHA Gambling INT+POW
Perception INT+POW Intimidate INT+CHA
Research INT+POW Knowledge* INT x2
Stealth DEX+INT Language* INT+CHA
Streetwise POW+CHA Mechanisms DEX+INT
Unarmed STR+DEX Medicine INT+POW
Willpower POW x2 Navigation* INT+POW
Perform* DEX+CHA
Pilot DEX+INT
time. For example, a hero with STR of 12 and DEX of
Ride DEX+POW
13 would have a base value of 25% in their Athletics
Science* INT x2
skill. Heroes will have the opportunity to further
Seduction INT+CHA
advance some or all of these skills as the creation
Sleight DEX+CHA
process continues.
Survival CON+POW
System Ops INT+POW
The ability to attempt more complex or specialized
Track INT+CON
tasks are represented by Professional Skills, which are
bodies of knowledge and training that not everyone
possesses. While anyone can patch up a cut with a few Step 7: Cultures
bandages and some antiseptic, only someone with
proper medical training should attempt surgery. Unlike Cultures describe what kind of society the hero was
Standard Skills, Professional Skills can only be raised in, and the skills they acquired as part of their
attempted by those who take time to train in them. How formative years. A hero’s Culture also influences their
to acquire Professional Skills and get training in them is outlook on the world and the ideals they were raised
covered later in this chapter, but a list of all the skills with. Culture also factors into the hero’s core beliefs,
available in Destined follows to give you an idea of the and finally, it can influence their Passions (see below). In
different areas of training you can focus on for your a campaign set in a typical superhero world either set
hero. Further details on how skills work is provided in on our Earth or a variation of it, there are four primary
Chapter 2. Cultures available: Urban, Rural, Archaic, and
Advanced. These four Cultures represent the main
types of regions that most heroes will come from, and
Specialized Professional Skills Games Masters are invited to determine which Cultures
best apply to the campaign or to create new Cultures to
Professional Skills marked with an asterisk in the table further define the setting. Each culture in Destined has a
(*) must have a specific field of study associated with list of Standard and Professional Skills that comprise
them when a hero learns the skill. Referred to as the types of knowledge, training, and experience a
Specializations, each distinct field of study the hero member of that Culture would be exposed to. When a
knows counts as its own separate skill. For example, a hero chooses a Culture, they can also choose three of
hero who has Science (Biology) would not be able to use the listed Professional Skills that the hero is trained in,
the skill for tasks related to chemistry or physics unless and they gain those skills at the base rating listed. The
he learned those variants of the Science skill as separate hero may also choose a Combat Style associated with the
Professional Skills. See Chapter 2 for more details on Culture, picking one of the listed examples or creating
how Specializations work. one of their own that fits the chosen Culture.
21
Destined

and diverse subcultures who relocated to the area,


The Secret Origin of bringing new ideas and traditions along with them.
Shadowstalker, Part 7 Despite the population density, Urban Cultures can be
fiercely independent and insular, sharply divided by
Sam likes the idea that Shadowstalker is a Social Class and background. All too often some sections
hometown boy and that he was born and raised in of urban area, or even entire cities, have fallen to urban
the campaign setting of Gemelos City, so he decay as industry relocated and the gap was filled with
chooses the Urban Culture for him and decides he poverty and crime. For this reason, and the presence of
is from the downtrodden neighborhood of Asphodel advanced technology and extreme wealth, urban
Park. He writes down his 110 skill points from his environments are often the primary setting for
culture and looks over the list of available skills. He superhero stories.
chooses Culture (Underworld), Computers, and
Language (Spanish) as his three Professional Skills, A hero from an Urban Culture usually comes from a
reasoning that Shadowstalker learned a lot about major city or its outlying suburbs in the setting. If the
the criminal side from growing up in a rough campaign is set in a city, the hero doesn’t necessarily
neighborhood, and his mother was from Mexico have to come from there, but many times heroes stick to
and taught him her Native Language growing up. defending their hometown because of the connections
He records the base values for those skills as 28%, they have with the people and cultures there. The
30%, and 26% respectively. He adds 15 of his Urban Culture can represent any relatively modern,
available points to each of them, raising his skill densely packed highly populated area, so it could also
ratings up to Culture (Underworld) 43%, Computers be used for space stations, huge military bases, or even
45%, and Language (Spanish) 41%. With 55 points post-apocalyptic underground nuclear shelters.
left to spend, he puts the full 20 points allowed into
Combat Style (Back-Alley Brawler) to give him a Skills
48% and raises his Stealth to 49%. He puts 10 points
into Perception to give him a 34%, and 15 into Standard Skills: Deceit, Drive, Influence, Insight,
Willpower to raise it to 35%. With all his cultural Perception, Research, Streetwise, Willpower
points spent, Sam moves on to Shadowstalker’s Professional Skills: Art (any), Computers,
Career. Culture (any), Knowledge (any), Language (any),
Perform (any)
Example Combat Styles: Back-Alley Brawler (Baton,
Heroes also get a pool of Skill Points based on the Club, Knife, Light Pistol, Throwing Blade), Law
Power Level of the campaign, and these points can be Enforcement (Baton, Light Pistol, Riot Shield,
assigned to any of the Standard Skills or the chosen Shotgun, Stun Gun)
Professional Skills. Each point added raises the skill
level by 1%, and each Power Level also lists the
maximum amount of Skill Points that can be assigned to Rural
one skill at this time. For example, if a hero with an Urban
Culture background in a Street campaign wants to raise their Although they inhabit the largest sections of land, rural
Insight skill, the player can add up to a maximum of 15 of the areas are regions with low population density and
character’s Skill Points to increase it by up to 15% from the base limited access to resources compared to their urban
rating. Heroes should spend all available Skill Points, neighbors. Even within small towns, rural regions
but they are not required to put points into all of the remain relatively open and they are usually dependent
skills listed below. on a single industry, often agriculturally based. Wealth
distribution is much narrower and the richest members
of rural society are rarely in the same category as the
Urban wealthy of urban areas. The distribution of subcultures
is also narrower, but the local culture is more involved
Hailing from a large metropolis, a modest sized city, or with each other and sometimes community-focused and
a large town, urban areas grew from a mix of many wary of outsiders. Some rural regions fall prey to the
other Cultures that all came together in a relatively societal ills of poverty and crime, especially when local
small area. Urban areas often revolve around a few or industries fall victim to big business and changing
many industries, have complex but well-established demands by the marketplace. With more limited
bureaucracies, and a broader distribution of wealth bureaucracies and law enforcement, it can be easy for
amongst the large but tightly packed population. They more organized criminal elements to establish
can also be hubs of educational institutions, the arts, themselves in rural regions. While not traditionally the
22
2. Hero Creation

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

Culture Skill Points by Power Level


Power Level Street Epic Paragon
Culture Skill Points 100 110 125
Maximum Skill Points 15 per category 20 per category 25 per category

23
Destined

The Secret Origin of Step 8: Choose your


Shadowstalker, Part 8 Career
A fter thinking about Shadowstalker’s back-
ground, Sam decides that he played basket-
ball in college and works as a physical education
Even heroes need to pay the bills and earn a living,
and at some point in a hero’s life they probably were
part of the workforce or were training for some form of
teacher and basketball coach in a high school in gainful employment. A hero’s Career represents
his civilian identity of Ron Peters. Looking over the education and training they undertook to pursue a
careers he thinks Athlete is the obvious choice and particular vocation or profession, and the player must
picks Acrobatics, Gambling, and Survival as his decide if the Career was part of the hero’s past, or if they
Professional Skills. He decides Shadowstalker still engage in their chosen line of work (most likely in
spent time training in gymnastics and survival the guise of their normal identity). No matter what the
techniques in preparation for becoming a player decides, a hero’s Career is another component of
vigilante, but also struggled with gambling issues who they are, and is an important part of their
that caused him issues with his college basketball background and who they are today. Careers are also
career. He takes his 110 Career Skill Points and sources of friends, contacts, and other people who may
assigns 20 each to Acrobatics (giving him a 48%), still be part of their social circle or, after a dip in a vat of
Evade (raising it to 50%), and Unarmed (which industrial effluents, a villain who curses the hero’s name
makes it 48%). With his remaining 50 points, he to this day.
raises Perception and Willpower by 5 each (to 39%
and 40% respectively), and puts the remaining 10 It should be noted that the hero’s chosen Career
points into Endurance bumping it up to 40%. Sam does not necessarily influence their Allotments (see
looks over his skills and sees Shadowstalker is Chapter 4) that provide them gear and their Social
starting to form into the vigilante crimefighter he Status (see below), but their chosen vocation can be a
wants him to be. good gauge for determining those aspects of the hero’s
life at that stage in the creation process.

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.

Skills The hero once again gains a pool of Skill Points to


spend based on the Power Level of the campaign, but at
Standard Skills: Deceit, Drive, Influence, Insight, this stage, these points may only be spent on skills that
Perception, Research, Streetwise, Willpower are part of the hero’s Career, and each individual skill
Professional Skills: Computers, Craft (Any related to has a maximum number of points that can be added at
technology), Knowledge (Any), Language (Any), Pilot, this stage based on the Power Level. For example, if an
System Ops Epic level hero decided he was a Brawler before he became a
Example Combat Styles: Security Agent (Baton, Vigilante, he would have 110 skill points to spend on any
Blaster Pistol, Net Gun, Riot Shield, Stun Gun), Neo Standard Skill or his three chosen Professional Skills from the
Ganger (Baton, Blaster Pistol, Knife, Machine Pistol, Brawler listing below, and he could add no more than 20 points
Shotgun) to any of those skills. He would not be able to add his Career
skill points to the Survival skill he picked up as part of his

Career Skill Points by Power Level


Power Level Street Epic Paragon
Career Skill Points 100 110 125
Maximum Skill Points 15 per category 20 per category 25 per category
24
Eclipse is attending an exclusive - though tedious - charity gala as part of her Career as one of Gemelos
City’s leading socialites. Suddenly a huge explosion rocks the city center. It’s time for Eclipse to slip away
from the party and go fight crime.

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)

BLUE COLLAR CRIMINAL


Construction Worker, Dockworker, Factory Worker… Assassin, Con Artist, Thief…
Standard Skills: Athletics, Brawn, Drive, Endurance, Standard Skills: Conceal, Deceit, Insight, Perception,
First Aid, Streetwise, Unarmed Stealth, Streetwise, Unarmed
25
Destined

Professional Skills: Culture (Underworld), Forgery, PHYSICIAN


Gambling, Intimidate, Mechanisms, Sleight
Doctor, EMT, Nurse…
Standard Skills: Endurance, First Aid, Influence,
ENTERTAINER Insight, Perception, Research, Willpower
Professional Skills: Courtesy, Culture (Medical),
Actor, Dancer, Musician… Knowledge (Anatomy and Psychology), Language
Standard Skills: Athletics, Endurance, Influence, (Any), Medicine, Science (Biology, Chemistry, and
Insight, Research, Streetwise, Willpower Pharmacology)
Professional Skills: Art (Any), Courtesy, Culture
(Artistic or High Society), Forgery, Language (Any),
Perform (Any) PILOT
Air Force, Bush Pilot, Commercial Pilot…
EXPLORER Standard Skills: Athletics, Endurance, Insight, Locale,
Perception, Research, Willpower
Adventurer, Thrill-seeker, Treasure Hunter… Professional Skills: Courtesy, Craft (Aircraft),
Standard Skills: Athletics, Drive, Endurance, Evade, Electronics, Mechanisms, Navigation, Pilot, System
First Aid, Perception, Research Ops
Professional Skills: Boating, Culture (Any),
Knowledge (Any), Language (Any), Navigation,
Survival PLAYBOY/GIRL
Idle Rich, Rake, Socialite…
JOURNALIST Standard Skills: Athletics, Deceit, Drive, Influence,
Insight, Perception, Streetwise
Blogger, Newspaper Reporter, Photographer… Professional Skills: Art (Any), Boating, Courtesy,
Standard Skills: Influence, Insight, Perception, Culture (High Society), Language (Any), Seduction
Research, Stealth, Streetwise, Willpower
Professional Skills: Art (Photography and Writing),
Computers, Courtesy, Culture (Any), Knowledge SCHOLAR
(Any), Perform (Any)
Academic, Librarian, Professor…
Standard Skills: Influence, Insight, Native Language,
LAW ENFORCEMENT Perception, Research, Streetwise, Willpower
Professional Skills: Art (Any), Computers, Culture
Detective, Policeman, Private Investigator… (Any), Knowledge (Any), Language (Any), Science
Standard Skills: Athletics, Combat Style (Law (any)
Enforcement, see page 22), Drive, Insight, Perception,
Streetwise, Unarmed
Professional Skills: Courtesy, Culture (Legal or SCIENTIST
Underworld), Knowledge (Bureaucracy or Law),
Intimidate, Navigation, Track Biologist, Chemist, Physicist…
Example Combat Style: SWAT Officer (Baton, Combat Standard Skills: Influence, Insight, Native Language,
Shotgun, Heavy Pistol, Heavy Shield, Machine Pistol) Perception, Research, Streetwise, Willpower
Professional Skills: Computers, Engineering (Any),
Knowledge (Any), Language (Any), Medicine, Science
MYSTIC (Any)

Arcanist, Guru, Shaman…


Standard Skills: Athletics, Endurance, Insight, SOLDIER
Perception, Research, Unarmed, Willpower
Professional Skills: Acrobatics, Culture (Fringe and Marine, Mercenary, Special Ops…
Occult), Knowledge (Mystical), Language (Any), Standard Skills: Athletics, Combat Style (Any), Drive,
Medicine, Survival Endurance, Evade, Stealth, Unarmed
Professional Skills: Craft (Armor and Weapons),
26
2. Hero Creation

Culture (Military), Demolitions, Navigation, Survival,


Track
The Secret Origin of
Example Combat Styles: Infantry (Assault Rifle,
Shadowstalker, Part 9
Grenade, Heavy Pistol, Knife, Light Pistol), Sniper
(Assault Rifle, Hunting Rifle, Knife, Light Pistol,
Sniper Rifle) S am thinks Shadowstalker’s Combat Style
should be sufficient, so he looks over the
Professional Skill list and adds the Mechanisms
skill to his list in case he ever needs to get past a
TECHNICIAN lock or sabotage a villain’s vehicle. With 180
Bonus Skill Points to spend, Sam really wants to
Computer Scientist, Engineer, Inventor… flesh out his hero’s skills to make him competent
Standard Skills: Endurance, Influence, Insight, in the areas he thinks he will need the most. He
Perception, Research, Streetwise, Willpower spends the maximum amount of 20 each on
Professional Skills: Computers, Craft (Any), Athletics, Combat Style, Evade, and Stealth. He
Electronics, Mechanisms, Science (any), System Ops spends 15 points each on Conceal, Insight,
Mechanisms, and Unarmed. Finally he puts10
points each into Brawn, Endurance, Perception,
WHITE COLLAR and Willpower. Looking over Shadowstalker’s final
skill ratings, Sam sees his hero is pretty good at
Broker, Lawyer, Politician… fighting and sneaking, which is precisely what he
Standard Skills: Deceit, Influence, Insight, Perception, wanted, and has a broad range of skills to call
Research, Streetwise, Willpower upon, even if he isn’t an expert at a lot of them.
Professional Skills: Computers, Courtesy, Culture
(Financial, Legal, or Political), Knowledge (Any related With all his points spent, Shadowstalker’s final
to job), Language (Any), Perform (Acting or Oratory) skill ratings are: Acrobatics 48%, Athletics 63%,
Brawn 51%, Combat Style (Back-Alley Brawler)
68%, Conceal 40%, Culture (Underworld) 43%,
Step 9: Spend your Deceit 26%, Drive 40%, Endurance 50%, Evade
70%, First Aid 29%, Gambling 24%, Influence
Bonus Skill Points 24%, Insight 39%, Language (Spanish) 41%,
Mechanisms 45%, Native Language (English)
While a hero’s Culture and Career form the basis of 66%, Perception 49%, Research 24%, Stealth 69%,
their training, they are not the only contributing Streetwise 42%, Survival 25%, Unarmed 64%, and
factors, and the hero makes choices on their own to Willpower 50%.
further their knowledge base. Bonus Skill Points serve
to round out the hero, representing additional training
or experience they had prior to the start of the At this point, the hero can opt to choose one more
campaign. Where a hero’s Culture and Career can Professional Skill as a personal interest, or add an
inspire players in developing the backstory of their additional Combat Style of their choice, gaining
heroes, Bonus Skill Points are more free form and the whatever is decided at the base rating. The hero then
player can go off in whatever direction they choose, if gains a final pool of Skill Points based on the campaign’s
they want to define where this training came from. Power Level, and a maximum amount that can be spent
Perhaps the Rural Blue Collar hero spent time at on each individual skill. These points can be used to
martial arts schools picking up fighting skills that give raise any Standard Skill, any Professional Skill the hero
them an edge, or maybe they decided on their own to is trained in, or any Combat Style they know.
pursue an interest in chemistry that they never Alternatively, a hero can also choose to use Bonus Skill
explored in high school. On the flip side, Bonus Skill Points to raise any of their Passions (see below). A hero
Points can also be used to develop the same skills they may not spend Bonus Skill Points on any Professional
learned growing up and through their vocation. Skills or Combat Styles that they have not received
training in.

Bonus Skill Points by Power Level


Power Level Street Epic Paragon
Bonus Skill Points 150 180 200
Maximum Skill Points 15 per category 20 per category 25 per category

27
Destined

The Secret Origin of Step 10: Choose Your


Shadowstalker, Part 10 Powers
W ith Characteristics, Attributes, and Skills
tackled, Sam begins sifting through all the
Core Powers available to see which ones really
While many things make a hero stand out, in terms of
comic books the most defining trait is their special
powers. Lifting cars, running faster than then eye can
stand out for his vision of Shadowstalker. His see, or blasting the robot minions of the villain make
character is a Mutant, so the number of Power superheroes something beyond the norm, and in
Slots he starts with is based on his CON of 15, thus Destined your hero can do all those things and more.
Sam has 4 Power Slots to spend, and at Epic level Heroes can acquire Core Powers, which are the base
he also gets one free Boost to start. After reviewing special abilities that allow them to do fantastic things. A
the Core Powers he chooses the following abilities: hero is always able to use their Core Powers, unless
some external circumstance takes them away (being
• Enhanced Reactions so Shadowstalker can act Incapacitated for example), or the hero applies some
fast when in danger. limitation to them that alters how they can be accessed.
A hero’s Core Powers come in three forms: they are
• Enhanced Speed so he can get to people in either activated as part of something the hero is trying
danger quickly. to do as an Action, the power is always in effect, or the
hero can activate it at will. For example, a hero who can fire
• Invisibility so villains won’t see him coming. blasts of energy from his hands would zap foes when he attacks
them, while one who can shrug off bullets like they were gnats
• Regeneration so he won’t stay down if the bad would always be tough even if he was caught off guard.
guys overwhelm him. Chapter 3 goes into detail about how Core Powers work
in play.
With his free Boost he adds the Parkour ability so
Shadowstalker can maneuver in the tight alleys A hero can modify their Core Powers with
and rooftops of Gemelos City with ease. Sam enhancements called Boosts and weaknesses known as
wants to add a few more Boosts and maybe Limits. Boosts allow the hero to use their power in a
another Core Power, so he looks over the Limits new or different way, making it more effective, or
available. He thinks about how Shadowstalker enable them to accomplish something beyond what the
grew up in a rough neighborhood and how it may base Core Power is capable of. For example, a telepathic
have made him brash, so he adds the Impulsive hero might learn how to probe a criminal’s memories to search
Limit to his Enhanced Reactions. He also likes the for vital information, or a teleporter can take an ally with him
idea that his Invisibility Core Power is more him when he vanishes.
fading into shadows instead of completely
disappearing, so he adds Partial Invisibility to On the flip side, Limits inhibit or add restrictions to
that. Looking over the general list, he decides to a hero’s Core Powers, reducing their effectiveness or
add Concentration to his Regeneration power, requiring more effort to use. For example, that same
thus Shadowstalker needs to enter a meditative telepath may accidentally share his own deepest, darkest secrets
state to recover. He also likes tying his powers to when he’s in the mind of his foe or the teleporter may come out
the lunar cycle to emphasize his ties to the night, the other side disoriented and nauseated. Some Limits affect
so he takes Impaired Recovery, so the hero as a whole, inflicting physical limitations, or
Shadowstalker can only recover Power Points while altering how they use their powers. Taking Limits
in moonlight and can’t recover any during the allows heroes to add additional Boosts or even more
New Moon. With four Limits he opts to add the Core Powers, but players should consider the effects
Teleport Core Power and add the Fast Task Boost of Limits before they decide to modify their powers
to his Enhanced Speed and Stealth Strike to his with them.
Invisibility. Shadowstalker’s mutations allow him
to fade into a ghost-like form, move as fast as a
shadow, and slip into the realm of shadows for an Power Slots
instant to reappear somewhere else. He can also
enter a meditative trance learned from one of his Heroes gain a number of Power Slots based on their
mentors that lets him rapidly heal his injuries. Origin and the Power Level of the campaign, and these
slots are used to purchase Core Powers and Boosts. One
Power Slot may be used to acquire a Core Power, or it
28
2. Hero Creation

can be exchanged for two Boosts that can be added to


any Core Powers the hero has. So, a hero with 4 Power
Optional: Static
Slots available could take four Core Powers, three Core
Power Slots
Powers and two Boosts, or any combination they wish
using those slots. A hero is limited in how many Core
Powers they can have during their Career based on the
Power Level of the campaign, as detailed below, and
T he system for determining Power Slots keeps
any one Characteristic from becoming too vital
during creation, but it also can be abused by
without the Games Master’s permission the hero may players who maximize the Characteristic linked to
not exceed this number even by spending Experience their Origin, giving them a larger number of
Rolls (see Hero Advancement below). There are no powers than someone who diversifies their hero.
restrictions on how many Boosts a hero can have, and If the Games Master wants to keep the initial
each new trick or technique learned allows the hero to number of powers balanced, considering the
further enhance their already potent powers. following optional rule:

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.

Boosts and Limits


Core Power of their choice. A hero can also take Limits
Heroes can use their Power Slots to add Boosts to their to their powers as noted above, which give access to
Core Powers, giving the base power more options. This more Core Powers and Boosts than the standard Power
helps to give a hero who focuses on a specific power, or Slots allow. Taking a single Limit to a Core Power or to
limited group of powers, a set of tricks to make their the hero as a whole allows them to take one additional
power choices shine. At the Epic and Paragon Power Boost to any of their available Core Powers, while taking
Levels, heroes receive bonus Boosts to augment any two Limits allows them to gain a new Core Power.

Power Slots by Campaign Power Level


Characteristic Street Epic Paragon
6 or less 0 2 4
7-12 1 3 5
13-17 2 4 6
18+ 3 5 7

Maximum Core Powers 4 6 8


Bonus Boosts 0 1 2
Maximum Limits 3 4 5

29
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.
30
2. Hero Creation

Primary Core Powers: Close Combat Attack, Combat


Expert, Deflect, Durability, Enhanced Reactions,
Optional: exchanging
Savant
Power Slots
Other Core Powers: Enhanced Strength, Heightened
Sense, Inherent Armor, Regeneration, Resistance
S ome heroes rely more on their skills and gear
than extranormal powers, and this optional
rule allows players to exchange Power Slots to
increase their base skill percentages or available
Step 11: Determine Allotments for equipment. A hero may trade a
Power Slot for one of the following options at the
Your Allotments time of hero creation:

and Gear • Skills: The hero gains 30 additional Bonus Skill


Points to spend on skills for each Power Slot
As much as we get excited about a hero’s powers, we exchanged. The hero is still limited to how many
also love the gadgets and the cars. We watch the points can be spent on a single skill based on the
montage of the hero suiting up, strapping on their Power Level of the campaign.
crimefighting gear, and roaring off into the night to face
whatever evil threatens the city. For some heroes, • Allotments: The hero gains a +20% bonus to
gadgets are accessories that help them when their their Allotments rating for each Power Slot
powers fail to defeat the danger. For others, the gadgets exchanged. The bonus can be used for either
are all they have and help them keep their edge Personal or Organizational Allotments
alongside allies and foes with "real" powers. Once you
have all the important game statistics down for your Heroes may trade as many Power Slots for the
hero, the next step is figuring out what wonderful toys above options as they have available, including
they have to play with. Heroes in comics doesn’t usually additional slots gained from taking Limits, subject
carry cash in their utility belts, and they typically gloss to the Games Master’s approval.
over how mild-mannered newspaper employees can
afford extensive lairs, an endless supply of tailored
costumes, and a rocket ship the same color as their logo. an obstacle their skills and powers can’t defeat alone.
In the same vein, Destined uses a system called A hero’s Allotment Rating is expressed as a percentage,
Allotments to account for how heroes get their special with a higher value representing better access to
gear without worrying about the exact cost of a grapple resources. Allotment Slots are equal to one-tenth of a
gun or a turbo-powered supercar. Each hero starts with hero’s Allotment Rating and they serve as a form of
Allotments based on the campaign’s Power Level and currency to purchase the items a hero needs, so a hero
modified by their Social Status. More detail on with a base Allotment Rating of 43% will have
Allotments can be found in Chapter 4. 5 Allotment Slots available to start. A hero has two
different categories of Allotments they can call upon:

Allotments • Personal Allotments are the hero’s own finances,


equipment stores, or inventions that they have
Allotments serve as an abstract measure of all the available. A hero may spend their Personal Allotments
resources the hero has available to provide specialized as they chooses, but it is more difficult to get expensive
gear used during their crimefighting endeavors. A hero or regulated items with personal resources.
could have a vast fortune to call upon, they might create
what they need from scratch, or they may rely on an • Organizational Allotments are equipment and
outside benefactor to provide the tools they need. vehicles provided by a benefactor or a group such as a
government or a Superteam. Organizations provide
Whatever the source, Allotments can be critical when specific gear based on the group’s purpose, and heroes
the hero needs something special or unique to deal with are subject to the rules of the group, but they also have

Allotments by Campaign Power Level


Power Level Street Epic Paragon

Base Allotments 30% 40% 50%

31
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

S am refers to the chart and determines that at


Epic level Shadowstalker has a base Allotment
Rating of 40%. Maria is allowing her group to
indicate their normal living conditions and mundane
resources. Remember these resources serve as a
background element for the hero and are separate from
choose their Social Status within reason, and Sam the gear they acquire with their Allotments, but some
feels that as a teacher Ron would be in the Middle can affect the percentage of their Personal Allotments.
Class, so there are no modifiers to his base They account for amenities and necessities that help
Allotment Rating. As the players talk before the them maintain their civilian persona, and bringing
game starts, they decide they would like to begin them into their heroic activities could risk any secret
the game as part of a Superteam operating in the identity they have developed.
Ossuary district of Gemelos City. Maria tells them
of a group called the Night Wardens that the The hero can use their twelve-year-old subcompact
heroes could be fledgling members of. Sam car to drive around on patrol, but that same car is
decides to divide his Allotments in half, putting registered in their civilian name, and if it gets destroyed
20% each in his Personal Allotments and into the they may have trouble getting to work the next day.
Night Wardens Organizational Allotments and
giving him two slots to spend in each. After looking The hero rolls on the chart below to determine their
over the equipment lists, Sam decides to give Social Status, or optionally the Games Master can allow
Shadowstalker a staff and some throwing blades the player to choose a status appropriate to the hero’s
with his Personal Slots and uses his connections concept and chosen career. Some Social Statuses have
within the Night Wardens to acquire a suit of modifiers that are applied to a hero’s base Allotment
padded leather armor to keep him safe out in the Rating before the hero assigns the Allotments as
field. Now Shadowstalker is ready for action! detailed below.

an easier time acquiring expensive or restricted items. Assigning Allotments


The Games Master will work with you to determine
what Organizations are available as patrons in the Once the hero has their base Allotment Rating and
campaign setting. More detail is provided in Chapter 7. Social Status, they can decide how to divide the rating
up among their Personal and any Organizational
At creation heroes have a base Allotment Rating Allotments available. The hero can have all their
determined by the campaign’s Power Level as detailed Allotment Rating in one, divide it up among several
below. Allotments and how they work are further Organizations, or mix and match as they see fit. The
detailed starting from page 123 onwards. only restriction at creation is any assigned Allotments
must have a minimum rating of at least 10%. For example,
a hero with an initial Allotment Rating of 50% who does not
belong to an Organization could have all 50% in her Personal

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

Allotments; another hero with the same percentage who belongs


to a supergroup could have 40% in that Organizational
Can’t we all be
Allotment and 10% in Personal, or if she belongs to two
billionaires?
groups, keep 20% in her Personal, 20% in one Organization,
and 10% in another. Once all the Allotments are assigned,
the hero can figure out their Allotment Slots available
and move on to acquiring their initial gear for the
I f the Games Master allows players to choose
their Social Status, the group may end up being
a team of multimillionaires and billionaires
adventure. trotting around in colorful tights. To be fair, comic
books often support this. While some heroes
struggle to make ends meet, many of the most
Purchasing Gear popular heroes are all members of the wealthy
elite with seemingly limitless resources and little
Each piece of gear in Chapter 4 has a Cost associated accountability to their shareholders unless the plot
with it, and that is the number of Allotment Slots a hero demands it. The plus side of allowing this is heroes
must use to acquire that piece of gear. Heroes in will have access to many gadgets and vehicles that
Destined determine what gear they have at the start of a make their adventures a bit easier since they all
new adventure and can spend all available slots from have resources available to cover whatever is
different Allotment sources to obtain what they need. needed. The downside is it can lead to heroes
So if a hero has five Personal Slots available, they can having every essential piece of gear under the sun
acquire any number of items whose total cost is not and it takes away some of the inherent challenges
more than five. Also note that what gear is available and of being prepared or having to scramble for the
what the final Cost is depends on whether the hero is right piece of equipment before the next
using their Personal Slots or ones from a patron challenge. It also leads to a suspension of disbelief
Organization. Complete details on how Allotments are if there is a disconnect between the hero’s chosen
used to purchase gear can be found in Chapter 4. Career and their massive bank account. As long
as the players are willing to be fair about choosing
their Social Status, the Games Master should not
Step 12: The Final be adverse to allowing them to choose
appropriate Social Status levels and remember
Details that a billionaire or two in the group is not outside
the realm of comic possibilities.
By this stage your hero’s physical and mental abilities
are defined, you know where their areas of expertise
lie, and you’ve outfitted them with superpowers and around the city shooting laser beams from their eyes.
special gear to fight crime. All of that is very important There is nothing wrong with that, and Destined can
for playing the game of Destined, but in this last step you easily accommodate a more casual style of game where
breathe life into your new hero and figure out who they action steps to the forefront. So the steps here should be
were, who they are now, and you give some direction on considered optional if you would like to play that type
who they eventually want to be. of game. But if your group really wants to develop the
personalities and histories of your heroes, or if after a
This final step focuses on the narrative aspects of few sessions of villain stomping you decide you want to
your hero, and since Destined is a roleplaying game, this know exactly who Captain Laser-Eyes is behind the
part can be one of the most essential. A hero’s costume mask, explore any of the options given below.
and powers are very important, and the drawing you
did of their cool-looking plane made everyone “ooh
and ahh,” but in comic books the most enduring and Background Events
memorable superheroes are the ones that feel like they
could walk off the page and be flesh and blood instead Unless the hero sprang up from the ground fully-
of ink and words because so much time has been spent formed, they probably had a life and history prior to the
fleshing out who the hero is. start of the campaign. Several steps during the creation
process provide some details as to who the hero was, or
While we believe these final steps are some of the what direction their life went in prior to the events that
most important, we also realize not all groups are made them decide to become a hero. Culture
worried about what happened in a hero’s past or who represents where they spent their formative years, and
the most important people in their life are. Some their Career is the path they chose to follow into
groups just want to tear into some villains and fly adulthood, or is starting to follow if the hero is younger.
33
might be completely mundane,
exceptionally strange, or a nice mix of
both, but they are important to the
hero. It can be difficult to come up with
details when you are still trying to
figure out who your hero is, so below
are several tables of example
Background Events to use wholesale or
to serve as a spark of inspiration for
your own tale. Simply choose one or
more events for your hero, or let the
dice fall and see what comes up. The
first tables relate to the Heroic Origins
detailed earlier in this chapter, as that
critical event is often defining in the life
of a superhero. There is also a general
table of Background Events that are not
tied to any specific Origin but offer
some intriguing story details to add to
your hero if you so choose. It may also
help the player to at least briefly detail
some key aspects of the hero’s life
beyond the Background Events below.

Some possible questions to ask are:

• Where did the hero grow up?

• Where is their family now? Are they


still close and in contact?

• Where did the hero go to school?

• What brought them into the Career


they trained for?

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

Created Background Events


1d100 Event
01-05 Your master created you but you don’t have any memory of them. Why did they leave you and who are they? Are there more
mysterious circumstances surrounding your creation than your master?
06-10 Government forces developed you as an experiment, but you managed to escape your captivity. Are they still looking for you? If so,
how do you keep yourself hidden in plain sight?
11-15 You were not the only one of your kind created, but for some reason, you were the only one kept during a purge of some sort. All you
have to remember your kin is a small metal cylinder with no markings. Who remains that still remembers why the others were purged
and you remained? And what is the significance of the metal cylinder?
16-20 You were an accident. At least that’s what your creator told you as they prepared to destroy you. Frightened, you fought back, and
you think you killed them when their lab was destroyed. Recently you have been seeing signs you believe are from them. Are they still
alive, or is someone else involved in your creation using their memory to torment you?
21-25 As far as you remember there was no time before your existence. It is as though you sprang from the earth itself, and that may not be
far from the truth. For no matter where you look, you find no evidence of your source. But surely someone or something made you.
Yesterday, a letter written in a cipher was sent to you. What does it say and does it hold the key to your creation?
26-30 Forged in the bowels of the earth in a laboratory, you remember men and women in labcoats. Then the soldiers came, shooting your
makers. You managed to escape and made your way to the surface, but all you have left from your time below is a key with a strange
symbol.
31-35 You believe that an alien rock was vital to your creation. Without the small rock near you, you feel that you’d dissipate into
nothingness. Is it just superstition, or is there some truth to it?
36-40 Created as an alien child’s plaything, you were cast aside as they aged beyond the needs for such diversions. You eventually found
yourself on the third planet from the sun and called it home, but lately you feel that something or someone is calling you back to your
home in the stars.
41-45 Raised from the dead by a sorcerous cabal, you once followed them blindly. After they were defeated by the forces of good and
imprisoned, you changed your ways. Many people still distrust you and you continuously strive to prove yourself. Recent rumors
suggest one of your former masters has escaped their imprisonment, and if they come calling, will you be able to resist?
46-50 Half-human and half-machine, your life depends on your implants, which have given you your powers. Recently a villain contacted
you with a way of restoring your former life so you can be human once more. Is there offer genuine, and do you want to give up your
powers for the chance to lead a normal life?
51-55 When you were created, a twin was created alongside you. At some point you and your twin were separated, and you lost track of
them. Now your twin has returned claiming they will die unless you are willing to sacrifice a portion of your power to sustain them.
Can you turn your back on your brethren, and can you even trust your long lost “sibling”?
56-60 You have always felt that some part of you was missing, and if you had it, your heart’s desires would be fulfilled. What is this missing
part, and with your creator missing or gone is there a way for you to find it?
61-65 Even though it should be impossible, you have recently started to dream. Your nights are filled with visions of a former life before
your artificial one, and it has begun to make you question your very nature. Are you really an artificial being, or were you once alive
and are now trapped in a manufactured body?
66-70 Although you have allies and friends who rally around you, you still feel isolated because you aren’t truly like your flesh and blood
companions. You feel a growing desire to either locate or create another of your kind as a companion. How will you go about
crafting another being life yourself, and how will your living allies feel about your desire for a “mate”?
71-75 Some form of supernatural power was involved in your creation, and recently you feel like the power that gave you life is starting to
fade. Who can you seek out to find a new source of power, and what risks are involved with tampering with mystical forces?
76-80 You were found during an archaeological dig and somehow revived after being dug up. The researchers who found you still have no
idea where and when you came from, and they are as interested as you are in finding the truth behind your creation.
81-85 You are made up of mismatched or disparate parts, but somehow all together you function without any significant problems. Where
did all your parts come from, and are any of the former owners out there looking for what was taken from them?
86-90 You were created by another artificial being much like yourself, but far more powerful. Is your creator still around, and what was its
ultimate plan in crafting more artificial beings like itself? If it finds you, will it attempt to recruit you or destroy you?
91-95 There is a living being that you have great affection for, but your artificial nature limits your ability to truly be together. What will you
do to keep this relationship? What happens if a villain offers you the chance to become a living being like the one you care about?
96-100 Deep down you feel a growing desire to do something terrible or to commit acts that go against your beliefs. Is there some deeper
programming in you that you weren’t aware of, and will you be able to resist it before you find a way to purge yourself of your dark
desires?

35
Destined

Experimentation Background Events


1d100 Event
01-05 The place where you were experimented on no longer exists and no one you’ve talked to has any memory of it except for you. You
believe there must be some record of its existence, and after years of searching you recently stumbled across intel that indicates the
group behind the experiments may have opened a secret lab nearby. What will you find when you investigate?
06-10 Whoever performed the experiment that gave you your powers still keeps tabs on you and checks in often. While they seem like they
care about your welfare, recently you’ve picked up on an undercurrent of fear in their voice. What are they afraid of? What if it’s you?
11-15 You were not the only product of the experiment, and you try to keep track of the other test subjects. You recently discovered several
of them have died in horrific ways for no apparent reason. Is this is side effect of the experiment, or is it something more sinister?
16-20 You managed to escape the place that gave you powers thanks to the aid of one of the scientists who had a change of heart. You find
yourself being drawn to your savior more and more, but what happens when the forces behind your powers come looking for you?
21-25 The lab that made you was shut down and all records were locked up in a restricted vault by the government. You have many
unanswered questions about your powers, and when a mysterious person offers to help get you access to the vault, will your curiosity
cause you to take them up on the offer?
26-30 The lab that granted you your abilities has remained an important part of your life, and the scientists have become a second family to
you. Now personnel from the lab are going missing. Who is behind these disappearances, and will you be able to keep your adopted
family safe?
31-35 You have no idea what happened to you to give you your powers, but sometimes you have flashbacks of a mysterious lab and
masked scientists. Now the flashbacks are becoming more frequent, and you know that you need to find answers about what
happened if you ever want to move past your waking nightmares.
36-40 You were experimented on by something from beyond this world. Maybe it was aliens, beings from another dimension, or a powerful
godlike entity. Why did they pick you, and what happens when they come back?
41-45 A close friend or family member was a genius with science, and you volunteered as a willing test subject. Your powers grew out of
their experiments, but shortly before the final test, he or she disappeared. You’ve spent most of your time looking for them, and only
recently stumbled upon a clue to where they’ve been. Did they get taken by someone or did they choose to leave, and if so, why?
46-50 You volunteered for treatment at the facility. The doctors and nurses seemed nice enough, and the cash was good. But soon after you
started showing signs of having powers, you returned to the facility with questions, and it was empty. Where did they go? Will you
ever find out if there were others like you?
51-55 You mastered the field of science that gave you your powers, and you alone hold their secrets. But others, both nefarious and good-
willed, are attempting to steal your knowledge. Will you give away the means to obtain your powers or are you holding on to your
secrets closely?
56-60 A freak accident in your laboratory caused you to gain your powers, and you can’t recall what mixture or series of events produced
your abilities. But lately the call to experiment again is calling to you. Will you try to replicate your experiment or will you try to
overcome the urge?
61-65 Injecting yourself with the burning liquid was a mistake. You’re sure of it. But it did give you the powers you use today. Where did you
obtain the liquid and why were you given it (or did you take it forcefully)? And will you ever accept the powers you’ve obtained as part
of you now?
66-70 You remember a bright light, a sharp stab in your arm, and blackness. Then you awoke in your own bed. You don’t recall anything
about who took you for experiments, or why, but you’re obsessed with finding the ones responsible. Are you angry about the powers
that were the result of the experiment and looking to hold them accountable, or are you looking for them to thank them?
71-75 A strange bald man with a lab coat and goggles with a green tint prepared the electrical device that hummed strangely, under the
careful watch of a group you trusted. The laboratory was makeshift, but because of your relationship, you allowed them to experiment
on you. Now they’ve become your arch-nemeses because they want to create others like you for nefarious deeds. Can you turn them
back to the good side or are they irredeemable?
76-80 You were chosen because you were strong, smart, or capable in some way for an experiment, and it was a resounding success. Your
"experimenter" is still a close ally, but they refuse to recreate the experiment. They do want you to obtain something for them,
however. Who are they, what is it, and why do they want it?
81-85 You accidentally received the serum meant for another, which gave you your powers. Now you feel that the original candidate is
hunting you, wanting to study you to get what is "rightfully" theirs.
86-90 Success! You (or someone experimenting on you) did exactly what you intended, and now you have powers. But you feel as if recently
they’re waning. Can you recreate what you did and stabilize yourself, or will the powers you’ve grown to love eventually fade away?
91-95 The experiment caused you to briefly die, but when you were reborn you had the powers you have, and no one else who was
experimented on survived. You feel as though you were chosen, but to what end, and why?
96-100 Your mother always told you that the powers you have were a blessing, but you have vague memories as a child of a lab and
numerous injections. Now that she’s gone you have no one to ask, but who were they, and why did they choose you?

36
2. Hero Creation

Inherent Background Events


1d100 Event
01-05 The gate to your world has closed, but mysterious artifacts keep getting through. You know that on the other side of the gate your
people lost a great war and the enemy is trying to force the gate open again. Can you completely close the passageway to protect
your new home? And what are these strange artifacts that keep slipping through?
06-10 Space and time were once your playthings, until you encountered a far more powerful being that stripped you of most of your powers
and left you for dead. Awakening on a foreign planet, you’ve retained some powers but nothing compared to your former glory. Who
was this being and will it seek you out to finish the job?
11-15 You have always lived on Earth but have felt a pull to somewhere else beyond your adopted world. Recently you’ve been having
dreams of walking through a strange place and one morning you woke up with alien mud caked on your feet. Are they just dreams or
are you traveling to this other world? Is it your real home?
16-20 You are a refugee from somewhere else, arriving on Earth alone as a child with few memories of your former home. The only clue
you have is a mysterious artifact from your birthplace, but you have no idea how it works. Does it hold the key to your history?
21-25 You were sent as an envoy from your civilization to learn about humanity and determine if your people should make contact. Do you
feel your people should become involved with humans? Are the motivations of your civilization purely diplomatic?
26-30 You come from a lost or hidden society within the campaign setting, and your people are all gifted with strange and powerful
abilities. Why did you leave your people to come to the outside world? Were you sent, did you escape, or are you an outcast?
31-35 Your people lived long ago in the campaign setting, but some catastrophe caused them to disappear. You were somehow spared and
awoke in the time of the campaign. Are you truly the last of your people, or do others of your kind exist somewhere out in the world?
36-40 You come from an alternate dimension where your species possessed extraordinary abilities, but something caused you to travel
through dimensions to end up in the campaign setting. Was this trip voluntary, or were you sent away against your will?
41-45 You are clearly not human, and your abilities are something you were born with. Do you hail from another world, or are you part of
another civilization hidden somewhere on Earth? Are you accepted by your new neighbors or persecuted?
46-50 Someone or something deep in the cosmos birthed you fully developed and filled with knowledge. You know nothing about where
you came from, but every now and then you think you feel some distant pull calling you home.
51-55 You have little memory of your childhood, and most of your life you have been part of a traveling show that showcased your strange
gifts. Recently you learned the owner of this show found you as a child and your gifts were already part of you. Where did you come
from, and does the owner know more than they are letting on?
56-60 On your home world people with special powers like you are considered to be abominations and are hunted down. You managed to
find a way to the campaign setting in an attempt to escape persecution. But did you truly escape, or is someone from your former
home still hunting you?
61-65 You lived a seemingly normal life until a traumatic accident awakened your powers. Only then did you learn that your parents
adopted you and had someone put mental blocks in your mind to prevent you from knowing about your gifts. Why did your parents
do this? Was it to protect you or protect the world from you?
66-70 As long as you can remember people have used you for your special powers, taking advantage of your good nature to benefit
themselves. Are you still capable of trust or do you assume that anyone around you just wants to use you for their own purposes?
71-75 You have lived for countless years, entering into a state of involuntary stasis for long periods of time before awakening in a new era.
You recently woke up in the current time of the campaign setting, and you are still trying to get accustomed to this new world. What
woke you up, and how long before you enter another period of slumber?
76-80 The place you originally came from is gone, and you are one of a handful of survivors. What happened to your former home? Are
you protective of your remaining people? What will you do when you see the same signs that foreshadowed your home’s destruction
on your new adopted world?
81-85 You do everything in your power to forget your past. You never speak of it, look for ways to excise your memories, or remain in a
near perpetual state of intoxication. What about your old life are you trying to forget? When will those memories come back to haunt
the life you are making for yourself now?
86-90 On your old world you were a criminal or a would-be conqueror, and you fled to your new home to escape your own misdeeds. Are
you trying to turn over a new leaf or will you go back to your old ways? Is someone pursuing you to bring you back to face justice on
your former home?
91-95 Your species is dying and you were sent to your new home to look for a way to help your people. How much time do you have to get
back home before it is too late? What are you willing to do to save your species?
96-100 Although you are human, you were born with special powers. Did your parents possess the same abilities or are you unique in your
gifts? Were you allowed to use them or did your parents restrict you to keep you safe from those who would study or exploit you?

37
Destined

Mutation Background Events


1d100 Event
01-05 You were raised in an orphanage for special children with unique gifts, and when you asked the staff never talked about your true
parents. Where did you come from, and will you like the answer if you manage to find out?
06-10 You were part of a hidden community of other mutants, but you were restless, and one day you ran away to see the world outside.
Sometimes you feel homesick for your former life, but would you be accepted if you try to return?
11-15 When you were a child some mysterious force enveloped your school bus and everyone on board blacked out. As a teen you and
several other children on the bus began manifesting strange abilities. What happened on that fateful day and will it happen again?
16-20 When your mutation emerged, your family ostracized you because of your differences. Has that made you a loner, unwilling to
connect to anyone, or have you sought out a new surrogate family?
21-25 Puberty was harder on you than most. Your powers began to emerge then, and you struggled to control them along with all the other
changes to your body. Now you feel that those changes are happening again. Are you changing or is it just a strange imbalance with
your mutation?
26-30 After your powers manifested, they were unstable for some time and you vacillated between several different abilities before settling
on the ones you have now. Are your powers finally stable or will your abilities change again?
31-35 The town you came from suffered at the hands of a powerful criminal mutant for some time, and you have been reluctant to use your
powers out of fear of becoming like this villain. What happened to make you want to become a hero despite your fears, and what will
you do when the villain returns?
36-40 As part of your mutations you developed a very distinctive trait that marks you as a mutant (See the Distinctive Appearance Limit on
page 77). Do you hide your true nature or do your let your freak flag proudly fly?
41-45 You learn that people have been disappearing from the mutant community you were raised in, and recently an old friend vanished.
Who is behind these disappearances and will you be targeted?
46-50 Someone close to you did not take your mutation well and shunned you after you gained your powers. You recently learned they
became part of an anti-mutant hate group that is growing increasingly violent. Do you want to try to save this person or are they now
your enemy?
51-55 A messianic figure has recently appeared on the scene preaching tolerance and solidarity for all mutants. Mutants from around the
world are flocking to them, including several that you know well. Is this person the savior for mutant-kind or do they have more
nefarious goals?
56-60 When your mutations manifested you were lucky enough to be found by an older mutant who acted as your mentor. They taught you
to control your powers and live with your mutations. Who is this mentor and are they still part of your life?
61-65 It recently came out that a local chemical plant near where you grew up was dumping toxic chemicals into local streams that fed the
town’s water supply. Is this why there were so many mutations in the town, and will you or someone you know seek revenge?
66-70 When you were young you were taken to a special, secret place, and something there changed you and mutated your body. Who
took you there and why? Does this place still exist, and what would happen if someone with darker motives found it?
71-75 Someone has begun hunting mutants for sport, and several associates from your youth have fallen to whoever is doing this terrible
deed. Can you discover who is hunting your kind before you’re next?
76-80 You were approached by a secret community of mutants that wants to strike back at those who torment your kind. Listening to them,
you can see they are going down a dark path that will lead to conflict. Will your join their cause or oppose it?
81-85 When you were a child something happened and you were shunted to another world or dimension, and when you returned your
exposure to this place mutated your body. What happened that sent you there in the first place? Were you the only one this
happened to?
86-90 You were caught in a terrible accident at your work and while many were killed, you somehow survived, and your body was changed.
Why were you spared when so many others were not? Was it truly an accident or did someone trigger it deliberately?
91-93 You recently learned mutations have been part of your family for some time, although they skip a generation. Which of your
grandparents was also a mutant? Are they still alive? If so, are they part of your life or did something cause them to be ostracized?
94-95 You were uplifted from a normal animal (or human or even animal/human hybrid if you choose) by being exposed to radiation,
genetic manipulation, or mutagenic goo. Martial arts training and being named after Renaissance artists optional.
96-100 You used to have special powers, but something happened, and you lost them. You sought out a dangerous source of power to
become a mutant to get back what you lost. How did you lose your powers in the first place? What did you do to become a mutant
and will it have unexpected effects?

38
2. Hero Creation

Mystical Background Events


1d100 Event
01-05 You grew up in a secret order and studied under a great master within the group. One day your master vanished without a trace, and
no one within the order speaks of it. What happened to your master? Was the order behind their disappearance?
06-10 When you were young you made a bargain with a powerful entity to gain access to your powers. At the time you weren’t concerned
about the price you paid, but now it weighs on you. What did you offer for power? Is there a way to get out of your contract?
11-15 Even though your powers are mystical in nature, you remain a skeptic, and continuously try to find a logical or scientific explanation
for your abilities. Why do you doubt the nature of your own powers? What will you do if you face something you can’t explain?
16-20 The source of your powers is a mysterious pool in a distant, inaccessible place that only you know about. Once a year you must return
there to recharge your abilities. What is in this pool that grants your powers? What will you do to protect it from discovery, even by
your closest allies?
21-25 Something else resides within your body and it is the true source of your powers. What is the nature of this being you share your
existence with? Did you allow it entry willingly or were you cursed with its presence? Do you get along with this being or do you both
jockey for control?
26-30 You were told in a vision during your youth that you were destined for something greater, and shortly after this event you gained
access to your powers. What are you destined for and do you believe you are fated?
31-35 You spent years studying the strange and mystical in a quest for power, and finally you managed to achieve your goals. What set you
on the path to power? Are you satisfied with your abilities or do you want more?
36-40 You were cursed by a powerful practitioner of magic or a supernatural entity. What is the nature of your curse and what did you do to
suffer your fate? Is there a way to break the curse?
41-45 You sometimes slip into another place during your dreams, and it was in this strange place that you found your powers. Is this other
realm a real place? Who else knows about your dream realm and are you the only one who can access it?
46-50 You come from a world where magic is as common as water, but something happened that caused you to end up in the world you
live in now. How are you adjusting to a world where magic is rare? Do you want to go home or are you content where you are?
51-55 You are part of a hidden species of magical beings such as elves or fairies, and this allows you to wield the power you have. Are you
still part of your secret community and what is the nature of your people?
56-60 You were tasked by an ancient being of great power with acting as its champion, and your patron gave you the secrets of the powers
you use. What is the nature of your patron and what does it ask of you in return?
61-65 In your youth you studied at a secret academy of magic, learning all the esoteric knowledge you needed to gain your abilities.
Recently you learned this academy was destroyed by unknown forces. Who is behind the destruction of the school? Was it someone
you knew while you were there?
66-70 Your powers come from an ancient mystical artifact of great power. How did you come by this artifact? Do you know its history? Is
there someone out there who is seeking the artifact for their own needs?
71-75 You were approached in your youth by a strange person who offered to be your mentor in the mystical arts. You learned much under
their tutelage, but then your mentor vanished as mysteriously as they came. Who was your mentor? Are they off teaching someone
else or did something happen to cause them to vanish?
76-80 When you delved into the realm of magic, it made you a conduit for the weird and the strange. It’s not unusual for genies to come to
your house for tea and for you to be whisked off to unknown lands by mysterious portals. Have you adjusted to your unusual life or
do you seek a way to escape?
81-85 You participated in a contest in your adolescence, and when you emerged as the victor you were granted your powers as a reward.
What was the nature of this contest and who was behind it? Were any of the losers bitter about your victory and do they seek to steal
the power you gained?
86-90 You studied under a powerful wizard during your youth and gained your powers from this instruction. As you grew older you realized
the wizard was actually evil, and you managed to escape before your teacher did something terrible to you. Do you fear the return of
your former master or do you actively seek them out to put an end to their wicked deeds?
91-95 You come from a family of magical practitioners, and magic is literally in your blood. You work to carry on your family’s traditions,
but their long history of magic has also given your lineage quite a few rivals and enemies. Is your family still involved in your life, or
are you the sole remnant of your lineage?
96-100 You awoke one day branded with strange mystical runes and marks all over your body, and since that time you have had your
abilities. What happened to you and where did you gain your markings?

39
Destined

Technology Background Events


1d100 Event
01-05 You remember the traumatic event that changed your life but never discuss it with others. After you re-created yourself from the
ground up, the technology behind your powers urges you forward. But will your past come back to haunt you?
06-10 You get your inspiration for your inventions from strange flashes of insight and vivid dreams. Is this just how your mind creates things
or is someone (or something) feeding you your ideas for its own purposes?
11-15 You made your name with an innovative piece of tech, but it was not yours. You stole the idea from an old colleague to build your
reputation, and the actual creator was never able to prove you took it. Do you regret your actions? Does your former colleague want
to get back at you for what you did?
16-20 While you are not technologically adept, someone close to you is and they create all of your gear. Recently there has been a growing
tension between you, and while it hasn’t affected your heroic career yet it may if things keep going this way. What caused the
tension? What would you do if you lose access to this person?
21-25 While exploring an old house, you uncovered a stash of high-tech gear from a long-lost hero of the city. You decided to take up the
mantle of this hero as your own. What happened to this lost hero? Which enemies from their past are still out for revenge?
26-30 You have always had a gift for technology, even from a young age. You created your first inventions when other kids were more
concerned about their junior soccer leagues. Are you just a prodigy with technology or is there some other reason you are so gifted
with machines?
31-35 You had to don the equipment that gives you your powers during a crisis to ensure the survival of someone important to you, and you
were caught saving their life by the media. You don’t really want to be a hero, but now you have been cast in that role. Will you keep
risking your life for the greater good, or find someone else to carry on the mantle you reluctantly gained?
36-40 While out in a remote area you came upon a strange craft and found the technology you use inside of it. Where did the craft
originally come from? Will the original owners come to Earth to try to recover what they lost?
41-45 You were developing your tech for the government to use in military applications, but the funding for your project was pulled when a
bureaucrat deemed it ‘not cost effective.’ You decided to become a hero to prove that your tech is viable in the hopes of regaining
your lucrative contract.
46-50 You were developing your tech to help those who suffered a debilitating injury, but then you suffered the same type of injury yourself
(see the Physical Limitation Limit on page 78). Now that you are your own test subject, how are you adjusting to the traumatic injury
you suffered?
51-55 Years ago you were approached by someone who claimed to be from the future, and they gave you designs for the amazing tech you
now use. Who was this mysterious benefactor? Were they really from the future and what is their true agenda?
56-60 You used to work for a villain, but when you saw the writing on the wall you stole some of their gear and made a run for it. You
decided the best way to hide from your former boss (and your own shady past) was the play the role of a hero. What happens if
someone recognizes you or you run into your former boss?
61-65 When you were a child you were taken by beings from another world or dimension, and eventually you used some of their advanced
technology to escape. What happens if your abductors come back to find you?
66-70 You used your technical skills to create and maintain the gear of a well-known hero in the city. When that hero succumbed to injuries
they suffered in battle, you decided it was better to keep the hero’s legacy going and took up their mantle. How do you feel about
being the hero instead of the support staff?
71-75 You were suffering from a terrible illness that would one day claim your life. In desperation you integrated some experimental
technology into your body to attempt to cure the disease. The cure seems to have worked and had the unintended side effect of
granting you powers. Will there be any other side effects from your technology? Will your condition ever return?
76-80 You have a sibling who developed fantastic powers, and you were jealous. You threw yourself into the study of advanced technology
as a way of gaining powers of your own. Now that you are a hero too, will you finally give up your jealousy of your sibling or will it
turn into a bitter rivalry?
81-85 While you have a gift for technology, you lack the resources or connections to make your dreams become reality. You use scavenged
junk and old technology to create amazing devices that you use to fight crime. Do you still want to have access to better resources, or
are you content being a junkyard hero?
86-90 While you were in college you were headhunted by a major corporation and put in their R&D department. You created some amazing
innovations for them, but the more you advanced in the company the more corruption you saw. You decided to use some of your tech
to try and fight back against your employer in secret, but what happens if they find out what you have been doing?
91-95 After a terrible accident, the only way to save your life was to have most of your body replaced with advanced technology and
cybernetics. Now you have abilities far beyond the normal, but are you able to retain your humanity when most of you is artificial?
96-100 You have always had a gift with technology, but your keen mind gets bored easily. You invented your hero tech to use on a lark and
so far your exploits as a superhero have kept your attention. Will you be able to maintain being a hero or will something else distract
you from your good deeds?

40
2. Hero Creation

Training Background Events


1d100 Event
01-05 Notes you found in various books from the family collection led you to learn the secrets of the martial way. While you honed your
skills and developed your powers, another family member secretly watched from afar. Were they supportive of your endeavor or are
they plotting your downfall?
06-10 An ancient academy of superheroes took you in, training you from a young age. But a fire decimated the group’s headquarters and
you went your separate ways. Where are they now and are they still following the ideals of good or have some strayed?
11-15 You were raised to be a champion for a secretive order of philosophers and warriors, and told you were chosen for a higher purpose.
But then you uncovered a history of other “champions” who were told the same story. What happened to your predecessors? And will
the same thing happen to you?
16-20 You have taught yourself everything you know, not wanting to rely on anyone but yourself in your quest for justice. What set you
down this path and why are you so reluctant to rely on others?
21-25 As a youth you were caught up in a street gang and they taught you how to fight and some criminal skills to help you gain entry into
anywhere you wanted. Eventually you saw the error of your ways and decided it was better to fight against crime. What happens
when you come up against your former gang?
26-30 You were taken in by a veteran hero who intended to train you as their protégée, but after your training was complete your mentor
changed their mind and dismissed you. You decided to become a hero to prove your worth, but why did your former mentor change
their mind?
31-35 You have a knack for developing superhero gear and helped provide equipment for several notable heroes in the city. When you
learn that some of the heroes you help are actually doing some terrible things, you decide to use your own gear to put a stop to their
secret criminal activities.
36-40 When you were young you met a legendary hero and were awestruck by their nobility and powers. Even though you were not gifted
with fantastic abilities, the hero’s example set you on a path to hone yourself so you could fight crime like them.
41-45 You were stripped of your powers by one of your foes. You still feel the pull to fight against crime, so you have started training to find
a way to contribute to the fight against evil. Are you truly content with not being powered, or would you jump at a chance to regain
your lost abilities?
46-50 You were drafted into a special covert spy Organization and were trained in combat arts as well as espionage techniques. When a
double agent allowed the Organization’s enemies inside, your patron was destroyed, and you managed to escape. Now you use your
training to help others, all while looking for a way to take down those who destroyed the group that took you in.
51-55 You were once part of a top-secret program to develop a powered super soldier, but you didn’t make the cut and another candidate
was chosen. Unfortunately the one they picked became unstable after the experiment gave them powers and they went rogue. You
decided to use your training to take down the rogue super soldier and help others along the way.
56-60 You became involved with a local dojo as a teenager and took to your martial arts training. The teacher eventually revealed to you
they were part of a lost group of warrior monks, and when you helped them fend off an attack by a deadly ninja clan your master
decided to train you further to help defeat those who use martial arts for evil.
61-65 You have never been wanting for anything, and when superheroes became popular in your city you decided you wanted to be one as
well. You have the finest gear and training money can buy, but do you really have the heart to be a true hero?
66-70 You lead a double life: working for the mob on the inside by day, hunting criminals as a vigilante at night. You hope to use your ties
to organized crime to bring them down from within, but you’ve started to become friends within someone within the group. When the
time comes, will you be able to betray your friendship with this criminal to do what needs to be done?
71-75 You’ve spent much of your life training with weapons as part of a group that simulates warfare from medieval times, and you’ve
gotten quite good at it. After stopping a robbery using your skills, you’ve made the decision to become a warrior for justice.
76-80 Most of your formative years were spent in the woods hunting, camping, and trapping. You’ve also had to watch your neighborhood
fall victim to crime, and you believe your wilderness skills can be used on the mean streets of the city.
81-85 When someone you cared about became a victim of crime, something in you snapped. You adopted a new persona and decided to
become a vigilante to ensure no one else is hurt by crime. What is your new identity, and are you able to separate reality from the
fantasy you have constructed?
86-90 You admired a crimefighter during your youth, and when you finally got to meet them as an adult you realized their whole public
persona was a sham. The hero was nothing more than a glory hound and liar. You’ve decided to adopt their persona to try to bring
honor to the hero people believe in, but what will the original version of the hero think about your efforts?
91-95 While you play the part of being a hero, in reality you are not as skilled as people believe you are. You’ve gained your reputation due
to good luck and happenstance, and you are fearful one day you will be found out. Will you keep hoping your luck holds out, or will
you push yourself to be the hero everyone believes you are?
96-100 You served in the military and when you got home you found another warzone waiting for you. Crime is rampant and no one seems
to be stepping up to stop it, so you plan to use your military training to wage a new war to take back your home.

41
Destined

General Background Events


1d100 Event
01 When you were a child a mysterious person confronted you, claiming to be you from the future. They gave you a cryptic warning of
disaster before vanishing into thin air. Now as you get close to the age of the person, you wonder when the disaster is coming.
02-03 Years ago while traveling abroad you stumbled upon evidence of a powerful hidden civilization, but someone stole your proof in the
dead of night and you want to get it back.
04-05 You lost a beloved relative, perhaps a parent or a sibling, to a violent crime years ago. The perpetrator was never caught and to this
day you seek clues to their identity.
06-07 Since the start of your hero career you have been getting cryptic notes from someone who knows who you really are. Who knows
your true identity and what will they do with this knowledge?
08-09 Your memories from your youth are a blur, but recently you’ve been dreaming of a childhood in an alien and strange world. Are your
dreams lost memories?
10-11 You have a loyal retainer, close friend, or ally that knows your secret and assists you in your crimefighting activities, despite their
objections to you endangering yourself nightly.
12-13 You have a dependent that relies on you, such as an elderly relative, a youthful ward, or a romantic partner. They don’t know about
your heroic side and would be at great risk if they got involved with your battle against crime.
14-15 You originally came from an alternate Earth, arriving on this one through an accident or random chance. You hide this fact for fear of
being captured by government agents looking to study you, or because you don’t want someone or something from your home to
know you are here.
16-17 Sometimes you randomly slip through time, space, dimensions, or all of the above with no warning and no control over where you
go. Sometimes people in your immediate vicinity (like other player-heroes) are caught up in your bizarre unwilling journeys.
18-19 You were abducted by what you believe were aliens prior to the emergence of your abilities. You are not certain if they did something
to bring about your powers, or if they were really extraterrestrials.
20-21 You were once part of a villainous Organization of great power and secret influence. You managed to get free, adopting a new
identity to hide from your wicked former masters because if they find you, they would destroy you and everything around you.
22-23 The town you were born in was subjected to secret experiments by either the government or a powerful corporation. The experiments
were covered up, but you seek to expose what they did to your home and the people you care about.
24-25 You became stranded in a dangerous or inhospitable place for an extended period of time, learning to survive there through sheer
determination or thanks to your special abilities. You occasionally have flashbacks of that terrible place, and worry that someday
something will bring you back there.
26-27 You have no recollection of your early youth, only that the main person in your upbringing refused to answer your questions. Could
this be linked to your powers in some way? Where are the answers to your missing memories?
28-29 In a dream, a strange figure gave you something that, when you awoke, you found was a real item. Since that time, you’ve had
powers. Is there really a link? And who was the figure?
30-31 As a child, you were taken by men in black suits to a complex far underground. You were raised in a concrete cell with only the head
of the experiments as your “father” or “mother,” and you learned to bide your time and escape. Who were these people, and will you
ever reconnect with your parental figure?
32-33 You were once a criminal, although you may have escaped prosecution for your past misdeeds. Are you honest about your criminal
past with those around you, and are you simply hiding out under the mask of a hero or are you seeking redemption?
34-35 At some point in your life a person of great influence, ability, or both took you under their wing and now serves as your mentor. You
can call upon this person for advice and occasionally assistance, but they may also call upon you to undertake a task for them.
36-37 You have a twin, although you were separated early in life and at some point you will cross paths with them again. Does your twin
have powers, and are they on the straight and narrow or did the separation lead them down a dark path?
38-39 Your abilities were meant for someone else, but through bad luck or pure happenstance you fell into them. Is the person they were
meant for supportive of your heroic career, or are they bitter and want to gain back what was rightfully theirs?
40-41 When your special gifts first manifested it was not a gentle process, and someone important to you was either hurt or killed. You still
carry this guilt of this event with you, and it either spurs you on to use your gifts to help others or makes you leery of utilizing your
powers for fear of harming someone else.
42-43 You were shocked to discover the town you were raised in no longer exists, and there are no records of it ever existing and no one
seems to have heard of it, even within your close family and friends. Was it all some delusion on your part or is there something more
sinister going on?
44-45 You have a deep and powerful affection for someone that motivates your actions. Do they reciprocate this love, have they spurned
you, or are they unaware of your feelings or even your existence?
46-47 A criminal or villain has leverage over you. Perhaps they know your true identity or some dark secret from your past. What are you
willing to do to keep them from revealing it?

42
2. Hero Creation

General Background Events


1d100 Event
48-49 You have a secret place that only you know about. It could be a cave, an abandoned site, or something bizarre like a hidden world or
an extra-dimensional space.
50-51 You recently learned someone close to you has been hiding a double life. Maybe they are a superhero, a spy, or even a villain. Will
you confront them about it, and how will it affect other people close to you?
52-53 You used to be afflicted with a strange, unknown malady. One day it went away or went into remission, possibly when you gained
your powers. What was the source of this condition and will it reappear?
54-55 You are much older than you look. Perhaps you were kept in cryogenic stasis, were shunted through time, you have an extended
lifespan, or what gave you your powers somehow de-aged you. How do you adjust to being from another time?
56-57 You have someone who admires you and wants to emulate you. Maybe their adoration is genuine or maybe it borders on unhealthy
obsession. How will you handle this would-be fan?
58-59 You were once something or someone else. Maybe you were evolved from an animal, had your mind switched into another body, or
were part of witness protection. How do you adapt to your new life and are there lingering issues from your old one?
60-61 You sometimes get visions of alternate versions of yourself, living lives eerily similar or wildly different. Are these actual visions of
alternate realities or is fate tempting you with what could have been?
62-63 You have a voice in your head. It might be related to mental illness, but it could also be a spirit, an angel, a demon, or another
consciousness that somehow got trapped in your mind.
64-65 You come from a legacy of heroes, possibly stretching back for generations. Are you following the path of the hero out of tradition,
personal desire, or were you forced into it by your heroic kin?
66-67 The funding for your heroic ventures comes from a dubious or illicit source. Perhaps you stole from criminals, embezzled from your
employer, or accepted bribes or protection money from those you saved. What happens if the source of your funding is found out?
68-69 You are being tracked. Perhaps someone is hunting you, or maybe you were tagged by an Organization you currently or once
worked for. You know they know your every move, and you want to find a way to escape from them.
70-71 You were approached by an entity of great power to serve as its champion. It might be a force of nature, an ancient god, a powerful
A.I., or a being from another dimension.
72-73 A villain once trapped you in a virtual scenario in which your life as a hero was all presented as a lie. Did you really escape, or is the
life you are leading now all a lie?
74-75 You were once the sidekick of a great and famous hero. Are you striking out on your own to prove your own worth, or did something
happen between you and your former mentor?
76-77 You were once a different hero in another city, but you made a mistake and had to give up your former identity. Will some part of
your former life come back to haunt you in your new one?
78-79 You have a lucky talisman that you carry with you on all your adventures. Where did you get it and does it really have some form of
luck attached to it?
80-81 You recently learned of some ancient artwork that depicts someone who looks remarkably like you. Are you the reincarnation of an
ancient hero, or should you expect a trip to the past in your future?
82-83 You have a nemesis that you have an attraction to despite your best efforts. Will you attempt to turn them to the side of the angels, or
will your feelings cause you to give into temptation?
84-85 Your powers made you an outcast, and you found asylum among a traveling group of performers or a circus. Are your former
traveling companions friends you can count on, or enemies that want to get you back?
86-87 Somehow you acquired a useful piece of highly advanced technology. Is this item from a secret lab, an alien civilization, or the
future? And what will you do when someone comes looking for it?
88-89 Someone close to you claims to have psychic ability, and their predictions about your life have been eerily accurate. Will you use their
visions to further your career, and what do you do when one of these visions predicts some dark fate for you or someone close?
90-91 After you gained your powers you performed a heroic deed that was viewed by the media. Now you have gained a measure of fame,
whether you want it or not, and you have to worry about paparazzi in addition to supervillains.
92-93 Whatever gave you your powers also created a clone or duplicate with the same powers. Does this “twin” share your goals or are
they your polar opposite?
94-95 Somewhere along the way you wronged an ancient and powerful sect of assassins. You know one day their mark on you will come
due, and what will you do when that day comes?
96-97 A powerful Organization has taken interest in your hero career. They have granted you membership if you so desire, but what are
their motivations for bringing you into the fold?
98-99 You have acquired items from a superhero that is no longer active. How did you get these items from them, and what happened to
the hero?
100 Your life has always been very normal. Normal family, normal friends, normal childhood, and normal career. Maybe it’s all a little too
normal...
43
Destined

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?

A Hero’s Family • Do any of them have a tendency to wander into


danger?
People that are part of the hero’s family are those who
have the most meaning and importance to them. They • Did the death of a family member drive the hero to
are the people he or she cares about and is willing to do their current life of crimefighting?

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:

• Allies are friends or close associates


that share similar values as the hero
and will lend aid and provide advice
when the hero calls upon them.
Sometimes these favors are free, but
sometimes the ally expects something
in return for their aid.

• Contacts are people with influence


or knowledge that the hero knows or
has some connection with. They are as Shadowstalker’s mum, Dr. Angela Peters, suffered a laboratory
invested in the hero’s well-being as accident while working with rare chemicals at Aletheia University.
allies, but will usually only offer The incident would have far reaching consequences for her unborn
counsel and information if it serves child.
their interest or the hero promises
them favors in return for their aid. related to their life outside of crimefighting and can be
just as dangerous as powered foes.
• Rivals are those who who oppose the hero in
competition for some goal they both share, or who wish When detailing allies, contacts, rivals, and enemies,
to humiliate or discredit the hero for their own benefit. you only need to provide some basic details such as a
While they may interfere with the hero or harass them, name and the nature of the relationship, with further
they seldom seek to do lasting harm. details being fleshed out as the campaign progresses.
Over the course of the campaign heroes will gain more
• Enemies hate the hero for some genuine or perceived of each type, but heroes can also start out with a few
slight, and they seek to ruin or destroy the hero if they from their early days, prior to the start of the campaign.
have the opportunity. They may attempt this through Roll 1d4-1 to see how many of these supporting
direct action, or indirect means that erode the hero’s characters the hero has, and then roll on the chart
resolve, reputation, or resources. Although they are below to determine the nature of the relationship for
often supervillains, some of the hero’s enemies are each.
45
Destined

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.

S am has been thinking a lot during the creation


process about who Shadowstalker is and where
he came from, but there are still a few blank areas
A Passion can be for anything or anyone that has
value or importance to the hero, such as a person, an
in his background he hasn’t filled in. He decides Organization, an ideal, or even an object. Passions are
to roll on the Mutation Background Events table best described with a short phrase that includes a verb
and gets a result that Ron’s family ostracized him that defines the nature of the relationship to the
for his mutations, and he likes the idea that this Passion, for example: Desire, Destroy, Fear, Hate, Love,
event fed into him being a bit of a loner. He Loyal to, Protect, Respect, Seek, Torment, or Uphold.
decides that he still has “family” in a social worker Passions are very personal to the hero, but that doesn’t
named Karen Harbor who took him in and helped mean several members of the group can’t share one in
him get an education. He then rolls to see who his common. For example, if every member of the group is deeply
allies, contacts, rivals, and enemies are. He gets involved with an Organization they all value, they may all
3, one ally, one contact, and one enemy. He share loyalty to their common patron.
makes the ally Lila, a member of a local support
group for mutations, his contact is a street person Keep in mind that sometimes one hero’s Passions
named Jangles, and his enemy is actually his may conflict with that of another member of the group.
brother Douglas who is part of a mutant A good example from comics would be two heroes who
hate group. have different views on the use of lethal force as part of
their heroic mission. While this can lead to some great
Building off this information, Sam works out his roleplaying if handled well, it can also derail the
Passions based on what he developed for adventure or lead to in-game conflicts that may cause
Shadowstalker’s background. As his primary, he out-of-game tensions. The Games Master and the
ties it to his Origin and writes down “Keep players should work together to make sure each hero’s
Innocents Safe, Especially Mutants” to reflect his Passions can be played out effectively so the game
own difficulty growing up as a mutant. As an ideal remains fun for all.
Passion, it has a base rating equal to
POW+INT+40, so the final value is 64%. His Passions are rated in the same manner as Skills, with
secondary is based on his close relationship to his a percentage between 1 and 100 or even higher. They
surrogate mother Karen, so it is based on can be improved in the same way as Skills with
POW+CHA+30 and he writes down “Keep Karen Experience Rolls (see below), or Passions can be
Safe, 52%.” His final Passion is another ideal plus increased or decreased by the Games Master based on
20 to the base value, and he writes down “Don’t the actions of the hero and different events within the
Allow Anyone to Get Too Close, 44%.” campaign. This is called Deepening and Waning, and it
is discussed in further detail below in Changing
Looking over his final information, Sam has a lot Passions.
of thoughts on how to play Shadowstalker once
Maria starts the first campaign session. With this
last step completed, Sam has finished his hero Origin and Passions
and he is ready to step out into the mean streets
of Gemelos City to take it back from the criminal A hero’s Origin is a defining event in their life, quite
scum who live there. literally changing everything about them and putting
them on a new path. Because of its significance, at least
one of your Passions should somehow relate to the
Passions events that led to the hero’s Origin. The hero may be
driven by the events that caused them to take up the
Heroes have core convictions, beliefs, and desires that mantle of protector, they may still be adjusting to the
influence their actions, and in Destined these are changes that occurred, or it may have connected them
represented by Passions. Passions are at the core of who with someone who is now the focus of their attention. A
the hero is and what their most important ideals are, good example from the comics is DC Comics’ Batman, who was
and they can influence their activities in nearly every put on the path of heroism by the murder of his parents. That
aspect of their life. Within the game, Passions serve as a event serves as a central theme for his character, and even
roleplaying tool to help guide how you play your hero, influenced his decision to never kill as part of his crusade.
46
Shadowstalker is now fully fleshed out and ready for adventure. His first mission is to infiltrate the
mansion headquarters of vicious would-be dictator Baron Malycer and discover information on the
Baron’s latest evil plans. Using his stealth skills he slips past the guards and into the grounds..

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.
47
Destined

Using Passions • Passions can serve as a general measure of the depth


of the hero’s beliefs, commitments, and loyalty to an
A hero’s deeply held beliefs have the ability to affect Organization or a cause. The higher the value, the
events during play, with the strength of the hero’s more committed the hero is to it. This is often used as a
convictions serving to help them in their darkest factor in increasing rank within an Organization the
moments. At times the hero’s Passions may also hamper hero is committed to, and is discussed in more detail in
them, forcing them to act according to their nature, Chapter 7. For example, a hero who is a member of the
even when doing so may make the situation worse. As peacekeeping Organization Omega has proven her loyalty
hero traits in their own regard, Passions can be used in again and again and her commitment is reflected in increases
the following ways: in her Loyalty to Omega Passion.

• 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

Starting Passions Values Changing Passions


Object of Passion Base Characteristics Change Score +/-
A person or persons POW+CHA Weak 1d10
An Organization or group POW+INT
A species or culture POW x2 Moderate 1d10+5
A location POW+INT
An object or substance POW x2 Strong 1d10+10
A concept or ideal POW+INT

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.

Heroes can also gain new Passions, representing new


drives and motivations they gain. There is no limit to the
number of Passions a hero can have, but players should
be wary that more Passions can also mean more conflicts
both internally for the hero and externally within the
group and those around them. When the player
believes something occurred to the hero that may
49
Destined

Optional: Quick Hero Generation


3. Characteristics: Players should use the pre-
T he hero creation process in Destined is
designed to help the player build the hero’s
story as they build the mechanical side for the
determined arrays appropriate to the Power Level.

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.

Skill Pyramid Table


Power Level
Street Epic Paragon
50 60 70
40 40 45 45 55 55
30 30 30 40 40 40 40 40 40
20 20 20 20 20 20 20 20 25 25 25 25
10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10

50
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.
51
Destined

possible Critical Successes and Fumbles are given for


Narrative Time the skills listed below, and players and the Games
Master are encouraged to come up with their own

I n Destined, time spent inside and outside of


combat are handled differently. Anything outside
of combat is considered “Narrative Time,” and the
suggestions based on the situation at hand.

Games Master only tracks specific passage of time Automatic Successes


when it is crucial to the current situation. For
example, if there is nothing pressing going on and There will be some occasions where a roll against a
the heroes want to take “a few days” to relax and particular skill just isn’t necessary – either because the
work on their own personal projects, the Games task at hand is easily accomplished, or because, with
Master doesn’t need to know the amount of time enough time and concentration, success is guaranteed.
down to the hour or minute, unless there is some Driving a car at a normal speed in normal traffic is an
other event that is time sensitive. If there is some example of an Automatic Success for anyone with the
time sensitive matter, or if the heroes only have a Drive skill. Climbing a gentle slope while carrying
specific amount of time to accomplish something standard hero gear should not require a roll against
before another event occurs, then the Games Athletics.
Master needs to keep a more precise record of
how long their actions, travel, and skill checks This becomes particularly important in Destined,
take. For example, the villainous Dust has where the heroes may have Core Powers that make
unleashed a deadly tainted batch of one of his normally difficult skills second-hand. If the Games
designer drugs into the city streets, and users will Master rules a task is an Automatic Success, the hero
die within 12 hours unless the heroes find a way to simply needs to spend the amount of time required to
counter the effects. The Games Master will need to accomplish it. Alternatively, the hero can attempt a skill
record how much time they spend researching check if they would like to try to achieve a Critical
treatment, hunting down Dust, and traveling to Success, applying any relevant modifiers to the
know how soon tragedy will strike. Difficulty Grade based on the ease of the task, usually at
the Very Easy level.
The key thing to remember with Narrative Time
is that you only need to worry about the exact If the check fails, the hero still succeeds but has
amount when it really counts. suffered some unexpected setback or complication. If
the result is a Fumble, not only did the hero somehow
fail, but they also suffer a complication on top of that.
• No matter what the skill value is, a roll of 01-05 is
always a Success and a 96-00 is always a Failure. Keep in mind that Automatic Successes are used to
speed up game play and keep every task the heroes
Each of these different outcomes represents the hero’s attempt from needing a roll of the dice. The player
Level of Success, and knowing how well a hero must have good cause for calling for a roll for a task that
succeeded can be important for different types of skill normally would succeed automatically, and the Games
checks presented later on in this chapter. Examples of Master has final say if it is allowed.

Skill Difficulty Grade Table


Difficulty Grade Skill Modifier Example
Automatic No roll is needed Perfect conditions, ample time to accomplish task with few consequences
Very Easy Double the skill value Several favorable circumstances such as superior equipment, extra time, or excellent
working conditions
Easy Add half again to the skill value One favorable circumstance under normal conditions
Standard None Normal conditions with no external factors affecting the check
Hard Reduce the skill value by one-third One adverse circumstance under normal conditions such as poor equipment, a
distraction, or poor working conditions.
Formidable Reduce the skill value by half Several adverse circumstances occurring at the same time, or one extreme circumstance
such as severe weather, near-darkness, or not having the proper equipment
Herculean Reduce the skill value to one-fifth Multiple adverse circumstances or several extreme factors affecting the hero at the
same time
Hopeless No attempt can be made Current circumstances are too adverse to even attempt a roll

52
3. Skills

Skill Time Optional Rule: Simplified


The amount of time it takes to perform a single skill
Difficulty Modifiers
check depends on the task being attempted. A simple
quick task such as recalling a fact or lifting an object up
off the ground might take a few seconds or up to a
minute. A more involved task such as repairing an
T he modifiers listed in the Example Difficulty
Modifiers table are meant to reflect the growth
of a hero’s skills, giving them a better chance as
engine, doing research on a topic, or debating a rival they improve, but the additional math can slow
might take an hour to several hours. The Games Master down play. For groups that would prefer to speed
determines how long a given task takes (if time is things up, or for situations where the Games
relevant to the scenario), otherwise a task simply takes Master would prefer a quick modifier to a roll, the
as long as it takes. If the hero could benefit from taking Alternative Difficulty Modifiers table may be used.
extra time on a task, the Games Master may allow them Please note that these simplified modifiers do not
to double the normal amount of time required to gain scale with the hero’s skill level, so bonuses are not
make the skill roll one Difficulty Grade easier. For as beneficial and penalties are not as severe for
example, a hero creating a new device wants to take extra time heroes with high skill values.
to test each component before assembling it and the Games
Master rules that her careful and methodical approach makes
the final skill check easier. amount listed. For example, Shadowstalker is attempting to
climb up a fire escape to capture a fleeing crook. Normally this
would be a Standard Athletics check, but it is raining, making
Modifying Skills the fire escape slick. The Games Master rules this would make
the check two grades harder, so the final difficulty would be
Sometimes there are other conditions that affect a skill Formidable.
check, making the task simpler or more challenging
than normal. Things like weather, lighting, the quality The chance of rolling a Critical Success is also
of equipment, and distractions can all have an impact adjusted by the Difficulty Grade of the check, using the
on the hero’s ability to use their training effectively. final skill rating to determine the Critical Success range.
When the Games Master rules a situational difficulty So a hero with a Computers skill of 60% making an Easy
modifier could affect the outcome, one of the following check would score a Critical Success on a roll of 01-09
Difficulty Grades is applied to the hero’s skill before the due to having an adjusted skill total of 90%.
roll is made. If the difficulty modifier is listed as an
adjustment to the grade, such as “one Difficulty Grade If the hero has multiple modifiers to the same roll,
harder,” modify the base difficulty of the check by the the final Difficulty Grade depends on the types of

Example Difficulty Modifiers


Activity Skill Check Difficulty
Sneaking up on a guard in a noisy factory while they are distracted Very Easy Stealth check
Using a stolen password to access a company’s network Easy Computers check
Swaying a small crowd of bystanders to your side Hard Influence check
Climbing up the side of a building in light rain Hard Athletics check
Driving through a busy shopping mall without hitting anyone Formidable Drive check
Following a faint blood trail down a filthy back alley Formidable Track check
Shooting the gun out of a robber’s hand at long range at night Herculean Combat Style check

Alternative Difficulty Modifiers


Difficulty Grade Skill Modifier
Very Easy +40%
Easy +20%
Standard None
Hard –20%
Formidable –40%
Herculean –80%

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.

Group Rolls it is successful, everyone in the group succeeds at the


task, but a Failure means everyone in the group fails.
When a group of participants need to make skill checks, For example, Shadowstalker is trying to hide from a team of
there are several options to resolve the situation without ninja assassins in the narrow alleys of the Ossuary. The Games
having to make a large number of individual die rolls. Master uses the highest Perception rating for the ninjas to see
Known as Group Rolls, these options serve to speed up if they spot the hero, and if successful all the ninjas are aware
play to keep the story and the action moving. Games of his position.
Masters need to judge when to use multiple rolls or a
Group Roll. Multiple rolls – one roll for each individual The “reverse” team test can be used in situations
in a group – are more realistic, but time consuming. For where one Failure can spell disaster. In this case the
the purposes of game flow, especially when dealing with lowest skill value of the group is used, and if the roll
Rabble (see page 182), individual skill successes are not succeeds everyone succeeds, but Failure means
so important and Group Rolls are more effective. everyone fails. For example, after he manages to escape,
Whenever a Group Roll is needed, choose one of the Shadowstalker tries to regroup in the city park. The ninjas are
following options that best fits the current situation. attempting to sneak up on him to launch a Surprise attack, and
the Games Master rolls against the lowest Stealth value in their
group. If he fails, Shadowstalker becomes aware of them before
Team Rolls they gain the advantage.

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.
55
Destined

Sorting Rolls • Describe the ongoing contest to maintain dramatic


tension then repeat the Opposed Roll to try to establish
In Sorting Rolls, success is individual, and failure for a winner. Using the above example, if both Lord Storm and
one is not failure for the group as a whole. A single die Doctor Infamous both rolled a 67, their contest would be at a
roll is made and compared to all the skill values of the stalemate for the moment and then both would grit their teeth
group members to measure Success or Failure for all and try again.
group members involved. For example, the same group of
ninjas are chasing Shadowstalker across the rooftops of the • Produce some circumstances that account for the
Ossuary. Some ninjas have an Athletics skill of 40%, some mutual failure for the opposing forces. If instead Lord
50%, and some 60%. The Games Master makes a Group Roll Storm and Doctor Infamous both failed their Brawn checks, the
for the ninjas, resulting in a 48%. Those with skills of 50% or strain of their mutual super strength is too much for the floor
more succeed, while the slower ninjas – those on a skill of 48% they are standing on, and as it crumbles away both tumble in
or lower – begin to fall behind. opposite directions cursing the other.

Opposed Rolls Differential Rolls


Heroes frequently face opposing forces when trying to Differential Rolls are similar to Opposed Rolls, except
complete a task, or must overcome a challenge where that instead of a simple win or lose result, the difference
the situation itself is against them. Perhaps the hero is in Levels of Success is calculated. When a hero is
trying to sneak past a squad of the villain’s henchmen, involved in a Differential Roll, all participants roll
or trying to resist a potent poisonous gas released by a against their respective skills and determine the result
death trap. These are known as Opposed Rolls and are as if they made the check in isolation. Whoever gains
used when different sides are attempting to overcome the higher Level of Success gains an advantage equal to
each other to see who succeeds and who fails. When the difference in success levels between them, assuming
heroes must make an Opposed Roll, all participants roll one participant rolls a higher Level of Success. If both
their respective skills at the same time, and the winner participants score the same Level of Success (or
is the one who gains a better Level of Success. If the Failure), there is no additional effect or advantage for
participants all score the same Level of Success (each either side.
getting a Standard Success, or everyone scores a Critical
Success for example), the winner is the one who has the Just as in normal skill checks, a Critical Success still
highest dice roll within the Success range of their skill. provides an advantage over a regular Success by
For example, the hero Lord Storm is pitted in a test of strength providing a Level of Success. If one side fails and the
with his arch-enemy, Doctor Infamous. Lord Storm rolls a 67 other rolls a Fumble, neither gains an advantage in the
against his Brawn skill of 72% and the Doctor scores a 34 Differential Roll but the one who rolled to Fumble still
against his Brawn of 84%. While both succeeded, the hero’s roll suffers the effect of the roll. Primarily used as part of
was higher and he beats his foe in the challenge. Combat (page 158), Differential Rolls can also be used
in situations where the Games Master believes the
If both participants fail the Opposed Roll, or end up degree of Success or Failure matters. For example, two
rolling the same value and Level of Success on the heroes are trying to impress a fickle cosmic being with a song,
check, then you can either: and the one who succeeds at a Perform (Singing) check with a
better Level of Success is the victor.

Opposed Roll Examples


Activity Opposing Skill Examples
Bargaining Influence or Knowledge (Commerce) vs. Insight or Knowledge (Commerce)
Chasing Athletics vs. Athletics, Drive vs. Drive, Pilot vs. Pilot
Deceiving Deceit vs. Insight
Dispersing a crowd Influence vs. Willpower
Getting out of the way Evade vs. Combat Style, Evade vs. Potency of a Peril (see page 203)
Resisting or avoiding a toxin Endurance or Evade vs. Potency of the toxic Peril
Sneaking Stealth vs. Perception or Tracking
Test of Strength Brawn vs. Brawn or Endurance
Test of Will Willpower vs. Willpower

56
3. Skills

Differential Roll Results


Result of Rolls Antagonist Critical Antagonist Success Antagonist Failure Antagonist Fumble
Protagonist Critical No benefit Protagonist wins 1 Level of Protagonist wins 2 Levels of Protagonist wins 3
Success Success Levels of Success
Protagonist Success Antagonist wins 1 Level of No benefit Protagonist wins 1 Level of Protagonist wins 2 Levels of
Success Success Success
Protagonist Failure Antagonist wins 2 Levels of Antagonist wins 1 Level of No benefit No benefit
Success Success
Protagonist Fumble Antagonist wins 3 Levels of Antagonist wins 2 Levels of No benefit No benefit
Success Success

Opposed or Differential Skills Task Rounds


Over 100% The amount of time it takes to attempt each check in an
Extended Task is referred to as a Task Round, and just
If one of the participants in an Opposed or Differential like normal skill checks it can vary greatly, depending
Roll has a skill in excess of 100%, that participant on what is being attempted. A foot chase through the
subtracts the difference between 100 and their skill back alleys of the city could have Task Rounds of five
value from the skill values of everyone in the contest, seconds each, while creating an anti-toxin for a villain’s
including themselves. This reduces the effective skill poison gas could take an hour for each step of
value of the opponents while allowing the skilled the process. The Games Master will decide on how long
participant an advantage. If two or more participants in each attempt takes based on the circumstances of the
the contest have skill values higher than 100%, use the Extended Task. In most normal circumstances a hero
highest skill level of the participants to determine the has five Task Rounds to succeed at the task, but
amount to subtract. For example, Shadowstalker is trying to sometimes the Game Master may rule they have fewer
out-muscle the HeadCrusher, who has a 102% Brawn, against rounds to try to accomplish it. In circumstances where
Shadowstalker’s 51%. The 2% above 100 is subtracted from it only matters how long it takes the hero to succeed, the
both, making the final percentages 100% for HeadCrusher Games Master may not limit the number of Task
and 49% for Shadowstalker. Rounds, but instead records how long of a time period
it takes for the hero to achieve the goal.

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)

Sample Extended Tasks


Task Appropriate Skill Task Round Unit
Creating a drone Mechanisms (Robotics) 2–6 hours
Investigating a crime scene Perception or Science (Criminology) 10–30 minutes
Making repairs to a car Mechanisms (Automotive) 1–6 hours
Researching an occult entity Research, Knowledge (Occult) 1–4 hours
Speeding across town Athletics, Drive, Pilot 3–5 minutes
57
One Skill or Multiple Skills
The Games Master must determine what skill or skills
are needed to complete the Extended Task. Sometimes
the hero may have multiple choices of skills that can be
used to accomplish the goal, such as a hero being able
to use Athletics or Acrobatics to pursue a fleeing villain
across the city rooftops. Any of the listed skills can be
used if the situation allows and can contribute to the
total needed.

Other times the task requires Success from several


different skills, all of which are required to complete the
task. Each skill listed needs to be rolled against to finish
the task, and failure at one either makes the task take
longer or results in a reduced effect or Failure. For
example, Baron is attempting to design a complex energy
blaster to counter the villain Scarlet Dauphin’s personal Force
Field. He may need to make a Science (Physics) check to see
which electromagnetic frequency will work best, an Electronics
roll to design the complex focusing array and power source, and
two Craft (Gunsmith) rolls to create the housing and assemble
the blaster. The Games Master will determine what skills
are needed, what order they need to be tested in, and
what the consequences are for failing.

Assisting with Extended Tasks


The hero performing the Extended Task may have
their skill rolls Augmented by allies just like any other
Using his supernatural brawn, Torc rips the skill check, but other heroes may also make skill checks
armoured security door of an Animus hideout off to contribute to the tally needed to complete the task.
its hinges, allowing the heroes access to the They act in place of the primary hero, and their result
villains’ lair. is used for the given Task Round. This allows heroes
with differing skills to contribute, especially in tasks that
When 100% is achieved, the task is complete, and the require several different skills to complete. Note that
hero accomplishes whatever the end goal was. Failure to some Extended Tasks may require all heroes to
accomplish the task in the given amount of time does contribute to their own tallies separately, such as in a
not necessarily mean the attempt was a total failure, and race where all heroes are seeing who reaches a
the Games Master determines if the hero can achieve a destination first.
partial Success based on the final percentage of the
Extended Task. For example, a hero trying to repair his
damaged superbike only manages to score a final tally of 75%, Opposed Extended Tasks
so the Games Master might rule the motorcycle only gets back
75% of its total Hit Points, or the hero is capped at 75% of his Just like normal skill checks, Extended Tasks may be
normal Drive skill when using it. opposed by another person, or by some other opposing
force attempting to counter the hero’s efforts. This is
handled in a manner similar to Differential Rolls above

Sample Opposed Extended Tasks


Opposed Task Appropriate Skill(s) Task Round Unit
Chasing a criminal across the rooftops Athletics or Acrobatics vs. Athletics or Acrobatics 1–3 minutes
Debating a rival in the courtroom Influence or Knowledge (Law) vs. Influence or 1–4 hours
Knowledge (Law)
Stalking an escaped convict in a swamp Perception or Track vs. Stealth or Survival 1–6 hours
58
3. Skills

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.

• Critical: The hero coaxes more speed from the


vehicle, jumps it spectacularly, or reduces the time of a
journey.
• Fumble: The vehicle suffers a malfunction or a
crash. If using the vehicle rules (see page 139), the
vehicle suffers 1d3 System Hits to a random location.

Endurance (CON x2)


Endurance is a hero’s capacity to endure physical stress,
pain, and fatigue. It is used most often to resist illness,
Sky Raven’s mastery of all forms of weaponry and toxins, need for sleep, and deprivation. Refer to the
the combat arts allows her to silently pick off section on Fatigue (page 186), Injury (page 191), and
Animus goons as they exit their raid on the Perils (page 201) on how Endurance is most commonly
Gemelos City Trust Bank. used.

(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.

First Aid Actions


Injury Successful Treatment
Asphyxiated The victim begins breathing again.
Bleeding The blood flow is staunched.
Impaled The impaling item is removed without causing further impaling damage to the victim.
Incapacitated As long as the unconsciousness is not the result of poisons or narcotics, the injured party is restored to awareness.
Minor Wound Minor Wound Treatment restores 1d3 hit points to the injury.
Serious Wound Treatment removes any penalty to checks for the location for 1d3 minutes.
Persistent Wound First Aid does not affect Persistent Wounds.
60
• Critical: The hero not only avoids the danger,
but is able to make checks easier for allies who
also need to make Evade checks against it.
• Fumble: The hero fumbles into the danger,
taking maximum damage from it.

The effects of Evading with a Critical Success or


Fumble in combat are detailed in the Combat
chapter on page 157.

First Aid (DEX+INT)


First Aid measures a hero’s ability to treat minor
injuries and stabilize more severe ones. First Aid
may be applied only once per specific injury and
heals 1d3 Hit Points to a single damaged location
that has a Minor Wound. See the table on page 60
for First Aid Actions, and page 191 for more
information on recovering from damage.

• Critical: The hero heals the maximum


amount (3 Hit Points) or may apply the result to
a Serious Wound instead.
• Fumble: The hero worsens the damage to the
location, inflicting 1 Hit Point of damage
instead.

Influence (CHA x2)


Lord Storm uses his influence with Police Department
This is a measurement of a hero’s ability to brass to get backup for a mission from the city’s
persuade others through personal charisma, Extranormal Response Unit.
debate, or reason into a desired way of behaving.
It is used in a wide variety of situations; changing determine if someone is telling a lie or to determine
someone’s mind, calming someone in an agitated state, their current emotional state to gauge how they will
or bribing an official or guard. Influence can also be react in a given situation. It is usually Opposed by social
used on a group of individuals, but the Games Master skills such as Deceit and Influence.
may apply a difficulty penalty to the check roll
depending on the size of the group and their general • Critical: The hero gains deeper insight into the
attitude. Influence is usually an Opposed Roll against individual, and subsequent attempts to glean insights
the target’s Insight or Willpower skills. are one grade easier.
• Fumble: The hero completely misjudges the
• Critical: The hero’s next check to influence the person’s motives and actions. In additional to
same person is one grade easier. influencing the person’s behaviors, it makes
• Fumble: The hero manages to offend the person, subsequent checks to Influence or gain Insight into
and further attempts to influence them are one grade the person one grade harder.
harder.

Native Language (INT+CHA)


Insight (INT+POW)
Native Language is the ability to speak one’s own
Insight is the ability to read or intuitively determine language, the one learned while growing up in one’s
someone’s verbal and non-verbal behavior (such as home Culture. It measures articulation, eloquence and
body language or the manner of speech) to establish the depth of the speaker’s vocabulary. Skill in Native
their motives and state of mind. Insight can be used to Language also covers literacy in the language, and the
61
Perception (INT+POW)
Perception is used for both passive
observation and focused detection; whether
hunting for something specific, a general scan
of an area, or simple awareness of their
surroundings. Perception usually involves
visual or auditory detection, but it can apply
for any of the hero’s senses. It is also used to
detect hidden objects or people, and in those
cases is Opposed by the Stealth skill.

• Critical: The hero notices things that


otherwise would not have been immediately
apparent with the initial check.
• Fumble: The hero misses even the most
blatantly obvious details, and subsequent
checks related to the initial Perception
attempt, including resisting an unnoticed
danger, are one grade harder.

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.
62
3. Skills

Streetwise (POW+CHA) Silver Age


Streetwise measures a hero’s understanding of the local
Specialization?
region, including native flora and fauna, rumors, and
different subcultures within the area where they have
spent the majority of their life. This could be a single
city or town, but could be more expansive depending
I n comics, when a hero is a ‘scientist,’ they seem
to have some level of knowledge in every field of
science if the situation at hand demands it. The
on the setting. For example, in a space-based campaign same applies to an ‘inventor’ who is just as adept
following galactic defenders, the Streetwise skill may fixing a toaster as they are making a rocket ship
represent a specific sector of space or a single planet. out of rusting debris in a junk yard.
Streetwise also represents basic knowledge about the
shadier aspects of a community, from major criminal The Savant Core Power (page 110) has options
Organizations to places in the area best to avoid unless to allow for a hero to access Specializations they
you are looking for trouble. For a deeper knowledge of don’t normally possess, but Games Masters
the criminal aspects of an area, heroes should take the playing a more four-color campaign may simply
Culture (Underworld) skill. As mentioned in the Hero eliminate Specializations entirely to allow heroes
Creation chapter (page 20), all starting heroes gain a to have generalized expertise in all needed fields
+20% bonus to Streetwise at creation. of study without worrying about purchasing
dozens of Specializations.
• Critical: The hero is able to find additional
information or exactly what he is looking for, and
subsequent Streetwise checks for the same subject are
one grade easier. Professional Skills
• Fumble: The hero simply can’t find the information
or comes up with the wrong information, and Professional Skills represent more specialized forms of
subsequent Streetwise checks about the same subject training and experience. Some Professional Skills are
are one grade harder. learned as part of a hero’s Culture and Career, while
others are gained by seeking out an experienced
teacher or attending a formal institution to increase the
Unarmed (STR+DEX) hero’s knowledge base.

Unarmed measures the ability to defend oneself


without the aid of weapons, and it is one form of combat Specializations
that all heroes have access to. Unarmed can represent
many different styles of martial arts, from karate to Professional Skills marked with an asterisk (*) represent
street fighting, and heroes looking to expand their diverse fields of study and require the hero to pick a
fighting abilities may want to look at the Combat Expert specialized field of knowledge when the skill is first
Core Power on page 85. chosen. The rating in the skill applies only to the
particular Specialization, and additional fields of
• The effects of an Unarmed Critical Success or knowledge under the base skill must be learned as
Fumble are detailed on page 177. separate skills. Professional Skills that require
Specialization have examples listed in their description,
but heroes are free to add new options with the Games
Willpower (POW x2) Master’s permission. For example, The Mindmelt has the
Science skill as one of her Career options, so when she chooses
Willpower is a measure of a hero’s ability to concentrate, the skill, she must also pick a field such as Chemistry, Biology,
channel their force of will in a particular direction, or or Physics that she has expertise in. If she wants to specialize in
harden their psyche to possible mental shock. It is also a different field of study, she must learn it as a new
a measure of personal resolve, allowing the hero to Professional Skill.
resist certain effects and powers that attempt to
subjugate their will.
Acrobatics (STR+DEX)
• Critical: The hero’s will is bolstered, making
subsequent checks to resist the effect one grade easier. Acrobatics covers acts of balance, gymnastics, juggling,
• Fumble: The hero’s will falters, making subsequent and tumbling. The skill can be used as a way to impress
checks to resist the same effect one grade harder. an audience, by flipping over obstacles and people in
63
Destined

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.

*Culture (INT x2)


Culture is the more specific form of the
Streetwise skill, relating instead to specific
subgroups within a larger community or
societies foreign to the hero’s own. It covers
knowledge of the subculture, including
etiquette, customs, and history. Each Culture
Specialization covers a particular group,
nation, or society to which it applies, and some
common examples for subcultures within a
larger community are detailed below.

Example Specializations: High Society, Law


Enforcement, Mystical, Online, Specific Ethnic
Group, Specific Geographic Area, Underworld,
Working Class

• Critical: The hero is able to find additional


information or exactly what he is looking for,
and subsequent checks for the same subject
are one grade easier.
• Fumble: The hero simply can’t find the
information or comes up with the wrong
information, and subsequent checks about the
same subject are one grade harder. The Mortician has decided to blow up the Jade Tigers’ main
heroin distribution centre. His demolition skill allows him to
prepare charges to level the building.
Demolitions (INT+POW)
Electronics (DEX+INT)
This skill permits a hero to safely handle and utilize
explosive materials to demolish a specific structure or This skill allows the user to tinker with, bypass, or repair
target. It is also used when attempting to disarm an electronic devices. It has many applications, most often
explosive device that has been set by another, using the to temporarily patch up damaged equipment or replace
Demolitions result of the one who set the device. Both broken circuits with spares. A more covert aspect of the
setting and disarming complex explosives are usually skill is the circumventing of electronic security,
Extended Tasks. providing the hero can gain access to the system or the
wiring. Electronics can also be used to design and create
• Critical: The hero sets the device so well that checks new electronic devices, often as part of an Extended
to locate or disarm it are one grade harder, or when Task. Complex devices may also require skills such
disarming the device, the hero locates important as Craft or Computers to be used as part of the
information from the device on whoever set it. creation process.
• Fumble: The explosive device detonates, inflicting
full damage to the hero and normal damage to anyone • Critical: The hero is able to bypass or repair the
else within the normal blast radius. electronic device faster than normal, or the item works
as well as or better than new.

65
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.

Engineering covers the design and construction of


large-scale projects such as buildings, infrastructure, Intimidate (INT+CHA)
and power plants. It also covers the ability to
comprehend the architecture of such facilities. Heroes Intimidation is the art of using violence or the threat of
with this skill understand how these sites work, how to unpleasant consequences to get what you want out of
achieve various tasks within the site, and how to someone. Heroes often use it to get foes to back down
perform routine maintenance and repairs. The most or get a vital piece of information out of a criminal.
common Specializations for this skill are listed below. Intimidation checks are modified by the method being
used and the target’s perception of the threat level of
Example Specializations: Agricultural, Civil, Electrical, the hero. It is usually Opposed by the target’s
Energy, Environmental, Industrial, Structural Willpower, but in some cases it may use Endurance
instead. More detailed rules on using Intimidation are
• Critical: The design can be built more quickly than found on page 193.
expected, requires fewer materials, or has a lower cost.
A process within the site can be performed more • Critical: The hero’s attempts to Intimidate anyone
quickly or more efficiently than normal. in the same group as their target are one grade easier
• Fumble: The design has a critical flaw that is not (those in the same crime syndicate for example).
immediately apparent and won’t be discovered until it Alternatively, the intimidated target spreads the word
is built. Something critical malfunctions at the site, of the hero, making the next Intimidation roll against
either causing a total shutdown or severe damage. their next foe one grade easier.
• Fumble: The target shrugs off the Intimidation and
refuses to give up any additional information. All
Forgery (DEX+INT) subsequent social rolls by the same hero against the
target are one grade harder.
The Forgery skill permits the creation or falsification of
official documentation, and in the electronic age, it can
also be used to falsify digital identification and records. *Knowledge (INT x2)
The Forgery skill also is used to determine if a
document or record has been created or altered. It is Knowledge covers a specific body of knowledge not
normally resisted by the Perception skill to notice flaws covered by another skill, representing expertise and
in the fake. education in a specific subject or field. Skill in a
Knowledge means the hero understands the topic’s
• Critical: The forgery is flawless, and attempts to fundamentals and how they can be applied to
discern its falsehood are one Difficulty Grade harder. immediate challenges and problems, and can use the
• Fumble: The forgery has a flaw that is obvious to Knowledge to recall useful information. There are
everyone but the hero and is immediately discovered countless areas of knowledge that a hero could know,
when used. but some common Specializations are listed below:

Example Specializations: Bureaucracy, Commerce,


Gambling (INT+POW) Extranormals, Geography, History, Law, Occult,
Politics, Tactics
The Gambling skill measures a hero’s competence in
games of chance, especially where money is staked on • Critical: The hero gains additional information
the outcome. It is used to assess the odds of success or beyond what the check was trying to discover, and
failure, or to spot when someone is cheating, Opposed subsequent related checks are one grade easier.
by the Gambling skill of the cheater. • Fumble: The hero either discovers false knowledge
or believes the wrong information. Subsequent checks
• Critical: The hero wins a substantial amount, related to the knowledge are one grade harder.
resulting in a temporary increase of Personal
66
*Language (INT+CHA)
This skill covers the speaking and
comprehension of a language other than
the hero’s own, including literacy in written
forms of the language. The skill is treated as
a static representation of overall fluency.
1–25% a few basic words, 26–50% simple
sentences, 51–75% fluent for general
conversation, 76+% able to converse
eloquently. Its value is used by the Games
Master to limit the level of spoken
interaction when the players converse with
other people in the game. There are as
many Specializations as there are languages
in the real world, both active and dead. If
the campaign extends out into space or
across dimensions, this skill also covers
alien or unusual forms of communication
found anywhere in reality.

• Critical: The hero is able to express


themselves so eloquently that subsequent
checks with the person conversed with are
one grade easier.
• Fumble: The hero either says the
opposite of what was intended or manages
to offend the person they are conversing
with, making subsequent checks with that
person one grade harder.
Shadowstalker has successfully penetrated Baron Malycer’s
mansion and discovered his office. Using his Mechanisms skill
Mechanisms (DEX+INT) he attempts to open the Baron’s safe. No doubt there is a
wealth of highly incriminating evidence about the Baron’s
The Mechanisms skill permits the repair, plans hidden within.
disassembly, and maintenance of
mechanical devices, from simple locks to automobiles to Medicine (INT+POW)
refrigerators to airplanes. The skill cannot repair
something completely destroyed, but could permit a Medicine is the in-depth knowledge of medical
brief jury-rigged fix if enough spare parts are available. procedures, based on established practices developed
It is also used for lockpicking most types of mechanical within the Culture. In an Archaic Culture, for instance,
locks, although locks with electronic components may Medicine will be based on the knowledge of herbs and
require the Electronics skill to be used as well. natural cures. In Urban or Advanced Cultures, drugs
and more cutting-edge treatments such as robotic-
• Critical: On a Critical Success the hero achieves assisted surgery will be more common. In all Cultures,
success in half the usual time, and with flawless results. Medicine includes the ability to set bones, suture
Any future rolls attempting to disable or circumvent wounds, and perform surgery. Medicine may be
the Mechanisms are one grade harder. applied only once per specific injury and heals 1d6 Hit
• Fumble: On a Fumble the mechanism is utterly Points to a single damaged location that has a Minor
broken, and has to be thrown away and started again Wound, or 1d3 Hit Points to a location that has a
from scratch or further attempts to access it fail and an Serious Wound. See page 191 for more information on
alternate solution must be found. recovering from damage.

• Critical: The hero is able to treat the injury with


greater skill, resulting in the complete restoration of

67
Destined

Hit Points to a single location with a Minor Wound, or Pilot (DEX+INT)


1d6+1 Hit Points to a location with a Serious Wound.
• Fumble: The injury being treated is aggravated The Pilot skill permits the control of powered and non-
instead of healed, resulting in an additional 1d3 Hit powered flying vehicles, such as gliders, prop-driven
Points damage to the location. planes, jet engines, spacecraft, and so on. It also
includes the ability to make basic repairs and perform
*Navigation (INT+POW) routine maintenance, but fixing more substantial
problems requires the appropriate Mechanisms or
Whether using prominent landmarks, the stars, or the Electronics skill. The skill only applies to vehicular
subtle currents of the sea, the ability to accurately direct flight, and heroes with the Flight Core Power use the
travel is covered by the Navigation skill. Each movement rules given on page 165. See the Vehicles
Navigation skill covers a specific region or section on page 139 for more information.
environment, allowing for safe travel to the desired
destination as long as the check is successful. It should • Critical: The hero coaxes more speed from the
be made during unusual journeys or when in vehicle or reduces the time of a journey.
completely unfamiliar territory to make sure the hero • Fumble: The vehicle suffers a malfunction or a
knows where they are going. crash. If using the Vehicle rules (see page 139 on), the
vehicle suffers 1d3 System Hits to a random location.
Example Specializations: Air, Desert, Forest, Jungle,
Open Water, Outer Space, Subterranean, Urban
Ride (DEX+POW)
• Critical: The hero finds a shortcut and arrives at the
destination sooner than expected, or consumes fewer Ride covers the ability to control and remain mounted
resources and fuel to get there. on those creatures that are trained to be ridden. The
• Fumble: The hero becomes hopelessly lost, and skill can be applied to a diverse range of beasts,
subsequent attempts to reach the intended destination everything from mules to elephants; even flying or
or even return back to the starting point are one swimming creatures such as giant Pteranodons or
grade harder. dolphins. It can also be used to soothe or calm a trained
beast, or tend to minor wounds and ailments. The Ride
*Perform (CHA+DEX) skill also covers the use of animal-drawn vehicles such
as chariots, carts, and carriages.
Perform represents skill in the performance arts, from
dancing on stage to delivering a speech to shareholders. • Critical: The hero is able to perform an amazing feat
It covers the hero’s ability to successfully engage in their or maneuver with the mount, or spurs it on to even
chosen style of performance, potentially impressing or faster speeds.
swaying an audience if the roll succeeds. It also covers • Fumble: The hero is thrown off or the mount suffers
the development of a new performance, or evaluating an injury that prevents it from moving.
how well another person does when they perform.
The following are the most common Specializations
for Perform: *Science (INT x2)
Example Specializations: Acting, Costuming, Dancing, Science is the study and knowledge of the physical and
Filmmaking, Oratory, Singing, Special Effects natural world, seeking to unlock its mysteries and better
understand it. This skill is used for practical application
• Critical: The performance is stunning to the viewer, of scientific principles as well as research and
leaving them awestruck. If done for monetary gain, it experimentation. There are many fields of science to
earns the hero a bonus to Personal Allotment Rating have Specialization in, and some of the most common
equal to twice the Critical range of the Perform skill for are listed below.
the next session. In social settings, the performance
impresses all who see it and checks to Influence them Example Specializations: Astronomy, Astrophysics,
are one grade easier for the hero. Biology, Chemistry, Forensics, Genetics, Physics
• Fumble: The performance is so poor that the hero is
booed off the stage or laughed out of the room, • Critical: The hero conducts research or an
hurting the hero’s reputation within the community experiment in half the normal time, or makes a
for that particular form of performing art. breakthrough that provides more information than a
normal result would provide.
68
Genetically engineered Pterodactyls soar over the heart of Gemelos City as part of Dr Echidna’s latest
fiendish plot. Sky Raven uses her pilot skills to dogfight with the beasts and shoot them down with her
helicopter gunship.

• 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
69
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.

A hero’s Characteristics represent the hero at


their peak level of natural ability based on
hard work, lifestyle, and training. Normally
• Critical: The hero homes in on the trail and does not
need to make subsequent checks to track the quarry
people do not improve much beyond their peak unless the environmental conditions change.
ability, but heroes are not normal people. If the • Fumble: The hero loses the trail and is unable to pick
Games Master allows it, heroes can spend it back up, or follows a false or different trail and either
Experience Rolls to permanently increase a wanders into an ambush or becomes lost.
Characteristic, which also increases any Attributes
or Skills associated with it. The cost of this increase
is a number of Experience Rolls equal to the new Advancing your
value of the Characteristic. For example, a hero
with a 12 STR starts hitting the gym and lifting Hero
weights, and once she has enough Experience Rolls
banked, she spends 13 of them to permanently With each new challenge conquered and each nefarious
increase her STR to 13. villain locked away, heroes continuously grow and
hone their abilities so they can take on bigger and
It is recommended if you allow this option in bolder threats.
your game, a given Characteristic can’t be
increased more than two or three points above its To simulate this development, at the end of every
starting level, and never above the maximum for session heroes gain Experience Rolls that can be used to
the Power Level given in the Characteristics increase their skills, adjust Passions, add new Boosts to
section in this chapter. their Core Powers, remove Limits, and even learn
70
3. Skills

brand new abilities. Experience Rolls can be spent


whenever there is a natural break in the story, such as
Optional: Teachers
when the heroes are resting after a hard-fought battle,
or in between adventures when they have time to train
and work on their abilities. They can also be banked to
save up for more expensive advancements or to make
H eroes may seek out people with exceptional
ability in a skill that they want to train. These
teachers can help the hero reach new heights in
several changes at once. the skill, but at a cost. The teacher must have the
skill to be trained at a rating at least 20% higher
The exact amount of Experience Rolls awarded than the hero, and at least a week of time must be
depends how quickly the Games Master wants the spent training with the instructor. The hero then
heroes to advance, what was accomplished in the spends a temporary number of Personal Allotment
session, and how well each player contributed to the Slots (representing money or resources spent on
game and helped entertain everyone at the table. On training) and 1 Experience Roll. The hero is
average heroes should be awarded between two to four treated as if they exceeded the skill rating when
Experience Rolls per session, although this rate can be checking for advancement, gaining +1% for each
adjusted as the Games Master sees fit. It is Allotment used on the Experience Roll spent to
recommended that all heroes get the same amount of increase the skill, up to a maximum of 3
Experience Rolls to maintain balance and a sense of Allotments. For example, a hero spends a week
fairness for the players. Bonus Experience Rolls with her mentor training to increase her Acrobatics
granted by a hero’s Experience Modifier are added skill. After that time she spends her Experience Roll,
after the Games Master rewards the group, if 3 Personal Allotment Slots, and rolls 1d4+4 to
applicable. increase the skill.

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”
71
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

Hero Advancement Summary


Hero Advancement Experience Roll Cost/ Effect
Increasing Characteristic (optional) Spend a number of Experience Rolls equal to new Characteristic value
Increasing Trained Skill Spend 1 Experience Roll to add 1d4+1 to skill
Increase or Decrease Passion Spend 1 Experience Roll to add or subtract 1d4+1 from the Passion
Learning New Professional Skill Spend 3 Experience Rolls to learn at base level
Increasing Personal Allotment Spend 1 Experience Roll to add 1d4+1
Learning New Core Power Spend 15 Experience Rolls to learn power, up to maximum allowed by
Power Level
Learning New Boost Spend 5 Experience Rolls to learn new Boost
Removing Limit Spend 5 Experience Rolls for a Limit that affects a single power or 10
Experience Rolls to remove Limit that affects the whole hero

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
73
Destined

manifest in different ways. Normally the hero’s power


Using Mythras Resources manifestation doesn’t change, but the Games Master
may allow players to alter the narrative appearance

W hile Destined is a standalone superhero


game, it’s firmly rooted in and based on the
Mythras ruleset. It’s quite possible that players will
of their powers if the player has a good reason for
the change.

want to create a character with Sorcery powers, or


utilize any of the myriad of other supplements Boost and Limits
available in the Mythras line. While there are no
set rules given here for incorporating these into As mentioned in the creation chapter, a hero’s Boosts
Destined, it’s completely possible to do. Games are augmentations to a Core Power that allow to hero to
Masters and players should work together to do more with it and Limits weaken a Core Power or
balance the rules across books and incorporate a reduce some of its abilities. They are a key part of the
given supplement for their game. Destined power system and can help each Core Power
feel unique for each hero, so it is important to
For example, perhaps an evil magician sends understand how they work as you design your hero.
fantasy Mythras or Classic Fantasy magical heroes
to a modern setting where superheroes exist but
no one else has magic, or that the player Boosts
character superheroes ended up stranded on
Monster Island. Perhaps the Martian landing of Where Core Powers represent what a hero can do,
Worlds United caused powers to occur in the Boosts are the tricks, refinements, and training that
human genome, or humans in that setting further define what can be accomplished with Core
captured were experimented on, creating a sub- Powers, and differentiate the hero from other supers,
race of supervillains. Maybe the plot of White even those with the same Core Power. Maybe the hero
Death invariably causes superpowers to kick off in learns to fly at supersonic speeds, ricochet an energy
our world. beam off the wall, run fast enough to create a vortex, or
create portals to allow their allies to teleport with them.
On the flip side, a campaign using Luther When purchased (see below), Boosts add additional
Arkwright parallel dimensions could incorporate effects to Core Powers, enhancing them beyond what
Destined rules for a strange world where powers they normally can do. Unlike the Core Powers, most
exist, giving players a chance to explore their Boosts sap away a hero’s reserves, represented by an
characters in a world of superpowered villains expenditure of Power Points. When a hero’s Power
(and heroes). Or, superheroes in a fantasy setting Points are reduced to 0, he or she can no longer use any
would certainly make dungeon crawls different... Boosts that have a cost until those points are recovered
(see Power Point Recovery, page 81).
The only limit is your imagination, and we
heartily encourage you to explore how any given Unlike Limits, which can pertain to Core Powers or
book in the Mythras line would work for your to the hero as a whole, Boosts are linked to specific Core
game. Powers. For a list of Boosts, see the Core Powers
descriptions, starting on page 81.

exactly what kind of hero or villain they are. When a


hero chooses a Core Power, the player should decide on Limits
a description on how the power manifests when they
use it. Do they fly using telekinetic force or through Just as their name suggests, Limits add constraints to a
wings made of coalesced air? Do they create earthen hero, or to one or more of their Core Powers. Perhaps
structures or are they made from the glowing force of the flying hero can barely maneuver when they fly, an
their will made real? The descriptions of Core Powers armored hero must take time to activate their personal
are intentionally left vague, allowing players to Force Field before the bullets start flying, or the most
customize what their power does and what it looks like, powerful defender of the city can be laid low by
even if mechanically it functions the same way for every exposure to a rare mineral. There are two different
hero that has it. So two heroes may have the same Blast categories of Limits available to heroes: Core Power
Core Power, but one shoots jolts of electricity and the Limits and Hero Limits.
other launches piercing quills from their arms. While
both of their powers mechanically work the same, both
74
4. Powers

Core Power Limits Optional Boost: Variable


Each power has several Limits listed in its description
Manifestation
that impart an impairment or constraint on the normal
function of the Core Power. Perhaps the power is unable
to affect certain materials, or it does not function at the
same level as someone who has the power without
N ormally in comics heroes always remain true
to their theme, and their powers always
manifest in a specific way throughout their
the Limit. careers. This is not true for all heroes, especially
those who have Origins that may account for
In addition to the Power Limits listed under each variation in how their powers manifest. For
Core Power below, there are general Core Power Limits example, a sorcerer may conjure spears of ice one
that can affect any specific Core Power of a hero. These minute, then blast away with gouts of fire the next.
generic Core Power Limits can be applied to nearly any If you would like your hero to be able to have
Core Power available, with Games Master permission. different manifestations of their powers, and if
your Games Master allows, you may apply the
• Activation Cost: The hero’s Core Power saps more of following Boost to a Core Power to allow the
their reserves to use. The Core Power requires the manifestation to be altered.
expenditure of 1 Power Point to activate, and any
Boosts applied to it cost 1 additional Power Point to use. • Variable Manifestation: The hero can alter
If the hero’s Power Points are reduced to zero, that how their Core Power manifests when they use it.
Core Power becomes inactive until they can regain their When the hero takes this Boost, they may choose
Power Points. a second manifestation for the power and may
switch how the power manifests by spending 2
• Activation Time: The hero’s Core Power requires Power Points as a Free Action. For example, the
some time before it can be used. A power that normally hero Flashfreeze has Elemental Control of ice and
takes a single Action or Reaction to activate requires a adds this Boost so he can also use the Core Power
full Combat Round to use, or a Core Power that to control fire. The hero may take this Boost
requires a Free Action takes an Action. If activating the multiple times, adding a new manifestation for the
Core Power takes longer, multiply the activation time by power each time.
a factor of 10. For a Core Power that does not normally
require activation or is Always On, such as Inherent
Armor, it now requires an Action to activate before the Activation Time Limit above.
Core Power’s effect applies. It remains active until
the hero takes another Action to shut it down or an • Conditional: The hero’s Core Power can only be used
hour passes. under specific circumstances, and outside of those
circumstances the hero is unable to use the power. The
• Boosted Only: The hero can only use an enhanced exact condition should be worked out between the
version of the Core Power, or only one specific part of player and the Games Master, but here are some
the power. The Core Power can only be used with examples: only during the day/night; requires intricate
specific Boosts that are always active any time the power hand gestures, incantations, or both; only usable for a
is used, and the hero must pay any required Power minute after consuming a specific substance; only works
Point costs when the Core Power is activated. Choose against robots/undead/aliens; only usable after the hero
what Boosts are always active when this Limit is taken, fails a Passion check. If the same condition applies to
and any additional Boosts the hero has can be applied more than two of the hero’s powers, such as a sorcerer
as normal. If the Boost has a separate effect from the having “requires intricate gestures and incantations”
Core Power, the hero can only use the Boost’s effect and for all their spells, Conditional counts as a maximum
can’t use the Core Power. For example, Killer Kangaroo of two Limits for the hero no matter how many times it
wants to be able to leap great distances but doesn’t want to have is applied.
super strength, so he takes the Boosted Only version of the
Super Leap from Enhanced Strength. • Fatiguing: The hero’s Core Power takes so much
energy that it tires them out. Whenever the hero uses
• Concentration: The hero must focus their attention the power, they must make an Easy Endurance check as
on the Core Power for it be used. A power that doesn’t a Free Action or suffer a Level of Fatigue.
normally require Concentration gains the Trait while in
use. This Limit normally can’t be applied to powers with • Latent: The hero has a Core Power that they are
the Always On Trait unless that Core Power also has the unaware of and only manifests under extreme or
75
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
76
4. Powers

Hero Limits If the flaw is a requirement, the hero must have


access to it every four hours, and if they are unable to
Hero Limits affect the hero as a whole and can change meet this need, they must make a Hard Endurance
them in fundamental or even drastic ways. They can check. If this check is failed, the hero suffers a Level of
alter how the hero looks, how several of their powers Fatigue that can’t be recovered until the material is
function, or add dangerous and even deadly obtained. This check must be repeated every hour until
weaknesses that their enemies can exploit. As the requirement is obtained or the hero perishes. As
detrimental as they can be, these types of Limits are an examples, the hero might need a special medicine,
integral part of many superheroes, giving modern require specific atmospheric conditions, or need a
demigods an Achilles Heel that further defines the unique source of food.
struggles they must endure. Hero Limits are treated
just like any other Limit, allowing the hero to gain If the flaw harms the hero by a material’s presence,
additional Core Powers and Boosts just like Power the hero makes an unmodified Endurance check when
Limits. Note that some of the options below can count they are first exposed to it and every Turn they
as more than one Limit and this should be noted when remain within ten meters of it, or suffer a Level of
a hero takes one of these Limits at a higher level. Fatigue. The substance is usually something relatively
uncommon but normally harmless, such as a specific
• Distinctive Appearance: The hero has a very mineral, atmospheric pollution, or a frequency of
distinctive appearance that sometimes unnerves or sound or light.
frightens people they encounter. The player determines
the nature of the hero’s appearance when they choose • Impaired Recovery: The hero’s energy reserves
this Limit, but it must be obvious or mark them as being return at a much slower rate or under very specific
different in a noticeable way and it often ties into the conditions. The hero recovers Power Points at a rate of
nature of their powers. Perhaps they have armored every 6 hours, or can only recover them under a specific
plating, have a strange skin color, or share features with condition such as when hooked up to a power source,
a type of animal. Whenever the hero encounters only at nighttime, or while meditating in a site of
someone new, or someone the Games Master feels mystical or spiritual significance. When the condition is
would judge their appearance, the hero makes any met, the hero recovers at the normal rate for the
social skill checks (Deceit, Influence, or Perform) with a campaign (see Power Point Recovery, page 81). For
one-step difficulty penalty. In some cases the hero’s example, as noted earlier, Shadowstalker is only able to recover
strange appearance might even benefit them, such Power Points if he’s directly in the light of the moon, and on
as using Intimidate on someone who is unnerved by nights with a new moon, he can’t recover any. So Ron Peters
their appearance. (Shadowstalker’s secret identity) has outfitted a comfortable
sleeping arrangement on the roof of his condo.
• External Power Source: The hero’s Core Power
comes from an external source, such as a piece of • Linked: The hero has two or more powers that can
equipment, a magical talisman, or an alien artifact. If it’s only be used in conjunction with each other. When the
small or handheld, the power source is vulnerable to hero takes this Limit, they choose one Core Power to be
Special Effects such as Disarm or Take Item; if large, it the “primary” ability in the Link, and this Core Power is
requires at least one minute to don or activate before its used normally. A primary Core Power cannot have the
powers can be used. If someone else obtains the power Always On Trait or be Instantaneous, such as Blast.
source, it is up the Games Master if they are able to use Other Core Powers are Linked to this primary power,
the hero’s Core Powers while in possession of the item. and they can only be used while the primary Core Power is
For example, the hero Tortoise has power armor that conforms active. So if Luminous has Flight Linked to her Energy Field
to his physical limitations as a quadruple amputee so only he Core Power, she can only fly while her light aura is activated.
could use it, but if someone gained access to Azure Knight’s The hero may choose to use any powers Linked when
energy armor they may be able to access its powers. If the the primary Core Power is activated, but using more
External Power Source applies to one or two of the than two Core Powers at the same time imposes a one-
hero’s powers, it counts as a single Limit; if it applies step difficulty penalty to any rolls required for power
to three or more of the hero’s powers, it counts as usage. These “secondary” Core Powers can have Boosts
two Limits. and Limits of their own, but Boosts can also only be
used while the primary Core Power is in effect and their
• Fatal Flaw: The hero requires a specific substance to Power Point cost is increased by 1 for each Linked Core
survive, or suffers when in the presence of a particular Power being used at the time. The benefit of a Linked
material. Core Power is that secondary Core Powers can be
activated as a Free Action when the primary Core Power
77
Destined

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
78
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.

Purchasing Powers, Boosts can be applied to a Core Power as noted in


their description (usually as a Free Action; see page
Boosts, and Limits 155), but the hero must decide whether to use the
Boost prior to making any applicable skill checks or
As detailed in the Hero Creation chapter, heroes gain a resolving the effect of the power. The Power Point cost
certain number of Power Slots upon creation that can be is paid at the same time the decision to use a Boost is
used to choose superpowers, gaining one Core Power made, so even if the Core Power fails to work, the
for each Slot spent. Alternatively, a hero can spend a Power Points are still spent. Multiple Boosts can be
Power Slot to gain two Boosts that can be applied to any applied to the same power as long as the hero has the
Core Power. Taking a Limit grants an additional Boost, Power Points to spend. Boosts can often enhance each
or taking two Limits allows another Core Power to be other in addition to the Core Power. For example, a
chosen. During Character Creation, please note the hero with Telepathy and the Mind Control Boost can
maximum amount of Core Powers and Limits that can use another Boost to try to control the minds of several
be taken based on the Power Level of the campaign (see targets at once. If the hero is at 0 Power Points, or does
page 29). not have the full amount needed, the Boost cannot be
applied at that time, but the base Core Power can still be
For example, Torc’s CHA of 14 grants him 4 base Power used. Heroes can spend Luck Points to recover some of
Slots at the Epic Power Level. He assigns those to Durability, their Power Points if needed (see below). At the Games
Enhanced Strength, and Inherent Armor, and uses the last Master’s discretion, desperate heroes can take Levels of
Power Slot to give him two Boosts to add to the free one he gets Fatigue on a one-for-one basis in place of the Power
for his Power Level. He takes one Limit each on his Durability Points needed, but this is risky, and should only be used
and Enhanced Strength, and also takes External Power Source when the situation is dire.
to account for the magical necklace that grants him his powers.
With those three Limits, he could add another Core Power
and a Boost, or he could choose to add three more Boosts to POWERS OUTSIDE
his powers.
OF COMBAT
Using Powers Many of the rules for powers presented below apply to
action scenes and combat situations. That is due to the
Most powers are used as part of a hero’s Action or as a fact that most of the rules in Destined relate to resolving
Reaction (see page 152), producing the effect detailed in these tense encounters, and most of the time heroes
the description when activated. If a skill roll is required, will be using their fantastic gifts to help themselves and
it will be listed as part of the Core Power’s description innocent civilians survive. In most sessions, powers will
and is made as part of the Action on the Turn the power come into play primarily during combat scenes, but
is used. If the required check is successful, the power heroes have access to their abilities all the time. Outside
activates as intended and the desired effect occurs. If of their costumes or while working their day jobs,
permitted, targets make any required Opposed heroes can still use their powers to help overcome
resistance rolls if they are able to avoid the effect. When mundane situations that are part of normal life.
a Core Power requires a Combat Style, Unarmed, Superspeed comes in handy when trying to type up the
Evade, or Parry check, it is treated as a normal Combat TPS reports your boss wants on their desk by the end
Action of the appropriate type (see Combat, page 152). of the day, and being super strong or invulnerable
Combat powers can also use Special Effects just like any would come in handy while working on a dangerous
other attack or defense roll, with choices based on the construction site. As long as they are not abusing their
end result of the power (see Special Effects on page 158). abilities, the Games Master should not discourage
players from finding creative ways to use their powers
Some powers, such as Enhanced Strength or in all situations. Just keep in mind that if the hero has
Inherent Armor, do not require an Action to activate a secret identity, they need to be careful not to reveal
and as such have the “Always On” Trait (see below). The their special abilities or they may compromise their
effect given in the descriptor always applies if the secret double life (see Heroic and Secret Identities,
situation warrants it, such as damage being inflicted on page 213).
80
4. Powers

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.

Resist (Endurance, Evade, Parry, Special, Willpower):


Powers Descriptions Powers that are offensive in nature or somehow inhibit
or alter someone allow the affected target to make an
Below is a list of the powers available in Destined, and Opposed Test of their Endurance, Evade, Parry, or
each description details how the Core Power is used and Willpower skill (as specified by the Core Power) to resist
what effect it has in-game. Following each Core Power or avoid the effect. To resist using Evade or Parry, the
is a list of common Boosts available and specific Limits affected target must spend a Combat Action as normal.
81
Destined

speed on ceilings and overhangs, although they cannot


Optional Boost: Run or Sprint. If the hero must make an Athletics check
Swapping Resist Skills to climb while the power is active, the Difficulty Grade
of the check is one step easier.

T he skills used to resist a power are based on


logical assumptions of how a target would
avoid a particular effect, but they can prove
Boosts

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.

The hero is able to stick to any surface and climb it as


easily as a spider. As a Free Action the hero is able to
make their hands and feet sticky, moving at their
normal Movement Rate on vertical surfaces and at half
82
BLAST
POW, Resist (Evade)

The hero can fire some form of projectile from their


body (the location is up to the player). The form of this
projectile is determined when the power is chosen, and
it can be a physical missile (bullets, spikes, and so on) or
a burst of energy (fire, electricity, radiation, and so
forth). Blast uses the hero’s relevant Combat Style for
attack rolls and has a range equal to the hero’s CON at
Short Range, CON times 3 at Effective Range, and CON
times 10 at Long Range. The damage inflicted and
Force of the attack is determined by the hero’s POW.

Boosts

• Armor Piercing: The hero’s Blasts are potent


enough to pierce through whatever protection the
target has. For each Power Point the hero spends,
reduce the target’s effective armor by one in the
location struck. If the Blast is capable of striking
multiple locations at once, the points
spent only reduce armor in a single area, or they can
be divided up to reduce it over several locations.
• Detonate: The hero can generate a powerful
explosive Blast that can strike several enemies at once.
The hero spends Power Points to have the Blast affect
a radius around the target equal to 1 meter for every 2
Power Points spent. Anyone within the area of effect
can Evade as a Reaction to halve the damage inflicted.
Shields in the area of effect absorb damage as normal.
• Ongoing Damage: The hero’s Blast inflicts an effect
such as burning or powerful shocks that continue to Evil Robot Locusts from Outer Space are
damage the target after it hits. The hero spends 3 attacking Gemelos City. Tortoise treats one of the
Power Points to inflict additional (but lower) damage to monsters with a missile to the face.
a target on subsequent Turns after the initial hit. On
the target’s next Turn, it takes two die steps lower Ongoing Damage above). If launched against a single
damage (2d12> 2d10> 2d8> 1d12> 1d10> 1d8> target, a successful hit strikes as many locations as the
1d6> 1d4) to the location struck and makes an number of shots fired. If attacking multiple targets,
unopposed Endurance check as a Free Action. If the attack roll is one Difficulty Grade more difficult,
successful, the Ongoing Damage stops. If unsuccessful, and shots may be divided up among the targets as the
the Ongoing Damage is inflicted again on the target’s hero sees fit and the attack roll is applied to all
next Turn. The Ongoing Damage only affects a single enemies targeted. For example, the villainous Kraken
location, even if multiple locations are hit, and the decides to fire several shots at police officers who are standing
Games Master can allow a different roll to stop the in his way. He spends 6 Power Points to launch three shots,
damage, depending on the type of attack (Athletics to
roll around to put out flames, Willpower to stop a Blast Damage
psychic attack, and so on), or stop it immediately if the
target can find a way to counter it (diving into water to POW Damage Force
8 or less 1d8 M
put out a fire attack, for example).
9-12 1d10 M
• Salvo: The hero is able to launch a barrage of smaller
13-15 1d12 L
projectiles at a single or multiple enemies. The hero
16-18 2d8 L
spends 2 Power Points for each additional projectile
19-21 2d10 H
past the first one, and each of the shots inflicts damage
22+ 2d12 E
two steps lower than the hero’s normal damage (see
83
Destined

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

• Weapon Focus: The hero's expertise only applies


Dangerous Objects to a specific make or model of weapon with any
expertise that applies to armaments. For example a hero

T he Creation and Transform powers are very


potent, and are easily abused when put into the
wrong hands. Clever players can use them to
may only be able to use a crossbow with Archery Expertise or
Pinning Strike, while another hero with Pistol Expertise can
only use it with a Colt Peacemaker.
create valuable items to swindle others, litres of • Weapon Wear: The hero is very hard on their
dangerous chemicals, or simple blocks of stone to weapons, and any time they fail an attack check
drop on every supervillain’s head. It is important with one it suffers 1 Hit Point of damage that ignores
for the Games Master to monitor use of these armor. On a Fumble the weapon is broken or
powers, and even impose mandatory Limits to help malfunctions, requiring repairs to be made before it is
curb some of their potency. But in the hands of a further usable.
responsible player, they can be very useful and
allow for some creative solutions to the problems CREATION
that heroes routinely face.
INT, Concentration

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

reactor, but they won’t be able to create the


fissionable material needed to power it.
• Distant Creations: The hero can manifest
their Creations much farther away. By
spending 2 Power Points the hero can
create something up to half their INT in
meters away.
• Durable Creations: The hero is able to
manifest much stronger materials with their
ability. For every 1 Power Point the hero
spends, they can increase the Armor Points
of the materials they are able to create by 1,
up to a maximum of the hero’s INT.
• Large Creations: The hero can manifest
much larger objects with their power. By
spending 2 Power Points the hero can
create objects up to their INT in SIZ, or
they can spend 4 Power Points to make
objects up to double their INT in SIZ.

Limits

• Fragile Creations: The hero’s Creations


have the inherent strength of the material,
but break easily. No matter what the form
or material used, the hero’s Creations only
have a single Hit Point per 3 SIZ generated,
with a minimum of 1 Hit Point.
• Limited Creations: The hero is limited to
one specific category of materials or a single
state of matter. The hero must choose one Torc has been caught searching a suspicious warehouse
specific category of material or item they down by the docks. His magic protective cloak swirls around
can create with the power, such as only him as it deflects the bullets from a pair of goons with sub-
wooden items, only weapons, or only walls. machine guns.
Alternatively, the hero can only create solid
items or only make liquids. Boosts
• Obvious Creations: Materials manifested by the hero
are obviously a product of their abilities and can’t be • Extra Parry: The hero is able to use the shield to
passed off as the genuine article. The hero’s Creations block nearly any attack. The hero spends 2 Power
are made of energy, have a distinct color, or some other Points to gain an Action Point that can only be used
obvious trait that marks them as artificial and any to Parry.
attempt to pass them off as real automatically fails. • Fast Shield: The hero’s shield springs into existence
with a mere thought. The hero spends 1 Power Point
DEFLECT to create the shield as a Free Action. If spent as part
of a defensive Reaction, the hero may create the
The hero is able to produce a small energy or physical shield as part of a Parry.
shield that can be used to Parry (see page 157) melee • Ranged Redirect: The hero is able to send a ranged
and ranged attacks. The hero takes a Ready Item Action attack back at their foes. After a successful Parry of a
to produce the shield, which has an effective Size of ranged attack, the hero can spend 2 Power Points and
Large and inflicts a base 1d4 damage if used as a melee an Action Point to redirect the attack back at the
weapon. Even if the hero does not use a Reaction to attacker with a successful Combat Style check, or
Parry with it, the shield protects up to 3 contiguous another target in Short range of the attack with an
locations if one of those locations is struck with an attack. attack roll at one Difficulty Grade harder.
The shield cannot be damaged or disarmed, but it
vanishes if the hero is rendered Incapacitated or
dismisses it as a Free Action.
87
Destined

• 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

• Weak Duplicates: The hero’s duplicates are not as ELEMENTAL CONTROL


effective as the real thing. The hero’s duplicates are
treated as Rabble (see page 182) and any skill higher INT, Concentration
than 50% is reduced to 50% maximum.
The hero is able to manipulate one of the four classic
DURABILITY elements (air, earth, fire, or water), or is able to control
another force of nature (electricity, light, plant-life,
CON shadow, weather, and so forth). The hero can control
up to half of their INT in SIZ of the element as an
The hero is tougher than normal, able to absorb more Action, changing the shape or moving it at a rate equal
punishment and recover from it quickly. The hero to POW in meters per Turn. The hero can also form it
calculates Hit Points using STR+CON+SIZ, and their into specific shapes with an Art or Craft check
Healing Rate is calculated using CON+1/2 SIZ. (depending on what is being created) and the element
will maintain the shape as long as the hero
Boosts concentrates. The power does not create the element if
it is not present (see Create Element below), so the hero
• Natural Detox: The hero is able to fight off toxins can only use what is available. Elements that are
and viruses more easily. The hero spends 1 Power harmful are treated as a Peril (see page 201) with an
Point to make any Endurance check to resist poisons or Intensity equal to one-fifth the hero’s INT, and targets
diseases one Difficulty Grade easier. within the area may Evade as a Reaction if the hero
• Second Wind: The hero is able to rally even when it attempts to harm them with the element. For Weather
looks like they might falter. The hero can spend 3 impacts, see page 207.
Power Points when they suffer a Serious Wound to
immediately recover their Healing Rate to the location. Boosts
If this puts them back to a positive Hit Point total,
they do not need to make an Endurance check for • Create Element: The hero can generate their
the injury. chosen element. The hero creates one-fifth their INT
• Shake It Off: When it really counts, the hero can in SIZ when they use their power, and can double this
ignore pain from their injuries. The hero spends 1 amount for every 2 Power Points they spend up to
Power Point to ignore pain or any penalties from their maximum amount they can control.
Serious Wounds for a single Action. • Elemental Movement: The hero can travel through
• Tireless: The hero has seemingly endless reserves of their chosen element. The hero can spend 2 Power
stamina. The hero spends 2 Power Points as an Action Points to move their INT in meters through the
to remove a Level of Fatigue. element they control as an Action, but they must
reach an empty space on the other side. The element
Limits is displaced by the hero during the movement, but
returns to its original form after the hero passes. If the
• Crash: The hero’s stamina has its limits, so when they element would normally cause harm to the hero, they
rest it all catches up with them. The hero requires 2 do not suffer damage while passing through it.
additional hours of sleep to gain any benefit, and any • Increased Area: The hero is able to manipulate
attempts to rouse the hero are one Difficulty Grade more of their chosen element. The hero spends 2
harder. If the hero is rendered Unconscious, the Power Points to increase the amount of the element
duration is twice the normal amount of time. they control up to their INT in SIZ, or double their
• Glass Jaw: While the hero is generally pretty tough, INT in SIZ for 4 Power Points.
they have one weak point that can be exploited. • Independent Element: Elements controlled by the
Choose one location for the hero, and that hero retain their shape even when they stop focusing
location’s Hit Points are calculated with CON+1/2 SIZ on them. The hero spends 2 Power Points to allow the
instead. element to retain its form for up to an hour without
• Lightweight: While the hero has toughness to spare, the need to concentrate on it.
their system can’t handle intoxicants or toxins. Any
Endurance checks to resist intoxicating substances or Limits
poisons are at one Difficulty Grade harder. Heroes with
this Limit may not take the Natural Detox Boost. • Crude Shapes Only: The hero is limited to
simplistic shapes. They cannot sculpt elements into
intricate designs or shapes, and are limited to forming
them into simple forms such as blocks or walls only.
89
Lord Storm uses his Elemental Control power to blast the brutal giant Geryon with a lightning bolt.

• 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

Boosts POW+CHA+ half of its Willpower.


• Primal Empath: The hero is only able to read and
• Emotion Control: The hero is able to manipulate the affect the emotional states of animal life. Unless
emotional state of their target. The hero spends 2 controlled, animals still act according to their nature
Power Points and attempts to dictate the emotional but the Core Power makes any checks to Influence
state of a target that they are in empathic contact with. them easier than normal.
The hero makes an Opposed Willpower check against • Specific Emotion: The hero can only read and
the target, and if successful imposes the desired influence one specific emotional state, such as fear,
emotional state as long as they maintain anger, love, or peace.
Concentration. The emotional state is treated as a
Passion with a rating equal to the hero’s Willpower,
and it supplants all other Passions the target has. For ENERGY FIELD
example, if The Empath imposes feelings of fear on someone,
they would gain a Passion of “Be Afraid of Everything” equal INT
to the hero’s Willpower and would need to make a Passion
check to take any action except running away in terror. If the The hero generates a field of damaging energy around
target travels outside of the hero’s line of sight, it can their body as an Action, projecting it a few centimeters
make an unopposed Willpower check to regain out from the skin. This includes energy like cold, fire,
control of its emotions. If this check fails, the electricity, and radiation, and it does no harm to
emotional state lasts for 1d3 hours. anything they are wearing or carrying. Anyone who
• Empathic Healing: The hero is able to use their comes into contact with the hero suffers damage as
empathic abilities to ease the mind of another. The listed below, and they inflict additional damage when
hero spends 2 Power Points to attempt to counter a making unarmed attacks. Sustained contact with the
target’s negative emotional state related to a Passion or hero inflicts the damage each Turn, and they can
to end someone else’s unwanted control of the target. perform mundane tasks related to the element such as
If the emotional state is from a Passion, the hero makes igniting flammable objects with fire or freezing water
an Opposed Willpower check against the value of the with a cold field. The field does damage based on the
Passion and if successful the target is restored to a INT of the hero as detailed in the following table.
normal state of being. If the target is being influenced
by another, the hero makes an Opposed Willpower Boosts
check against the one who is controlling the target,
even if they are not present. Success breaks the control • Energy Flare: The hero can cause their Energy Field
over the target, but a Fumble results in the hero also to expand out into a deadly sphere. The hero expands
being controlled. the field from their body in all directions out to a
• Global Empathy: The hero expands their empathic radius of one meter for every 1 Power Point spent,
range to cover a wide area. The hero spends 3 Power affecting anything in that range. Targets can attempt
Points to increase the range of Empathy to twice their an Evade check as a Reaction to avoid the damage,
CHA in kilometers instead of meters. Additionally, the which affects 1d3 random Hit Locations.
empath can use their powers on targets that can be • Energy Weapons: The hero can channel their
seen through any live visual medium, such as energy into a weapon they are holding. The hero
television, or CCTV. spends 1 Power Point to add the bonus damage to a
• Read the Room: The hero is able to read an entire melee weapon they are wielding, or 2 Power Points to
group at once, learning all of their emotional states. focus it into a Ranged Weapon that fires physical
The hero spends 2 Power Points to read the emotions projectiles.
of everyone within a radius equal to their CHA in • Fast Field: The hero can create their Energy Field in
meters. The hero is able to distinguish each an instant. The hero spends 2 Power Points to
individual’s emotional state, and gains the Core Power generate the field as a Free Action.
bonuses in any interactions with specific targets or with • Selective Field: The hero has mastered their field
the group as a whole. well enough to selectively lower it on select locations
on their body. The hero spends 1 Power Point to drop
Limits the field on a single Hit Location, allowing them to
manipulate items or people without damaging them.
• Emotional Mimic: Whenever the hero reads the Additional locations can be dropped for 1 Power Point
emotional state of someone, they gain the same each, and reactivating the field on those locations is a
emotional state while in empathic contact. This is Free Action.
treated as a Passion with a rating equal to the target’s
91
Destined

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

• Hyper Action: The hero is able to keep


running while taking down their foes. The
hero spends 2 Power Points to gain an extra
Action Point which can only be used on the
Move or Outmaneuver Actions.
• Hyper Speed: The hero is able to push
themselves to move even faster than
normal. The hero spends 3 Power Points to
double their speed for a single Move Action
in combat or for a single task or Extended
Task outside of combat. Alternatively the
hero can perform a task or Extended Task
much faster than normal, dividing the
normal amount of time by their speed
multiplier by spending 2 Power Points.
• Speed Charge: The hero can attack their
opponents quickly while staying on the
move. The hero spends 2 Power Points after
taking a Move Action to perform a Charge
Attack as a Free Action. They can hit
additional targets during the Charge by
spending an additional 1 Power Point per
target affected. Due to the sudden nature of
the Charge, attempts by the target to Evade
or Parry the Charge are one grade harder.
See page 171 for more information on
Charge Attacks.
• Whirlwind: The hero is able to Run so fast
they create a powerful vortex. The hero
spends 3 Power Points during a Move
Action to Run in a circle with a radius equal
to half their DEX in meters. Anyone within
the radius who has a SIZ equal or less than Hare uses her Enhanced Speed to overtake a fleeing villain
the hero’s DEX must make a Brawn check on the Freeway.
(Hard difficulty if there is nothing to grab
on to) or be sucked up into the whirlwind
the hero creates. Loose objects that have a SIZ less Master’s discretion, heroes with this Limit may need to
than the hero’s DEX are also lifted up. Anything in the allocate one Slot from their Personal Allotments for
whirlwind remains aloft as long as the hero continues their large and frequent meals.
to take Move Actions to generate the funnel, and when • Jogger: The hero has no out-of-combat high-speed
the hero stops moving, anything inside falls a number movement, and only gains the multiplier to their
of meters equal to the radius of the whirlwind. normal speed from this Core Power.

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

Enhanced Strength strength. The hero spends 2 Power Points to double


their maximum lifting capacity for a single Brawn
STR+CON Normal Lift
check or for an Extended Task involving physical
12 or less 500 kgs.
strength, but they gain a Level of Fatigue once the
13-24 1,000 kgs
task is complete. The hero can also spend 5 Power
25-36 2,000 kgs
Points to quadruple their maximum lift, but after the
37-48 4,000 kgs
task is completed they immediately suffer 1d3+1
Each additional +12 Double the previous amount
Levels of Fatigue.
• Super Leap: The hero can jump astounding
STR+CON, and heroes can lift more using the Feats of distances. The hero spends 2 Power Points to add one-
Strength rules found on page 190. fifth of their Athletics skill in meters to the distance for
a horizontal leap, or one-tenth of the value in meters
Boosts to a horizontal leap. Outside of combat the hero can
travel by leaping, jumping a distance equal to half
• Clobber: The hero can send their foes flying. The their STR in meters at a time.
hero spends 2 Power Points after a successful unarmed
or melee strike with a bludgeoning weapon to Limits
triple the effective damage value for the purpose of
determining Knockback and the Bash Special • Bull in a China Shop: The hero has a difficult time
Effect. For example, if mighty Torc punched a villain for 8 controlling their strength. If a skill check is failed while
damage and used this Boost, when calculating Knockback he they are holding or manipulating an object, it either
would treat it as if he rolled 24 damage and send the breaks or suffers damage as if the hero struck it with
villain flying. an unarmed attack.
• Ground Pound: The hero smashes their fists into the • Focused Strength: The hero is better at direct,
ground to create a localized tremor. The hero spends forceful applications of strength, but not at prolonged
3 Power Points and makes a Brawn roll as they strike lifting. The hero’s maximum lift values are halved.
the ground at their feet. Anyone standing within a • Muscle Strain: Anytime the hero rolls the maximum
radius of half their STR in meters must make an value on their Damage Bonus or scores a Critical
Opposed Athletics or Acrobatics check against the Success on a Brawn roll, they make an immediate Easy
hero’s Brawn roll or be knocked prone. Endurance check. If it is Failed, they suffer a Level of
• Power Lift: The hero is capable of astounding acts of Fatigue.

Variant Power: Enhanced Body


Optional: Enhanced
Strength and Weapons In comics some heroes are just a little bit stronger,
tougher, and faster than average people, but not quite

I n comics the strong heroes use their fists more


than melee weapons, and when they do resort to
picking something up to bash a foe with it rarely
enough to qualify for Core Powers such as Durability,
Enhanced Speed, and Enhanced Strength. Sometimes
even so-called “non-powered” heroes seem to be able to
stays intact after one or two good hits. Outside of take an inhuman amount of punishment and are
enchanted or specially crafted armaments (see capable of feats that are on the edge of superhuman.
Items of Power, page 138), heroes with Enhanced You can accomplish this with the Limited Power Limit,
Strength can be rough on weaponry. If you want to but it may still create heroes that are far beyond the
reflect this in your game, considering adding the normal, and it takes up multiple powers out of the
following optional rule to your game. Whenever a limited number of Core Powers available to the hero.
hero with the Enhanced Strength Core Power uses To make heroes that are at the maximum level of
a weapon that relies on muscle power to inflict human ability or slightly beyond, you can introduce the
damage, including melee weapons, thrown following optional Core Power: Enhanced Body.
objects, or ranged weapons like bows, if the
maximum value of the hero’s Damage Bonus is Note that this Core Power does not have Boosts or
equal to or greater than the maximum Hit Points Limits like other powers, but if the Games Master allows
of the weapon it will automatically break after the it, heroes can take Boosts and Limits from the three
first use in combat. Weaponry specifically powers listed above that could apply to this Core Power.
designed for the hero, or that gained from the
Close Combat Attack power, is not subject to this
optional rule.
94
4. Powers

ENHANCED BODY • Swinging: The hero is able to use their bindings to


swing around. In combat the hero can spend 1 Power
Always On, CON Point during a Move Action to use a binding to swing
a distance equal to half of the hero’s DEX in meters.
The hero is either at the peak of human physical ability, The line must be anchored to a solid object for the
or slightly beyond what normal people are capable of. swing to work. Outside of combat the hero can travel
They calculate Damage Bonus and Feats of Strength by swinging, covering up to a maximum distance equal
based on STR+SIZ+1/2 CON, Hit Points based on to the hero’s DEX with each swing. Like the in-combat
CON+SIZ+1/2 POW, and gain a bonus to ground use, the hero must have sufficient anchor points to
Movement Rate equal to one-fifth of their CON. travel this way and they must spend 1 Power Point for
each minute they use this form of travel. Refer to the
Movement rules on page 200 for more information on
ENTRAP swinging.
• Wide Net: The hero casts a wide net to trap several
DEX, Resist (Brawn, Evade) foes at once. The hero spends 3 Power Points to shoot
out a large binding that covers a radius equal to one-
The hero can trap targets in some form of ensnaring fifth the hero’s DEX. Anyone in the target area can
bindings, holding them fast unless they are able to attempt to Evade as a Reaction. A single target is
escape. The hero makes a Combat Style check against a completely entrapped by the net and is incapable of
target within their DEX in meters, and the target can taking any physical action until freed. For several
attempt to Evade as a Reaction. If the attack is targets, the net traps 1d3 contiguous Hit Locations on
successful, 1d3 contiguous locations on the target are each target affected. Escaping the net is the same as a
entrapped and can’t be used. If the target’s head is normal use of this power.
bound, it is blinded until freed. When targeting the
head of an opponent that needs to breathe, the Games Limits
Master must determine if the manifestation of the
power would be permeable enough to allow air • Fragile Bindings: The hero’s bindings are made of
through. For example, an Entrap that creates webbing or nets weak materials. Any Brawn check to break free is one
would not restrict the target’s breathing, but one made of ice or Difficulty Grade easier and the Hit Points of the
thick glue would subject the target to Asphyxiation (see page bindings are equal to one-fifth the hero’s DEX. Note
187). The target remains bound until it uses an Action that a hero cannot have both this Limit and the Strong
to make an unopposed Brawn check. If successful, the Bindings Boost.
target frees one entrapped location, or two on a Critical • Single Location: The hero casts smaller, thinner
Success. The target (or another character) can also bindings. The hero’s Core Power only entraps a single
damage the bindings, which have Hit Points equal to Hit Location when it strikes a target. Note that the hero
one-third the hero’s DEX. cannot have both this Limit and the Wide Net Boost.
• Slowing Bindings: The hero’s bindings don’t fully
Boosts trap the target, but impede and slow their ability to
function. Bindings make skill checks with the location
• Guide Line: The hero’s binding can be used to move one Difficulty Grade harder, and entrapped legs cause
and manipulate whatever they attach it to. The hero the target to move at half speed.
spends 1 Power Point as part of an Entrap attempt to
launch a binding that remains tethered to them, and if FLIGHT
it hits the target, they can use the tether to affect the
target as if they were physically grappling it. This Always On, CON
allows them to move it or swing it (if they have
sufficient strength), or even attempt to knock it off- The hero can fly under their own power. The hero
balance. The target can also use the tether to affect the gains a flying speed equal to their CON in meters and
hero if it has locations free that can manipulate the can reach a maximum altitude equal to their CON times
line. 500 meters. Note that without proper protective gear or an
• Strong Bindings: The hero’s bindings are tougher appropriate Life Support Core Power (see page 103), the
than normal. The hero spends 2 Power Points when hero would be subject to the dangers of thin atmosphere and
making the Entrap attempt to make the Brawn check cold temperature at higher altitudes. See the Movement
to escape one Difficulty Grade harder. The bindings section on page 199 for special rules on Flight, and the
have Hit Points equal to one-half the hero’s DEX for boxed text on page 142 for Vehicle and Hero Speed
attempts to damage them. for chases.
95
Boosts Variant Power: Super Swimming
• Afterburners: The hero is able to kick in a burst of In comic books and superhero movies, heroes with
speed while flying. The hero can spend 1 Power Point swimming powers move and maneuver underwater in a
to double their flying speed during a Move Action, or manner similar to Flight. They dive, climb, twist, and
2 Power Points outside of combat to double it for one turn just like their compatriots in the sky, so in-game the
task or Extended Task. movement mechanics for the Super Swimming Core
• Dive Bomb: The hero can quickly dive to deal a Power below work just like Flight but are limited to
devastating blow to their enemies. After taking a Move underwater. To compensate for the environmental
Action with Flight, the hero can spend 2 Power Points restriction, heroes with the Super Swimming power
to immediately initiate a Charge Attack as a Free automatically gain the ability to breathe underwater for
Action. See the velocity-based movement rules on page free. Heroes may only choose the Afterburners, Dive
172 for the effects of Charging at high speeds. Bomb, and Supersonic Boosts above, and the Levitate
• Space Flight: The hero is able to fly outside the Limit, obviously replacing any references to flying with
planetary atmosphere and can propel their body in a swimming. A new Boost and Limit are listed below that
vacuum. The hero no longer has a maximum altitude specifically apply to Super Swimming.
with their Flight power and can travel normally in the
vacuum of space. Note that the hero needs special
equipment or the Life Support Core Power to survive in SUPER SWIMMING
vacuum conditions.
• Supersonic: The hero is capable of reaching high Always On, DEX
speeds when unimpeded. Outside of combat the hero
can 10x fly their normal flying speed in kilometers per The hero is able to move quickly and naturally under
hour. The hero can move 50x this speed for 2 Power the water, and is capable of greater speeds than normal
Points for every hour of increased flight time, or 100x people. The hero gains a swim speed equal to their
it for 3 Power Points, but afterwards they must make a DEX while submerged and they are able to breathe
Hard Endurance check or suffer 1d3 Levels of underwater normally. Note that while the hero can breathe
Fatigue. underwater, they are still subject to the effects of pressure if they
dive too deeply and require special gear or the appropriate form
Limits of Life Support to survive in the depths of the ocean.

• Gliding: The hero loses altitude as they fly, and Boosts


cannot gain altitude without using thermals or other
air currents. Under normal circumstances the hero • Surface Launch: The hero is able to launch their
loses 1 meter of the altitude the Flight started at per 10 body out of the water so they are ready for action.
meters traveled, so launching from a higher position After taking a Move Action near the surface of a body
will produce a longer Flight. of water, the hero can spend 2 Power Points to launch
• Levitate: The hero’s Flight is limited to a slow, out up to a maximum height/distance equal to their
hovering speed. The hero only gains half the DEX in meters and land safely.
base combat flying speed, and may not take the
Supersonic Boost. Limits
• Sky Rider: The hero “flies” by riding on another
medium specified when taking this Limit, such as long • Aquatic: The hero is adapted to life under the water,
ice slides or while standing on power lines. Altitude of and they can only remain on dry land for a short time.
their flight depends on the amount of the medium The hero can remain out of water a number of hours
available or the physical location for pre-existing equal to one-fifth their CON before they start to dry
objects. If a substance is required to fly, the hero must out and have trouble breathing. For every 30 minutes
have the ability to create it if none is present, often outside of water past their limit, the hero must make a
linking Flight to Creation or Elemental Control with Hard Endurance check or suffer a Level of Fatigue.
the Linked Limit (see page 77). For example, Rock Rider The hero can only recover from this Fatigue by being
can “surf ” on earth and stone using his Flight power and he fully submerged in water for the time needed to rest.
has CON 15 and INT 12. When he’s in a location with ample The Games Master may rule that arid environments
amounts of soil and stone he can use his Linked Elemental such as deserts and extreme heat or cold can cause the
Control to raise up a pillar of earth up to 6 meters high to hero to dry out more quickly.
“fly” at a movement speed of 15 meters.

96
Sky Raven uses the wings of her costume to glide down to battle from a high ledge on City Hall.

FORCE FIELD CON+INT, and it provides that value to anything


under the dome, but it also applies to any attacks made
INT, Concentration from within the field. Any time an attack penetrates the
Force Field, the Armor Points are reduced by one, and
The hero is able to create a transparent field of if an attack inflicts damage equal to twice the current
pure energy to protect themselves and others. The hero Armor Points, the Force Field immediately collapses.
generates an immobile dome of force as an Action, Nothing can move the Force Field from its initial
centered on their location with a radius in meters equal location, but the hero (and anyone under its protection)
to one-third the hero’s INT. The field has an can’t move either as long as it is active.
Armor Point value equal to one-quarter the hero’s
97
Destined

Boosts to their maximum height, instead using a lower


multiplier if they so choose. This increase in SIZ affects
• Bolster: The hero can repair damage to the field or any Attributes based on it, so the hero’s Damage
strengthen its ability to protect. The hero can increase Modifier and Hit Points increase based on the adjusted
the Armor Points of the field by one for every 1 Power value. When calculating their maximum lift (see page
Point spent, up to a maximum of twice the original 118), the hero adds their STR to their adjusted SIZ and
Armor Points. They can also repair damage to the field multiplies the value by their size multiplier. They are
as a Free Action on their Turn by spending 1 Power also capable of taking longer strides and add the value
Point for every point lost. of their multiplier to their normal Movement Rate. So
• Fire Point: The hero can create a small breach in the for example, Colossal (STR, CON, and SIZ 14) has a size
field to allow their allies to launch attacks. The hero multiplier of x4, so at his maximum SIZ of 56 his Damage
spends 2 Power Points to make a small area of the field Bonus is +2d6, he has +8 Hit Points to all locations, he can
temporarily permeable, allowing anyone inside to lift 1,300 kilos without a Brawn check, and his Base
launch attacks from within until the start of the hero’s Movement Rate is 10 meters. While the increased size has
next Turn. Foes outside the dome can target the its advantages, the hero reacts more slowly and suffers
permeable point to bypass the field, but attack checks double the value of their size multiplier as an Initiative
to target the point are one Difficulty Grade harder. Penalty. Also, each multiplier step reduces the hero’s
• Mobile Field: The hero’s field is able to move as they Action Points by 1, to a minimum of 1, reflecting the
move. The hero spends 2 Power Points when creating ponderousness of their huge size. They also become a
a field to make it mobile, allowing the hero to move at larger target, and enemies make attack checks to hit
half speed and simultaneously keeping the field them at one Difficulty Grade easier. The hero can
centered on themselves. remain at their increased size until they take another
• Shapeable Field: The hero can shape the Force Action to shrink back down. If they suffer a Serious
Field into any form. The hero spends 2 Power Points Wound while their size is increased and the hero fails
to alter the field into any shape no greater than their the Endurance check against the injury, or if the hero is
INT in meters. The total area is divided up among the Incapacitated, they also shrink down automatically. The
height and length of the field, so for example a hero hero’s size multiplier is based on their CON+SIZ in the
with a POW of 16 could create a wall 2 meters high Growth Size Multipliers table.
that was 8 meters long. The field’s shape must be
contiguous, but it can be any shape that fits within the Boosts
area allowed.
• Fast Change: The hero can rapidly change sizes
Limits when needed. The hero spends 2 Power Points to
grow or shrink back down as a Free Action.
• Limited Protection: The hero’s Force Field only • Giant Strength: The hero can use their size to
works against certain types of damage, such as ballistic perform amazing Feats of Strength (see page 190).
or fire. Any other types of damage pass through it. When calculating the hero’s maximum lift, they add
• Opaque: The hero’s Force Field is not transparent, double their STR to their multiplied SIZ value before
even blocking the hero’s ability to see out. the size multiplier is applied. By spending 2 Power
• Weak Point: One area of the Force Field is weaker Points, they can double their maximum lift for a single
than the rest, and the hero must choose a cardinal task or extended Action, or lift five times their normal
direction when creating a field. That side of the dome maximum for 3 Power Points. So if Colossal had this
has its Armor Points halved, as long as the field is Boost, he could lift 1,520 kilos without a Brawn roll, 3,050
active. If the hero can shape the field, they choose one kilos by spending 2 Power Points, or 7,600 kilos by spending
section equal to one-quarter of the total area covered 3 Power Points.
to be weakened. • Swat: When the giant hero hits, they send their foes
flying. When the hero makes an unarmed or melee

GROWTH Growth Size Multipliers


SIZ CON+SIZ Size Multiplier
12 or less X2
13-25 X3
The hero is able to grow to immense size. By spending
26-36 X4
an Action, the hero increases their SIZ, along with
37-48 X5
anything they are wearing, by the appropriate
Each additional +12 +1 to previous multiplier
multiplier listed below. The hero does not have to grow
98
4. Powers

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

• Armor Up: The hero is able to bolster their


protection against especially dangerous
incoming attacks. When struck by an attack
that would exceed the hero’s Inherent Armor
value, they can increase the Armor Points
against the attack by one point for every 1
Power Point spent as a Free Action.
• Human Shield: The hero is able to use
their inherent protection to keep others safe.
If the hero uses Delay Action (see page 153),
they can use Interrupt to apply their Armor
Points to one target they are in contact with.
Since the hero has time to brace for the
attack, their Armor Points are treated as
being 1.5 times their normal value, or twice
their normal value if they spend 2 Power
Points.
• Nigh Invulnerability: The hero is able to
shrug off damage from some forms of attack.
The hero spends 2 Power Points to ignore a
single attack that inflicts damage no greater
than twice their Inherent Armor value. The
hero is still subject to any Special Effects that
do not rely on damage being inflicted. For
example, Torc (Armor Points 6) is blasted in the
chest by a shotgun that inflicts 10 points of
The massive plates of Tortoise’s power armor easily shrug off damage. He uses this Boost and avoids the damage
a death ray from an Animus cyborg. entirely, but he is still is knocked down by the goon’s
Special Effect.
Choose one normal sense and the hero makes • Stand Fast: It is hard to knock the hero off their feet.
Perception rolls with that sense at two Difficulty The hero spends 2 Power Points to reduce the
Grades harder. effective damage used to calculate Knockback or the
Bash Special Effect by twice their Armor Points, or to
gain a two-step bonus to Brawn checks to resist the
INHERENT ARMOR Trip Opponent Special Effect.

Always On, CON Limits

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.

A variation on the standard Inherent Armor Core


Power, Material Mimic allows a hero to gain Armor INVISIBILITY
Points based on whatever substance or material they are
in contact with when they activate the power. While this Concentration, Resist (Perception)
may allow the hero to gain significant durability if they
have access to tougher materials, in certain situations The hero can turn completely invisible to the naked
they will be far more limited and their resistance will be eye. The hero and everything they wear and carry
lower. For example, battling a villain in an auto factory becomes invisible to sight as an Action. The hero
will allow for better armor options than fighting one in remains visible to other forms of visual detection, such
a store that sells pillows and mattresses. The hero may as infrared or ultraviolet sensors, still makes sound, and
use any of the Limits for Inherent Armor above, and has a scent. If someone has reason to suspect the hero is
may also gain the Nigh Invulnerability and Stand Fast present, they can make an Opposed Perception check
Boosts. Some additional Boosts for the Core Power are against the hero’s Stealth skill, which gains a one-step
listed below. difficulty bonus to the roll. In terms of targeting the
hero, an opponent must have an idea where the hero
might be, and the invisible hero is treated as being
MATERIAL MIMIC Heavily Obscured (see page 178). If the hero takes any
Action that would break their Concentration, such as
CON making an attack, the Invisibility immediately fades.
Opponents who are unaware of the hero are considered
The hero gains the durability of whatever they are in to be surprised if the hero takes an offensive Action (see
contact with. The hero spends an Action while touching page 153).
an object to gain Armor Points equal to the normal
Armor Points of what they are touching. The hero can Boosts
only use this Core Power on materials with Armor
Points equal to half their CON or less, and attempting • Additional Senses: The hero is able to hide from
to absorb the durability of something stronger other forms of detection. The hero spends 2 Power
automatically fails. This armor covers all locations on Points to become invisible to another sense or form of
the hero’s body and lasts for 1d6+1 minutes before it detection, such as hearing, scent, or infrared.
fades and the hero needs to activate the power again. If • Afterimage: When the hero disappears, their image
the hero is rendered Incapacitated, they immediately remains behind. When the hero uses the power, they
lose their armor. Some sample Armor Points for can spend 2 Power Points to create an image of their
different objects can be found in the Inanimate Objects last movement at the point where they disappeared.
section on page 192. If the hero wishes to change the The image lasts until the end of the hero’s next Turn,
material they are using, they simply need to touch the moving in the same direction the hero was last moving
new material and spend another Action. Note that the in, and anyone who wants to determine if the image is
hero also gains the appearance of the material they false must make a successful Perception check or
contacted, and this may impact any social rolls they believe that it is still the hero.
make as determined by the Games Master. Boosts are • Shared Invisibility: The hero is able to share their
101
Destined

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

The hero has adapted to survive under adverse


conditions. The hero gains immunity to one
environmental condition (intense heat, high
pressure, vacuum, and so on) or biological
requirements (eating, breathing, sleeping, and
so on). While this makes the hero immune to
detrimental effects of natural conditions, it does
not grant resistance to related types of
damage. So a hero with immunity to intense
heat could walk near a blast furnace or survive
under the sweltering desert sun, but would still
be burned by a fire-based attack (see the Limited
Resistance Boost below). Here are some of the
most common conditions heroes can take with
this power:

• Intense Cold: The hero is able to endure sub-


zero temperatures, freezing water, and frigid
weather.

• Intense Heat: The hero can endure arid


deserts, volcanic heat, and sweltering tropical
conditions.

• Intense Radiation: The hero can endure high


levels of hard and soft background radiation.

• No Breathing: The hero no longer needs to


breathe and cannot be asphyxiated.

• 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
103
Destined

Limits damage. Normally this requires an appropriate Craft or


Mechanisms roll, with a Specialization for the former
• Limited Environment: The hero’s Life Support only related to the type of being the hero is. A repair check
applies to specific conditions where the dangerous takes one hour of time for Minor Wounds, or 6 hours of
environment occurs, such as a specific situation or time for Serious Wounds. Success restores the hero’s
locale. For example, an aquatic hero is able to breathe in salt Healing Rate in lost damage, dividing the amount
water but would still be subject to drowning while in fresh among any injured locations. For example, if Scrapyard
water. had suffered 5 Hit Points of damage to his Right Arm and
• Opposite Environment Susceptibility: The hero is Abdomen, after a successful repair check he would get back his
more susceptible to an environment opposite of one Healing Rate of 4 and could restore 2 points to each damaged
that they have immunity to, and any checks to resist it location or 4 to his Abdomen.
are at one Difficulty Grade harder. For example, a hero
with immunity to intense cold would be more vulnerable to
extremely hot locales. LUCKY
• Unusual Requirement: While the hero is able to
withstand adverse conditions, their body requires Always On
some need that is unusual. The hero requires a new
physical requirement beyond the normal, such as The hero is favored by the fates, can subtly manipulate
needing to breathe a different type of atmosphere or probability, or leads a charmed life. Double the hero’s
requiring daily exposure to sunlight. This new starting Luck Points.
requirement is treated just like any normal form of
Deprivation or as Asphyxiation (see page 187) related Boosts
to the new environment, and the Games Master will
work with the hero to determine the exact game • Bad Penny: The hero is able to turn the good
effects of this new requirement. fortune of their enemies to bad. Spend a Luck Point to
downgrade the Success of a target the hero can see by
one level, so a Critical Success becomes a normal
Variant Power: Artificial Being Success, a normal Success becomes a Failure, and a
Failure becomes a Fumble.
The rules for Life Support work well for heroes who • Environmental Editing: The hero is able to subtly
only need to survive under a few adverse conditions, change the world around them to give them a slight
but creating an artificial being such as a robot, android, edge. The hero spends a Luck Point to make a minor
or mystical construct can consume a large amount of the alteration to the environment. The change is small and
hero’s available powers to give them all the life supports must not directly contradict the Games Master’s
needed for a non-living creature. description of the location, but it will provide the hero
a slight advantage (reduced damage or making a check
As a variant, Games Masters can allow artificial one grade easier) or allow them to overcome a minor
beings to take the following Core Power instead. The obstacle. The Games Master has final say on whether
hero may take the Boosts and Limits above if the Games the change is allowed, and what benefit it provides.
Master allows, to represent additional environments Some example Environmental Editing effects are:
the artificial being can survive in, and many take the
Unusual Requirement Limit to account for needs such * When trying to access a secure building the hero
as recharging batteries or having to “sleep” at the spends a Luck Point to say a security guard propped
intersections of magical ley lines daily. open a side door and forgot to close it.
* After she was knocked off the roof by a villain, the
heroine spends a Luck Point to say that there is a
ARTIFICIAL BEING convenient flagpole/awning/dumpster directly below
that will soften the impact.
Always On * While trying to escape the police, the hero ducks into
a recessed doorway in an alley and spends a Luck
The hero is a non-living being who does not have the Point to say the light bulb above is burned out, making
same requirements as its living counterparts. The hero their Stealth check one grade easier.
does not need to breathe, drink, eat, or sleep like a * The hero needs a specific piece of Common or
living being and is not subject to Deprivation rolls. The Uncommon gear, like a weapon or a vehicle, and
hero also does not heal naturally under normal spends a Luck Point. If the item is small enough to be
circumstances, and it must be repaired to recover on the hero’s person, they ‘forgot’ they had it. If it is a
104
4. Powers

larger item, it is accessible somewhere close by. For


example, Dame Fortune needs a car to pursue an escaping
Optional: Extra Luck
bank robber. She spends a Luck Point, and the Games Master
says she notices a valet stepping away from a running car at
the restaurant across the street. With a quick apology she
jumps inside and races off after the criminal. If the hero has
L uck-based heroes in comics find that fortune is
always on their side, but within Destined, Luck
Points are finite resources that normally don’t
Allotment Slots available equal to the item’s cost, the replenish until the start of the next game session.
hero can retain it for the remainder of the adventure. If you’d like to simulate heroes that manipulate
probability in their favor, you can add the optional
• Luck of the Devil: During combat, the hero can rule: When a hero with the Lucky Core Power runs
spend a Luck Point to negate a Special Effect being out of Luck Points, he may spend 3 Power Points in
used against them, or to gain an additional, non- place of a Luck Point to activate any Boost
Critical, Special Effect when they gain an Effect in the associated with the power.
usual way.
• Shared Luck: The hero can share their luck with
someone close by. The hero spends a Luck Point for points equal to one-third their CON to accommodate
another hero that they can see, applying any normal the new form. Anything the hero is wearing or carrying
effects of spending a Luck Point to the target changes along with the hero into the new shape.
determined by the hero. Morphing into a new form is purely cosmetic and does
not alter any of the hero’s other Characteristics, but
Limits they do gain basic traits that would be inherent to a new
form such as special movement forms (at the hero’s base
• Black Cat: While the hero might have luck on their Move) or environmental adaptations. For example, if
side, they spread misfortune to those around them. Zookeeper used his animal Morph Core Power to assume the
Whenever the hero spends a Luck Point, someone shape of an eagle, he could fly, or if he changed into a fish he
within twice the hero’s POW in meters makes their could swim and would be able to breathe underwater (but not
next skill check at one Difficulty Grade harder or outside of it). The hero can retain the form until they
suffers a minor mishap (drops an item, falls prone, choose to change back to their original form or assume
and so on). If there are multiple targets within range, a different one as an Action, or if they fall asleep or are
the Games Master rolls randomly to determine which rendered Incapacitated. If the hero suffers a Serious
one suffers the bad luck. Wound to any location, they must make an immediate
• Fickle Fate: Sometimes fate shines upon the hero, Willpower check or be forced to return to their normal
but sometimes it ignores their pleas. Whenever the form. The hero can attempt to trick people into
hero spends a Luck Point on anything except believing they are whatever or whomever they are
mitigating damage, roll a d10. If they roll a 3 or less, attempting to impersonate with a successful Hard
the Luck Point fails to work as intended. The hero Deceit or Standard Perform (Acting) check Opposed by
does not lose the point unless the roll is a natural 1. the Insight (for animals or people) or Perception (for
• Karmic Backlash: The hero can only push their luck objects) check by any observer that has reason to suspect
so far before it pushes back. If the hero rolls doubles something is amiss. Note that if the hero’s adjusted SIZ
on a skill check where they spend a Luck Point (e.g. does not match whatever form they are trying to
44), even on the initial roll, the next time they roll dice assume, Opposed Rolls to impersonate something are
for any reason (skill check, damage, and so forth) they either at a much higher difficulty or automatically fail,
must roll twice and take the worse result. depending on the Games Master’s decision. No
matter how convincing the hero is, someone will suspect
something is off about a cockroach the size of a
MORPH small dog.

CON, Resist (Insight, Perception) Boosts

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

change into that form by spending 2 Power Points. By


Morph and the taking this Boost a second time, the hero can now
Linked Limit change into anything, but they must still spend 2
Power Points if it is from a category that they did not

S ome shapeshifters in comics are capable of


assuming a wide variety of forms of many
different shapes and sizes, even gaining unique
initially choose when they gained the Core Power.
• Quick Change: The hero is able to change form
almost faster than the eye can see. The hero spends 2
abilities based on the shapes they take on. The Power Points to change shape as a Free Action,
base Morph Core Power is quite diverse, but still including reverting back to their original form.
has limitations on what heroes can do with it. If
the hero wants to assume a wider range of forms, Limits
players should consider using the Linked Limit (see
page 77) to add in additional capabilities to the • Body Only: The hero’s natural body is able to
base Core Power. For example, linking in Growth assume new forms, but nothing else. When the hero
or Shrinking allows new forms to have vastly assumes a new form, any worn or carried gear does
different sizes from what the base power can do. not change with the hero. Costumes and armor slough
Linking Close Combat Attack lets the hero create off and worn or carried items drop down to the
weaponry from their body, while powers like ground around the hero.
Enhanced Speed and Flight can simulate the level • Persistent Flaw: The hero’s new forms always have
of speed that animals like cheetahs and peregrine some trait or marker that reveals it is the hero. This
falcons can achieve. could be an unnatural color based on the hero’s
normal form or costume, or each new form has
something distinguishing such as a noticeable scar, or
friends, and where they work. The hero can also any sound it makes is clearly the hero’s voice. This
mimic the person’s voice perfectly, as well as makes it nearly impossible for the hero to pass off their
mannerisms and quirks. This makes checks to new form as something naturally occurring.
impersonate that individual one grade easier with • Specific Form: The hero’s alternate forms are very
people who know the target well, or two grades easier limited even within the category that they can Morph
with casual acquaintances or people who only know into. The hero chooses a narrow subcategory within
the target in passing. The target is not immediately their normal available shapes and they can only
aware that the hero did something when making change into new forms within that subcategory. For
contact, but they can make a Hard Insight check to animals, the hero may only be able to Morph into
realize that something unusual happened when canines, birds, or fish. For objects, they may only
contact was made. assume forms made of a specific material such as wood
• Expert Shifter: The hero has mastered their ability or metal, or can only change into a specific type of
to assume new forms. They can now adjust their SIZ items such as furniture or vehicles. For people, they
by half of their CON instead of one-third. Additionally, may only be able to assume forms of one specific
they can swap a number of points on a one-per-one gender, age, or ethnicity. Note that if the hero has this
basis from their other Characteristics to account for Limit, they may not take the Metamorph Boost.
their new shape, up to a total maximum of swapped
points equal to their CON. The hero must pay a
number of Power Points equal to one-fifth the total NEGATION
number of Characteristic Points exchanged, but the
swapped points remain as long as they maintain the Resist (Endurance)
new form. For example, Zookeeper changes into a silverback
gorilla to help in his fight against a villain. His CON is 14, The hero is able to prevent a target from using their
so he can increase his SIZ by 7 points and can swap up to 14 special powers temporarily. The hero negates the
points from his other Characteristics to account for the target’s ability to use one Core Power of the hero’s
gorilla’s abilities. He decides to use the full 14 points to reduce choice by touching the target with a successful Combat
his INT and CHA each by 7 and increase his STR by 10 and Style or Unarmed roll, which the target can attempt to
his CON by 4. It costs him 3 Power Points, but now he is better Evade as a Reaction. If successful, the target makes an
suited to trade blows with the villain in his simian form. Opposed Endurance check against the attack roll, and
• Metamorph: The hero can take on nearly any shape. if failed, one of the target’s Core Powers of the hero’s
When taking this Boost, the hero chooses a different choice is rendered inactive for 1d6 minutes. If the target
category (animal, object, or person) from the one they critically fails the Opposed Roll, the power is negated
took when they gained this Core Power and can now for 1d6 hours instead. If the Negation Core Power is
106
4. Powers

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

The hero can recover quickly from their wounds. When


suffering a Minor or Serious Wound (see page 180), the
T he power system in Destined is not designed to
create the invulnerable heroes at the apex of
comic book pantheons, and heroes even at
hero regains Hit Points equal to their Healing Rate at Paragon level remain vulnerable to common
the end of each Combat Round. These Hit Points can weapons such as firearms and blades. A
be divided among any wounded locations as the hero combination of powers like Inherent Armor,
chooses. If the hero is Incapacitated, the Regeneration Regeneration, and Resistance can make extremely
rate slows to once per minute until the location is durable heroes, so the Games Master should be
healed above the negative value. careful to monitor the use of these powers. While
a hero can still be resistant to a surprising amount
Boosts of damage or take a lot of punishment, it will take
up quite a few of that hero’s available powers to
• Back from the Dead: Just when their enemies be able to resist every form of damage. Villains
count them out, the hero springs back up to rejoin the often have a wide variety of damage sources at
fight. If the hero is Incapacitated by having a Hit their disposal, as do military and villainous
Location reduced below the negative value of its total Organizations in superhero settings. The hero can
Hit Points, they can spend 2 Power Points to withstand the submachine guns used by the local
immediately heal enough damage to that location to gangs, but what will he do when the sinister forces
restore it to one less than the negative value. of Animus start blasting away with plasma rifles?
• Instant Healing: The hero heals even faster. The Also note that Resistance applies after armor is
hero spends 2 Power Points to gain back their Healing subtracted, so even resistant heroes will still take
Rate in lost Hit Points as a Free Action. some damage under normal circumstances.
• Reptilian Regeneration: The hero is able to recover
from traumatic injury. The hero spends 3 Power One other thing to keep in mind is while the hero
Points and enters a deep sleep for a period of eight might be hard to hurt, those around him might be
hours. If the rest is not interrupted, at the end far more fragile. A common tactic used against
of the recuperative sleep a single location that has invulnerable heroes in comics is to put the softer,
suffered a Persistent Wound is restored. This also can squishier people at risk to keep the hero occupied
restore lost limbs and sensory organs. The Power while the villain makes off with his ill-gotten gains.
Points spent on this Boost do not recover until the
healing sleep is complete.
• Shared Healing: The hero is able to share their • Traumatic Regeneration: The hero’s regenerative
restorative gift with others. The hero spends 2 Power abilities only kick in when they suffer severe injury,
Points and touches an adjacent target. The target working long enough to heal the trauma. The
immediately regains lost Hit Points equal to the Regeneration Core Power only activates when the
target’s Healing Rate to the location touched. hero suffers a Serious Wound, and only remains active
until any location with a Serious Wound or worse is
Limits restored to a positive Hit Point total. Minor Wounds
must be healed as normal.
• Down for the Count: When the hero is knocked out,
their healing abilities cease to function. If the hero is
Incapacitated, they lose the power until they are RESISTANCE
restored to consciousness or the damage to the
location that Incapacitated them is healed by some Always On
other means, such as normal natural healing or a
successful Medicine roll. The hero gains resistance to a single form of damaging
• Single Location Only: The hero’s healing abilities effect, such as acid, edged weapons, or radiation. When
focus on one damaged location at a time. When the subjected to an attack or Peril that inflicts that specific
hero Regenerates at the end of the round, they must type of damage, any damage remaining after armor is
apply all the healing to a single location and cannot halved. For example, Luminous has the Core Power Resistance
divide them up among multiple injured Hit Locations. against light-based attacks. If she is hit by a laser beam for 7
Any excess healing is lost if the location is healed back damage from a villain’s deathtrap, she first subtracts her Armor
up to its full value. Points of 2 and halves the remaining 5 points of damage,
109
Destined

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.
110
4. Powers

• Jack of All Trades: The hero can figure out skills


they don’t know, or at least convincingly fake their way
Combat Savants?
through them. The hero spends 2 Power Points to be
considered trained in a Professional Skill that they
normally don’t know. The skill must share a
Characteristic with one of the hero’s Savant skills,
W hile Savant can be applied to almost any
skill, it is recommended that combat skills
such as Combat Style, Evade, and Unarmed not
and they can only use it at the base level (for be allowed to be chosen as part of this power.
example, the Pilot skill at DEX+INT) for a single task or While there is precedent in comics of heroes
Extended Task. who are true masters of the combat arts, for a
• Observational Mastery: The hero can temporarily game this can become unbalancing since combat
copy someone else’s ability by closely observing them. checks can happen quite often, and extremely
The hero spends 3 Power Points after observing skilled combatants can be nearly unstoppable.
someone for at least one minute using a skill that
shares a Characteristic with one of the hero’s Savant It is up to the Games Master to decide if Savant
skills. The hero gains that skill at the same level as the can be taken for these kinds of skills, and if so, the
target for one combat encounter, or for a single task or hero will need to spend 1 Power Point each time
Extended Task. they use a combat skill enhanced by this power.
• Parallel Knowledge: The hero can effectively apply This will make them expert combatants but also
their knowledge to a different task. The hero spends 2 provide a limitation so it does not become
Power Points to substitute the value of one of their unbalancing. Keep in mind that if heroes are
Savant skills for another skill that has a Characteristic allowed to be combat Savants the villains also will
in common. This lasts for one combat encounter, or have the ability to use the power for this purpose
for a single task or Extended Task. The two skills as well.
should have some aspect in common to justify the
substitution, such as using Athletics in place of
Acrobatics to make a series of quick jumps and flips,
and the Games Master has final say if the switch SENSORY OVERLOAD
can occur.
INT, Resist (Endurance)
Limits
The hero can temporarily disable the senses of others
• Educational Limits: The hero is so advanced in with blinding flashes, deafening sounds, or numbing
their knowledge they have a hard time learning more cold. The hero chooses one of the five primary senses
in their chosen skills. When the hero spends this Core Power affects when they choose it, and they
Experience Rolls to advance one of their Savant skills, can attempt to overload that sense in a target within
the skill is treated as if it were 20 skill points higher their INT in meters. The hero makes a Willpower roll,
when determining how much the hero adds to their resisted by the target’s Endurance (or Willpower if the
skill rating. For example, a hero has Streetwise at 65% as power is psychic or magical in nature). If the hero is
one of her Savant skills, and wishing to improve, her player successful, the sense is rendered inoperable for 1d4+1
uses an Experience Roll. She will need to roll above 85% on Combat Rounds. If the target’s Endurance roll is
INT+1d100 to gain the 1d4+1 standard improvement. Fumbled, the affected sense is lost for 1d4+1 hours
Failing that, she’ll still gain 1% in the skill. instead. Targets treat everything around them as
• Knowledge Gap: The time spent mastering certain Heavily Obscured (see page 178) related to the lost
skills has caused the hero to have difficulty learning sense, and any checks related to the sense are at least
others. The hero chooses two non-Savant skills. If they two difficulty steps harder.
are Professional Skills and the hero attempts to learn
them, it costs them 5 Experience Rolls to gain the skill Boosts
at the base level. When they use Experience Rolls to
advance those skills, they only gain 1d2+1 points on a • Additional Sense: The hero is no longer limited to a
successful advancement instead of the normal amount. single sense. The hero can spend 2 Power Points to
If the chosen skill requires Specialization (such as Art), impair an additional sense or change the primary
this Limit applies to any Specializations with the skill. sense affected by spending 1 Power Point.
• Skill Deficiency: While the hero excels at certain • Esoteric Senses: The hero is able to disable unusual
areas, other skills are more challenging for them. The senses. The hero chooses one unusual sense (see
hero chooses two skills, and any check with one of Heightened Sense for examples, page 99) that they
those skills is one Difficulty Grade harder. can affect with this power.
111
Destined

related to that sense are one Difficulty Grade harder


A little dangerous for 1d3 Turns.
• Partial Sensory Loss: The hero’s ability only

W hile it may seem counterintuitive to think that


Shrinking is a potent power, in the right (or
wrong) hands, it can be incredibly dangerous.
partially disables the target’s sense. If the target
is affected, it treats everything related to the sense
as lightly obscured and rolls are one difficulty step
Heroes that can shrink down to an extremely small harder.
size can gain access to places no normal person • Quick Flash: The hero’s ability only disables the
can. While this is very handy when sneaking sense for a few seconds. Targets affected by this power
around, what happens when a miniature hero only lose the affected sense for 1d3 Turns instead.
sneaks into a crack in the villain’s power armor to
start tearing it up from the inside? What if they try
to expand to full size while inside something, or SHRINKING
someone?
SIZ
The Games Master should encourage creative
use of powers, but also must monitor that things The hero is able to shrink their body down. The hero
don’t get out of hand and come up with new can reduce their size as an Action, and any items on the
challenges for the hero. Once inside the power hero’s person are shrunk as well. While shrunken, the
armor, the hero might have to dodge gears, avoid hero’s STR, SIZ, and Movement Rate are reduced by
electrical surges, and deal with the nanobot self- the divider on the table below, based on their
repair systems that see him as a threat to be CON+SIZ. The Size Divider is also applied to the
purged. Trying to return to full size inside a solid Visibility distance the hero can be seen from normally
body might cause great harm to the target, but (see page 207). They also have a reduction in Hit Points
odds are it will also cause great harm to the hero per location, but anyone attempting to target them in
as his expanding body meets resistance. It’s combat or notice them with a Perception roll also suffers
important to keep in mind that there are still the difficulty penalty listed in the Shrinking Table.
dangers in the miniature world that can pose as
great a threat as those in the full-size world. When dealing with objects and creatures relative to
their new SIZ, the Games Master may rule that the hero
is treated as their normal SIZ. For example, if the Silver
• Flashbang: The hero can affect multiple targets. The Flea is reduced down to only an inch in height, things like ants
hero spends 3 Power Points to affect a radius around and mice would be treated as giant versions of normal animals
the target equal to half their INT in meters. All targets relative to his new “normal size,” and he would use his
in the area must make Opposed Endurance checks standard statistics when dealing with them. Returning to
against the hero’s Willpower roll to avoid the effect. normal height takes an Action, and they can decide not
• Increased Range: The hero can disable the senses of to reduce down by the full amount whenever they
far-off targets. The hero spends 2 Power Points to change size.
increase the range of the power to double their INT in
meters, or 3 Power Points to triple the range. Shrinking can reduce a hero’s SIZ well below a value
of 1 but as the Height and Weight Table on page 18
Limits shows, 1 is the lowest value. The SIZ Characteristic does
not go into negative values, so how do you determine
• Feedback: If the hero fails to disable their target’s how small your hero is once they go below the lowest
sense, they suffer feedback from the attempt. Anytime values presented? The simplest way to determine the
the hero fails the Opposed Roll to disable a sense, they hero’s new height is to divide their height by the
suffer a partial loss of the same sense. Any skill rolls Shrinking divider below. So a hero who is normally 163

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

STRETCHING to escape grapples one-step harder. Additional uses


are up to the imagination and creativity of the hero,
Always On, CON but they are still limited to their normal maximum
distance in terms of how much they can expand their
The hero can stretch out their body to amazing lengths. body, and the Games Master has final ruling on what
The hero can extend their body up to a maximum the hero can accomplish with this Boost.
number of meters equal to half their CON. Stretching is • Maximum Stretch: The hero is able to stretch their
a Free Action as part of another Action or movement, body far beyond their normal limits. The hero spends
and the hero can extend any part of their body as long 2 Power Points to stretch out to their CON in meters
as the total length stretched does not exceed their (instead of half their CON) for a single Action, task, or
normal maximum. For example, if Rubberband Man can Extended Task. By spending 3 Power Points, the hero
stretch a total of 8 meters, he could extend his arms out 4 can stretch out to 1.5 times their CON, but once the
meters, his abdomen 2 meters, and his legs 2 meters. A hero Action or task is complete, they immediately suffer 1d3
can extend their arms and torso to increase their reach, Levels of Fatigue.
stretch out their neck to see over obstacles, or stretch • Slingshot: The hero is able to turn their body into a
their legs to step over obstacles and increase their giant living slingshot. The hero spends 2 Power Points
Movement Rate by half their maximum Stretching after Stretching their limbs or body between two solid
length. Limbs can be either individually extended or as objects to act as a giant slingshot. The hero can launch
a duo for the same amount as long as the total extension their own body up to a distance of ten times the
does not exceed half the hero’s CON. Extended limbs maximum Stretching distance, or launch another
can be targeted like any other body part in combat at object or person the same distance. Unwilling targets
the range they are from the attacker, but they also allow can Evade attempts to launch them as a Reaction, or
the hero to target enemies with unarmed and melee try to escape if the hero has them grappled.
attacks at whatever distances the limbs are stretched. • Stretchy Evade: The hero is able to stretch out of the
way of danger. The hero spends 1 Power Point when
The hero can retract parts of their body as a Free making an Evade check to stretch their body to avoid
Action on their Turn as long as they did not extend the attack, making the attempt one Difficulty Grade
them on the same Turn. If the hero is wearing easier. In addition, the hero does not end up prone
polyweave armor or special clothing, it stretches along afterwards.
with them. Normal clothing and armor, especially rigid
forms of armor, won’t expand with the hero, and Limits
enemies can make attack checks at one Difficulty Grade
harder, or use the Choose Location Special Effect to hit • Rubbery: The further the hero stretches their body,
a section of the hero’s body where the armor isn’t the harder it is to control. If the hero stretches their
covering them. The hero can have special armor made body more than half their maximum length, it
that stretches, but its Allotment Cost is increased by 1 becomes rubbery and harder to control and any
(see page 125). Actions with it are at one Difficulty Grade harder.
• Slow Retraction: While the hero can extend their
Boosts body as a Free Action, going back to normal size and
shape takes an Action. Alternatively, the hero can
• Malleable: The hero is able to stretch their body in choose to make extending their body cost an Action
new and exciting ways. The hero can alter the depth and retracting it back to normal a Free Action.
and width of their body in addition to the length by • Weakened Limbs: The act of Stretching makes the
taking an Action, or as a Free Action by spending 2 hero’s body more vulnerable to damage. Any Hit
Power Points. This allows them to flatten themselves to Location extended has its Hit Points halved, and
a few centimeters thick, expand out like a balloon, Armor Points from a Power or special stretchable gear
twist like a snake, and assume basic shapes like spheres are also halved. When back to normal, any damage is
and cubes (assuming more intricate shapes requires applied to the normal Hit Point value of the location,
the Morph Core Power. See page 105.). They also take and if it suffered a Serious Wound while stretched, the
on a rubbery texture, allowing them to move by hero’s Hit Points in that area are reduced to one point
bouncing at their modified Movement Rate (see below the threshold of a Serious Wound in the location
above) and take half damage from falls. The hero can as well.
use this to squeeze through small openings (up to SIZ
1), flatten out to work as a parachute or net, or use
their malleability to gain a one-step bonus to escape
grapples or wrap around foes to make their attempts
114
4. Powers

SUMMON they want to empower, and assigns one of the following


powers to their creation(s): Adhesion, Blast, Close
CHA, Concentration Combat Attack, Energy Field, Enhanced Strength,
Flight, Growth, Life Support, or Resistance. The
The hero is able to Summon an entity known as a construct uses its Tertiary Characteristic (or double
‘construct,’ linking it to their will to perform tasks for that if required by the power) to determine any
them. Constructs can take any form, but even ones that variable traits and it may only use the base Core Power
look alive are just temporary products of the hero’s with no Boosts. Alternatively, the hero can imbue a
power and they are not truly living beings. The hero single construct with several Core Powers, each costing
spends an Action to create a single construct within 2 Power Points to add.
their POW in meters, and the abilities of the construct • Guardian Constructs: The hero’s constructs remain
are based on the creator’s INT+CHA as detailed on the behind even if they fall, keeping them safe. If the hero
table below. With the Core Power the hero can only is Incapacitated, their constructs remain behind and
make one construct at a time, and if they attempt to immediately move to protect them. The constructs will
create another one while one is still in existence, the take any Action necessary to keep the hero safe,
first construct vanishes. Constructs only have three attacking anyone who attempts to do them harm. The
Characteristics (STR, DEX, and SIZ), and the hero can constructs will remain there until the hero recovers,
assign values to them as they see fit, determining at the they are reduced to 0 Hit Points, or 1 hour has passed.
time of creation which is primary, secondary, and Additionally, the hero can spend 1 Power Point to
tertiary (see the Summoned Construct Stats Table). make Willpower checks to avoid losing their
They have a Base Movement Rate of 5 meters, have Hit Concentration one grade easier.
Points based on their SIZ divided by 2, and do not have • Homunculus: The hero is able to physically step
distinct Hit Locations. They have a base number of inside of and embody one of their constructs, gaining
Armor Points equal to one-tenth of their STR its abilities as long as they remain inside. The hero
(minimum of 1). When a construct is reduced to 0 Hit spends 2 Power Points to physically embody a
Points, it immediately disappears back to wherever it construct adjacent to them, gaining its physical
came from. Constructs are incapable of independent Characteristics, Armor Points, and base damage as
activity, and the hero that created them must spend an long as they concentrate. The hero takes their
Action Point to give them direction. The construct has 2 Actions normally while embodying the construct, and
Action Points and acts on the creator’s Turn, following any damage taken while they are inside is
its last instruction until it is given a new command. subtracted from the construct’s Hit Points first. If the
Constructs use physical skills such as Athletics, Brawn, construct is reduced to 0 Hit Points, the hero is ejected
Endurance, Evade, and Unarmed, with a base level in the same location as where the construct was
equal to twice their STR+DEX, or the values of their destroyed, and any excess damage is applied to them.
creator, whichever is lower. If a construct does not have If the hero has multiple constructs active, they must
a current command it will take no Action until given a still spend an Action to direct their other creations
new order. If the creator fails to maintain Concentration as normal.
or is rendered Incapacitated, all active constructs • Legion: The hero is able to Summon multiple
disappear immediately. constructs at a time. For every 2 Power Points the hero
spends as an Action, they can create a single construct
Boosts or two lesser constructs that only have a single Hit
Point each. The hero can mix and match types of
• Empowered Construct: The hero is able to imbue constructs as they see fit when using this Boost, so by
their construct with a special ability upon creation. spending 6 Power Points they could have one normal
The hero spends 2 Power Points, plus 1 for each construct and four lesser ones. The hero can
additional construct (if they have the Legion Boost) command all their constructs with a single Action,

Summoned construct stats


INT+POW Primary Characteristic Secondary Tertiary Base Damage/
Characteristic Characteristic Weapon Size
12 or less 2d6+6 (13) 2d6+4 (11) 1d6+4 (8) S/1d4
13-19 2d6+8 (15) 2d6+5 (12) 1d6+5 (9) M/1d6
20-27 2d6+10 (17) 2d6+6 (13) 1d6+6 (10) L/1d8
28-35 2d6+12 (19) 2d6+7 (14) 1d6+7 (11) L/1d10
36-48 2d6+14 (21) 2d6+8 (15) 1d6+8 (12) H/2d6
for each +12 +2 +1 +1 +1 die step
115
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.
117
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

Telekinetic Lifting Telekinetic Strike


INT+POW Maximum Lift INT+POW Damage Force
12 or less 50 kgs. 12 or less 1d6 M
13-24 250 kgs. 13-24 1d8 L
25-36 500 kgs. 25-36 1d10 L
37-48 1000 kgs. 37-48 1d12 H
Each additional +12 Double the previous amount Each additional +12 +1 damage step C

118
4. Powers

access a single memory. Additional attempts to access


the memories of an unwilling target require additional
Losing Control
expenditures of Power Points and Opposed Willpower
checks, and if the target rolls a Critical Success on
any chance to resist, the hero is unable to probe their
memories for a number of days equal to the target’s
T he ability to strip free will from another person
is one that has serious potential for darkness
and misuse, and this is why it is often relegated to
POW. villains in the comics. Powers like Emotion Control
• Party Line: The hero can serve as a mental hub so and Mind Control are ripe for abuse, and heroes
multiple willing people can communicate. The hero who use them on a regular basis to overcome
spends 1 Power Point to add an additional target to the threats and obstacles can quickly fall away from
telepathic link, and all linked targets can interact with their noble ideals. Games Masters who overuse
each other as long as they remain in range. mind-controlling villains can make the game less
fun for their players, as few people like to have
Limits control of their heroes taken away from them. It is
also important to consider the comfort level of
• Limited Access: The hero is incapable of your players with topics related to mind control.
communicating verbally using Telepathy, and can only Stories like Marvel’s Jessica Jones and DC’s
share and receive images, basic emotions, and sounds. Identity Crisis talk about the true evils and
Any visual representations of words or sounds of ramifications of manipulating the will and minds
language are garbled and indistinct. of others, and while some groups may be
• Mental Overload: If the hero is unable to pierce the comfortable with exploring mature topics related
mind of another, the psychic backlash impairs their to such powers, some may want to avoid them
mind for a time. If the hero fails an Opposed entirely and Games Masters should be careful how
Willpower roll as part of a Telepathic Action, all skill such powers are used in the game, if they are
checks based on INT or POW are one Difficulty Grade allowed at all.
harder for the next hour.
• Oversharing: Sometimes when the hero contacts
another mind, they share a bit more of themselves prevent damage from a fall if the hero is able to
than intended. When the hero establishes a mental Teleport before landing.
link, they must make an Easy Willpower check or • Long Jump: The hero is able to transport themselves
accidentally share a secret, hidden thought, or great distances. By spending 2 Power Points, the hero
memory with the target. can Teleport up to twice their CHA in meters. By
spending 3 Power Points the distance teleported is
tripled. The hero still must be able to see the
TELEPORT destination point for the Teleport to be successful.
• Quick Jump: The hero is able to Teleport faster than
CHA the eye can see. The hero spends 2 Power Points to
Teleport up to half their CHA in meters as a Free
The hero is able to disappear from one location and Action. If the hero does this as part of an Evade, they
reappear in another. As a Move Action, the hero can do not end up prone when they reach their
Teleport to any spot within their CHA in meters that destination.
they can see, along with anything they are wearing or • Teleport Other: The hero can take a passenger
carrying. The target space must be clear of objects and along with them, or send an enemy away. The hero
creatures, and the hero maintains the same momentum spends 2 points to Teleport something or someone
and orientation upon reaching the destination. The within half of their CHA in meters, sending them to
hero can Teleport into the air or to a location without any point within the hero’s CHA in meters from their
solid footing, but immediately falls once they arrive at original location. If the Teleportation is unwanted, the
their destination. target can resist with an Opposed Willpower check
against the hero. The target must be teleported to an
Boosts open space free of any obstructions, but maintains the
orientation and momentum it had before.
• Full Stop: The hero is able to alter their velocity and Alternatively, the hero can spend 2 Power Points while
facing when they Teleport. The hero spends 1 Power in contact with someone to Teleport them their normal
Point as part of a Teleport to reduce any previous distance as a Move Action. If more than one person is
momentum and change orientation to any direction in contact with the hero, they can spend 2 Power
upon reaching the target location. This may be used to Points per individual who travels with them. If the
119
Destined

target is unwilling, the hero must succeed at an Easy Boosts


Opposed Willpower check as detailed above.
• Far Gate: The hero is able to open a Portal to a point
Limits several kilometers away. The hero spends 3 Power
Points as a Move Action to create a Portal to a point
• Conditional Jump: The hero is only able to Teleport within the hero’s CHA in kilometers. The hero must
under specific circumstances. The hero can only know the destination point, either with a successful
Teleport to and from areas that correspond to a Streetwise roll or with an appropriate Knowledge
specific condition specified when the Limit is taken. check for the desired location.
Some examples are teleporting between areas cloaked • Invisible Door: One of the hero’s Portals is invisible
in shadow or darkness, only through physical portals to the naked eye. The hero spends 2 Power Points
such as doorways or windows, or through reflective when creating a Portal to either make the starting
surfaces such as mirrors or still pools of liquid. point or the destination point invisible, which makes it
• Dangerous Passage: The hero Teleports by traveling difficult for enemies to know where the hero plans to
through another dimension or realm, and sometimes travel to.
gains the attention of a denizen of that other place. • Persistent Portals: The hero is able to maintain their
The hero Teleports by instantaneously jumping Portal longer to allow others to use it. The hero can
through another place outside the normal world, and spend 2 Power Points to keep the Portal open until the
each time they Teleport the Games Master rolls 1d100. end of the current Combat Round. The hero can keep
On a 96-100, the hero draws the attention of an entity it open longer, but the power gains the Concentration
that resides in that realm that may cause trouble for Trait and the hero must spend 1 Power Point for each
the hero or seek entry into their world. additional Turn it is kept open. Anyone can use the
• Jump Disorientation: The hero and anyone Portal from either side while it remains open.
teleporting along with them is disoriented by the
jump. When the hero and any passenger arrives at Limits
their destination, they must make an Easy Endurance
check or suffer a one-step penalty to all Actions for • Inaccurate Portal: The hero’s gateways don’t always
1d3+1 Turns from dizziness and mild nausea. end up where they intended. When the hero creates a
Portal, they must roll an Easy Willpower check as a
Free Action. If they fail this check, their destination
Variant Power: Portals point is 1d6 meters from where they intended and
they are unaware of this until after they step through.
Normally, Teleport allows a hero to simply vanish and The Games Master determines what direction the new
reappear, but this variant allows them to travel by destination point is, and if the Willpower check is a
creating Portals with a distinct start point and end Fumble, the hero’s destination point is 1d6 meters
point. Often the preferred variation of sorcerers, the straight up from where they intended.
benefit to Portals is that adjacent allies who are quick • Other Limits: The Limits from the Teleport Core
can also use the Portal to move. This also means Power can apply to Portals as well at the Games
enterprising villains can use the gateway as well, so Master’s discretion.
heroes should be wary where they place their portals.

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
120
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

Boosts • Spectral Dodge: The hero is able to render part of


their body Vaporous to avoid an attack. The hero
• Non-Corporeal: The hero shifts out from the world spends 3 Power Points as a Reaction while in their
to become as insubstantial as a ghost. The hero spends physical form to render a single Hit Location that has
2 Power Points to become completely non-corporeal. been struck by an attack Vaporous, thus nullifying the
In this form the hero can pass through solid objects damage done.
and people, and is immune to all forms of energy
damage in addition to physical harm. The hero can Limits
remain in this state for a number of Turns equal to
their CON, and after that time they must spend 1 • Dissipated Lungs: When the hero assumes their
Power Point for each additional Turn. If something Vaporous Form, they are unable to breathe while they
would cause them to return to their solid or Vaporous remain in that state. The hero must hold their breath
state while inside a solid object, such as having this while in the Vaporous state and is subject to
Core Power negated, the hero is shunted out to the Asphyxiation (see page 187) once their breath runs
nearest open space and they take 2d6 damage to any out, if they remain in that state.
location that was still inside the object at the time, • Grounded: The hero’s Vaporous Form is dense or
ignoring armor or resistances. heavy and is unable to take to the sky. The hero’s
• Partial Manifestation: The hero is able to manifest a Vaporous Form does not grant the ability to fly, and is
single part of their body to interact briefly with the restricted to their normal forms of moving while in
physical world. The hero spends 2 Power Points to that state. The hero flows close to the ground but can
solidify one Hit Location of their body for a single still maneuver under or through objects they could
Action or attack, along with anything carried if they normally reach, such as doors or first-floor windows.
manifest a limb. Any opponent who took the Delay • Mist Vulnerability: The hero’s Vaporous Form is
Action can attempt to strike the location when it subject to damage from certain sources, such as fire or
manifests as a Reaction if they are able to either roll to electricity, and takes full damage from such attacks.
hit that location or if they take the Choose Location This can also include physical attacks made of a
Special Effect. certain material, such as being vulnerable to steel,
• Quick Mist: The hero can shift into their Vaporous silver, or flesh.
Form in an instant. The hero spends 2 Power Points to
turn into their Vaporous Form as a Free Action.

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.

Allotments For example, after his first year of crimefighting,


Shadowstalker has built his Personal Allotments up to 83%,
It’s rare that you see a comic book where the hero fishes has the government task force Omega as a patron at 74%, and
around in their utility belt for loose change for parking, is part of a Superteam known as the Free Fists at a rating of
or the dramatic scene where we see them talk to their 56%.
accountant about allocating money from their holdings
to purchase that new turbocharged motorcycle they’ve
been wanting. Although it does factor into some stories, Allotment Slots
comics don’t really concern themselves with where
superheroes get all their high-tech gear or go into great An abstract system of currency for the hero, Allotment
detail about their finances. Destined follows this example Slots are spent on gear at the beginning of an adventure
by using a system called “Allotments” to track what a to determine the hero’s loadout of equipment available.
hero has available to them for a given adventure and A hero has a number of slots to spend equal to one-
how they can switch out equipment if the situation tenth the Allotment Rating they have available. Each
demands it. piece of gear in this chapter has a cost associated with it,
123
Destined

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).

Organizational Patron Organizations also only have certain types of


gear available based on their function, and if the hero
Allotments needs something the Organization doesn’t have access
to, she’ll need to find another way to obtain it. A hero
Allotments represent the entire resources a hero has may have membership in several different
access to, from their own personal stores of equipment Organizations, but they can usually only call upon one
and finances to the deeper pockets of patron groups per adventure to lend their assistance. Organizational
that they are associated with. Heroes often draw from Allotments can only be increased according to the
multiple sources when they need something, tapping guidelines of the specific group as detailed on page 126.
into their own resources to get personal gear such as
body armor and asking their patrons to provide them For example, Shadowstalker is going on a mission for
with equipment far beyond the hero’s means, such as a Omega, and they provide weapons, armor, and transportation
supersonic jet. Most heroes have two different types of for members. He can use his available slots for their
Allotments at their disposal, both of which can provide Organization to acquire any of those types of items for
gear to aid them in their crimefighting: Personal his mission.
Allotments and Organizational Allotments.

Dividing Allotment Slots


Personal Allotments
As mentioned in Chapter 1, starting heroes can divide
A hero’s Personal Allotments represent resources that up their initial Allotments between both Personal and
they have accumulated on their own to help them in Organizational Allotment resources, but as the
their heroic endeavors. Perhaps the hero has significant campaign progresses they may acquire multiple
financial resources, is a genius inventor always resources to aid them. Each type of Allotment has its
tinkering with devices, or has scrounged or borrowed own separate rating, and when the hero is required to
useful items from many different sources in preparation roll against their Allotment Rating, they use whatever
for their war on crime. type of Allotment is most relevant to the current
situation. As mentioned above, Organizational
Personal Allotments are always available to the hero, Allotments usually come into play when the hero is
although Restricted or rare items may be harder to doing something to serve their patron. Even if the
acquire (see below). They can also be used as a gauge situation could allow access to the resources of multiple
for the hero’s financial standing, but even high-status Organizations, disparate groups rarely work together
heroes can have limited Personal Allotments if the bulk seamlessly, even if their goals in a situation are the same,
of their wealth is tied up in business holdings. Personal and the Games Master may restrict heroes to accessing
Allotments can be increased by spending Experience only one patron Organization during an adventure.
Rolls as detailed on page 71.
For example, Shadowstalker needs access to a fast vehicle.
For example, Shadowstalker is headed out to patrol the He only has 2 Allotment Slots available from Omega
streets of the Ossuary for crime. He looks through his supplies remaining, not enough to borrow the Omnispeeder, and he can’t
and picks out what he has available to prepare for the night. He ask the Free Fists because they’re not involved with his mission
dons his body armor, his grapple gun goes into his backpack, at this time. He’ll have to hoof it to the villain’s lair.
and his smoke bombs are attached to his utility belt.
124
5. Tools of the Trade

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

A s heroes gain more and more Allotments, it


allows them to potentially load up on more
and more gear when out in the field. Destined has
work, see page 218 onwards.

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.

Organizational Allotment Organizational Allotment Slots work differently from


Personal Allotment Slots since they are tied to patron
Slots and Restriction Levels groups that the hero is associated with. Because
Organizations often have access to specialized gear, they
Using Organizational Allotment Slots to acquire gear have an Access Level associated with them. This gives a
depends on the type of gear the Organization has Restriction Level for the gear the Organization can
available and the Access Level of the group (see provide to its members, and the hero can purchase any
Organizations on page 218). Most Organizations have gear their patron provides at the listed cost for that
three to five categories of gear available, and some may Restriction Level or lower. Any gear above that level is
only have specific items within a category. For example, not accessible by that Organization and cannot be
Aceso Industries gives access to vehicles for its employees, but purchased even at a higher cost. Organizational
only to civilian automobiles and company helicopters and jets Allotment Slots can only be spent on gear when the
for higher ranking members. adventure involves the Organization or its interests in
some way. So if Shadowstalker was going on a mission for
Each Organization also has an Access Level listed Omega, he would be allowed to access their stores of gear to
that details the highest Restriction Level of gear the equip him with whatever he needed for his assignment up to his
group can obtain. Any item of that level or below can be 8 Allotment Slot limit. If he was doing something for another
acquired at the listed cost, if the hero has the patron, or simply doing his nightly patrol, Omega would not
appropriate Rank in the Organization (see page 221). provide him any gear beyond what he can access from his own
For example, at his current rank, Shadowstalker has an Access personal resources. Heroes can attempt to requisition
Level of Restricted for his missions with Omega. If he wants to equipment from their patrons as detailed in the next
pick up some explosive throwing blades (Restricted Level) he section, but there are risks involved.
can get them at their normal cost of 2.
The one universal restriction to spending Allotment
As mentioned above, heroes may only use slots from Slots from both Personal and Organizational sources is
their patron Organizations when they are working for that a hero cannot use slots from one pool to contribute
them or working towards their goals, so the Games to the cost of an item from another pool, as they represent
126
5. Tools of the Trade

separate resources, with each having specific types of


equipment or Restriction Levels available.
Optional Rule: Caches
For example, Shadowstalker has 9 Personal Slots and 7
Organizational Allotment Slots currently available from
Omega and is heading out for a mission. He wants a fast
C lever and resourceful heroes plan for nearly
any contingency, and that includes making
sure the gear they need is always close at hand.
vehicle to get him where he needs to go and would really like a With this optional rule, heroes can maintain
high-speed aircraft to get to his destination as quickly as he can. several caches of supplies in different locations to
His Organization has access to them, but the Allotment Cost is make whatever they need easily accessible. The
7. He can’t use his Personal Slots to make up the difference in hero has a number of equipment caches equal to
Cost, so he has to look for a cheaper option for transportation. one-twentieth their Personal Allotment Rating,
Perhaps this time he can borrow the Omnispeeder... and the player can place these caches in different
regions of the area where the campaign is set. For
example, Shadowstalker has a Personal Rating of
Switching Out Allotments 83%, which means he has four caches available.
He can place them anywhere within the Ossuary
Heroes are often well prepared, but challenges often where the campaign is set. Each cache contains
come up mid-adventure that require a change of tactics items from two different categories of gear (from
or equipment that they didn’t anticipate, or they may Armor, Weapons, Hero Gear, Super Gear, or
come up with a strategy that requires something other Miscellaneous), and the hero may only acquire
than what’s currently in their possession. When heroes items from those equipment types if they access
have a moment of downtime, they can opt to swap out the cache. So if Shadowstalker heads to a cache
the gear they have for something else, if the Games with only Weapons and Hero Gear, he could pick
Master allows it. This is accomplished by making a roll up a Taser or night vision goggles, but not body
against the appropriate Allotment Rating (Personal or armor or a grapple gun.
Organizational) to see if the equipment they need is
available and accessible given the rules above. The The main benefit of caches is to make equipment
difficulty of the rolls starts at Standard, and it is more accessible when the hero needs to swap out
modified by the factors listed in the Switching items, especially when the situation is critical and
Allotments Table. Note that penalties and bonuses the hero doesn’t have time to switch out
cancel each other out, and the hero rolls against the Allotments. The downside to using the cache rule
final modifier. is that players divide up their equipment among
several different locations. So for example, when
If the roll is successful, the hero can switch out up to the characters (who happen to be at their main
half their Allotment Slots of the source Allotment base) attempt to access any of the types of gear
Rating they rolled against, or swap out all their slots for stored in caches, Allotment Rating checks are one
that rating on a Critical Success. On a Failure, the Difficulty Grade harder.
equipment isn’t available, or is down for repairs and is
currently unusable. On a Fumble something happened
to the hero’s resources, such as their accounts were slots) is reduced by 1d3x10% for the next adventure. A
overextended or their gear was damaged in an hero may normally only roll to switch out Allotments
accident, and their Allotment Rating (and associated from one of their available sources (either Personal

Switching Allotments Table


Situation Allotment Check Difficulty
Hero has ample time (4 hours or more) One Difficulty Grade easier for every four hours of time
Hero is within a few kilometers (less than 5) of their base or an equipment cache One Difficulty Grade easier
Hero has allied non-player heroes who have access to equipment and are close by One Difficulty Grade easier
Hero is in very good standing with the Organization One Difficulty Grade easier
Hero has limited time (less than 1 hour) One Difficulty Grade harder
Hero is between 20 to 50 kilometers from their home area One Difficulty Grade harder
Hero is beyond 50 kilometers from their home area Two Difficulty Grades harder
Hero is suffering an Allocation reduction from previous adventure One Difficulty Grade harder
Hero is in poor standing with the Organization One Difficulty Grade harder
Hero has previously been careless with the Organization’s equipment Two Difficulty Grades harder
127
Destined

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.

• Cost: The cost in Allotment Slots for the given


type of armor. The first number is for armor
that covers three locations or fewer, and the
second is for four locations up to a full suit. If
the wearer has armor of different types, use the
cost for the more expensive type of armor based
on all locations covered.

• RL: The Restriction Level of the armor.

Armor does not stack with other types of


worn armor, but powers like Inherent Armor do
add a small degree of protection in addition to
that gained from worn armor. The hero uses the
highest value or protection for the location and
adds +1 from the secondary form of defense as
long as both types of armor have an Armor
Point value of 2 or higher. For example, the hero
Torc has 6 Armor Points to all locations from his
Inherent Armor Core Power. If he puts on a suit of
polyweave armor it would have no benefit, but if he
wore Padded Leather he would gain +1 Armor Points
to every Hit Location it covered.

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).

• Range: The effective distance in meters


the weapon can reach:

Close: At this range Choose Location can


be used as a non-Critical Special Effect, if
the target is stationary and unaware or is
unable to defend against the attack.
Effective: The normal optimal range of
the weapon.
Long: The maximum range of the
weapon. Between Effective and Long
range, damage is halved, and Force is
reduced by one step.

• Load: The amount of Turns using the


Ready Item Action required to reload the
weapon to fire again.

• AP/HP: The Armor Points of the


weapon and how many Hit Points of
damage it can take before breaking.

• Ammo: The amount of shots the weapon


can fire before it needs reloading.

• Cost: The cost in Allotment Slots for the


weapon. If it requires Ammo, this includes
3 full loads of the maximum ammo
capacity for the weapon.

• RL: The Restriction Level of the


weapon.
His throwing knife at the ready, The Mortician prepares to
• Traits: Special Traits that apply to the ambush a pair of 52nd Street Hundred gangsters in their lair at
weapon. the abandoned Husk shipyard.

* 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.
131
Destined

weapon free with a Formidable Brawn check as an


Tracking Ammunition Action, someone else can remove the weapon with a
Standard Brawn check, or if the wielder is in control of

C omic heroes and villains who use firearms


rarely run out of ammo, producing endless
magazines as long as they remain in the fight. If
the weapon, they can stop applying the effect as a Free
Action. The effect will also stop after 1d3+1 Combat
Rounds if the target is unable to get free prior to that
this is how you’d like to play your game, that is time. Once the target is freed, or the effect is stopped,
perfectly fine, and the only drawback of using a the target must make a Hard Endurance check to act
firearm is that you occasionally need to take time normally. If this check is failed, the target can try again
to reload it. If you’re playing a game where you on their next Turn at Standard difficulty. If this check
want to track ammunition, then as noted above is Fumbled, the target remains Incapacitated for one
any Ranged Weapon that requires ammunition minute before they can attempt the Endurance check
either has enough for 3 full loads of the weapon’s again. Targets resistant to electrical damage are
maximum capacity, or has the amount of ammo immune to this effect.
included when the weapon is acquired. Heroes * Incendiary: Flammable items ignite if hit by the
that want to purchase extra ammunition can weapon and are treated as an Intensity 3 Ongoing
obtain an additional 3 full loads for every weapon Peril (see page 201).
they carry for every 1 Allotment Slot they allocate * Passive Block: During a round where the weapon is
for additional ammunition. The Games Master not used to Parry, and the Ward Location Action is
may rule that extra ammunition for a weapon with taken (see page 155), the weapon covers a number of
a Restriction Level of higher than Uncommon must contiguous locations equal to the number listed. If one
be purchased at the same Restriction Level as the of the covered locations is struck by an attack, it is
weapon it is being used with. treated as if the weapon Parried it.
* Radius: The weapon inflicts damage or its effect in a
radius in meters equal to the number listed around the
* Defensive: The weapon’s effective Size when point of impact. Radius weapons that inflict damage
Parrying is considered one Size category larger. usually hit 1d3 random locations on any target hit.
* Entangle: The weapon may use the Entangle Special * Reach: The weapon is able to strike opponents a
Effect. number of meters away equal to the number listed.
* Improvised: The weapon is not designed for normal * Returning: If the attack roll misses, the user can
use and attack checks with it are one Difficulty Grade attempt to catch the weapon as it arcs back with an
harder. Athletics check as a Free Action.
* Incapacitating: If the weapon hits and inflicts * Scope: The weapon has a scope, and when used to
damage after armor is subtracted, the target is unable aim the Close and Effective Range are multiplied by
to use Actions or Reactions while the weapon remains the number listed, up to the weapon’s maximum
connected to the target. The target can pull the range.

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

132
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.

• Huge: a small tree, a small boulder, a motorcycle, a


Custom Weapons mailbox.

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.

Improvised Weapons Trick Weapons


Heroes and villains are well known for their rampant Comic heroes who rely on gadgets more than Core
property destruction, and often part of the destruction Powers often have arsenals of specialized weaponry to
is caused by using whatever is on hand to smash their deal with difficult or unusual circumstances. They are
hated foes. Nearly anything can be turned into a most commonly used with archaic weapons such as
weapon by an enterprising hero or villain, but to keep bows and arrows, throwing blades, or boomerangs, but
things simple Improvised Weapons are broken down they could easily be adapted to more modern
into the relative Size of the item as listed on the weapons armaments such as firearms or grenades.
list above. They all share the same general Traits as well,
but the Games Master may rule that certain items may Known as Trick Weapons, these specialized
add additional Traits due to their nature. Since they armaments are one-use items that provide a special
originally were not intended to be used as weapons, any benefit or attack form when used. The hero must first
Combat Style check to attack or defend with an purchase the weapon from above and for each
Improvised Weapon is one Difficulty Grade harder. additional Allotment Slot added to the base cost of the
Heroes must be able to lift the item to use it as a weapon, the hero gains 10 Trick Weapons to use per
weapon. To get an idea of what types of items might be adventure. They can be of any of the varieties listed
used for each of the various sizes, here are a few below and the hero can mix and match as they choose,
examples: but note that some of the options below have higher

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.

• Flash: The projectile works


like a Flashbang Grenade (see
the Heavy Weapons Table, page
133), but has a Radius 1 and uses
the projectile’s normal range.

• Gas: The projectile releases


knockout gas upon impact, and
anyone within 1 meter of the
Deft use of a flashbang grenade allows Hare to stun the guards at the impact site must make an
entrance to mad scientist Dr. Echidna’s secret laboratory. immediate Endurance check as a
Free Action. If this check is
Restriction Levels and may not be accessible to the failed, the target suffers 1d3 Levels of Fatigue, or is
hero or may increase the cost. This applies even if the knocked Unconscious on a Fumble. The gas remains in
hero only picks a single Restricted item for their the area for 1d3 Turns unless there are windy
Trick Weapons. conditions, and anyone who remains in the area must
repeat the check again on their Turn.
For example, Crossbolt, a hero with a heavily-modified
crossbow, wants to include some explosive bolts in her quiver. • Homing: After using an Action to aim at a specific
These are at the Restricted Level, and if using her Personal target, if the hero’s initial attack misses they can attempt
Allotments to acquire them, she would have to use 3 slots another attack on the same target with the homing
instead of 1 for every 10 bolts she wanted, even if just a single weapon as a Free Action on their next Turn. This is a
one was explosive. Restricted item.

• Knockout: This projectile is designed to knock the


Example trick weapons target for a loop without killing them. If the target is
dropped below 0 total Hit Points by the weapon, it does
• Bola: Upon impact, the projectile releases weighted not suffer a Serious Wound but still needs to check to
cords that wrap around the target, automatically see if the location is Incapacitated. Additionally, if the
inflicting the Entangle Special Effect to the location Stun Location Special Effect is chosen, its effects last for
struck unless the target Evades. A bola trick weapon is minutes instead of rounds.
designed for capture purposes, and it never inflicts
more than 1d3 damage, no matter what type of • Line: The projectile has a 50-meter line attached and
projectile is used. if it strikes a solid anchor point, the hero can either use
the line to climb or slide down it like a zip line if the
Trick Weapons costs anchor point is lower than the hero’s current elevation.

Weapon Cost Restriction Level


• Taser: The projectile works like a Taser (see Weapons
Normal +1 to base cost for every 10 U
above), but uses the projectile’s normal damage and
Explosive +1 to base cost for every 10 R range.
Homing +1 to base cost for every 10 R

134
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.

• Grapple Gun: A small device the size of a bulky


pistol, the grapple gun launches a strong
monofilament line attached to either a small
grappling hook or a spike that can embed into
concrete, wood, or stone. The gun has 25 meters
of line in the spool and a powerful winching
mechanism that can pull up to 160 kilos when
activated. This aids in climbing or swinging, and
it can also be used as an improvised Ranged
Weapon that does 1d6 damage, has a Force of
Medium, and has the Entangle Trait.

• Miniaturized Gear: The item is a normal piece


of gear that has been reduced in size so it is
either easily concealable or can be integrated
into another piece of equipment, such as a glove,
body armor, or a mask.

With the Games Master’s permission,


miniaturized gear can also be installed in items
the hero has via the External Power Source Limit
(see page 77). Choose a base piece of gear from Shadowstalker has received information that Baron
Weapons or the Hero Gear list (page 136). The Malycer’s henchmen plan to raid a high-tech facility in the
Allotment Cost of the gear remains the same, but city. In the well-stocked armory of his HQ he selects gear
its Restriction Level is increased by one step (e.g. to help him to foil the Baron’s schemes.
from Uncommon to Restricted) to account for
the cutting-edge or experimental nature of the While worn, the device suppresses all Core Powers,
equipment. If this would take it past Highly Restricted, Boosts, and Limits pertaining to the Origins it works on,
the gear cannot be miniaturized. If the gear is concealed although the wearer can attempt a Formidable
on the hero’s person or in another piece of equipment Willpower check as an Action to try to use a single Core
such as armor, Perception checks to notice it or find it Power on their next Turn. The captor can use a control
during a search are one Difficulty Grade harder. device or app as an Action to inflict a painful shock on
the wearer, who must make a Hard Endurance check or
• Power Suppression Bindings: Often used by law suffer a Level of Fatigue. Power suppression bindings
enforcement agencies who deal with superpowered are usually bulky collars that fit around the wearer’s
criminals, power suppression bindings dampen the neck, or they might be a set of shackles that also acts as
wearer’s powers and can inflict damaging shocks to the handcuffs (see above). The bindings are made of
wearer by whoever holds the control device. The durable materials with complex locks, and Mechanisms
bindings work on specific types of Origins, although checks to pick the lock or Brawn rolls to break the
most bindings impair several Origins at once. For shackles are two Difficulty Grades harder. The control
example, a generic suppression device might stop all device has the ability to release any collars it is
powers related to the Experimentation, Inherent, or linked to with the press of a button or by entering a
Mutation Origins. special code.
137
Destined

The Core Power works as normal, but after each use


Re-skinning gear the hero must roll 1d100. If the result is 90-00, the Item
of Power stops working or malfunctions. It cannot be

T he items above are modern age or near-future


equipment that are common tropes in comic
books, but some heroes rely on magical items,
used until repaired with a Hard Craft (Specialization
based on the item’s type) and at least four hours of
work. If the Games Master allows, an appropriate Boost
alien technology, or some other strange form of can be added, but a Limit must be added to counter it.
gear. Instead of creating brand new items, look at The cost of an Item of Power is 4 and it has a Restriction
the ones above and see if it can simply be Level of Highly Restricted.
changed to suit the needs of the player. For
example, for a magical hero a Flight Pack could be
a Witch’s Broom, Night Vision Goggles are the Miscellaneous
Owl’s Monocle, a Grapple Gun is the Rope of
Rising, and a Blaster Pistol can be a Wand of Allotments
Blasting. Mechanically they all function the same
way, but they fit the hero’s background without Sometimes heroes may want to use their Allotments for
having to reinvent the wheel. something that is not listed above, or to apply their
resources to sources of information that may aid them
in their current adventure. The following are a few
examples of other ways to apply the hero’s Allotments.
Optional: Items
• Informants: Sometimes what a hero needs most is
of Power someone with their ear to the crime-ridden streets. A
hero can use Personal (or even Organizational)
Normally if a hero wants a piece of gear that provides a Allotment Slots to gain informants, sources of
Core Power, they need to use Power Slots to purchase it information on local criminals, corporations, or
and take the External Power Source Limit. Sometimes anything else the hero needs intel on. For each Slot
the heroes may stumble upon an advanced item of assigned to informants, the hero picks a skill they
equipment, an alien artifact, or be assigned something already know, such as a Specialization of Knowledge or
from a patron Organization that would best be the Streetwise Standard Skill. If the hero contacts the
simulated with the Core Powers system. Other times an informant, the next check they make with the assigned
ally of the heroes, or even one of the heroes themselves, skill is one Difficulty Grade easier, and if successful the
may invent some remarkable item that would simulate hero gets two pieces of information, or three on a
the special abilities of Core Powers. In this case the Critical Success. On a Fumble, the informant rats the
Games Master may allow an optional piece of gear hero out to whomever or whatever they are seeking
known as an Item of Power. information about, or simply feeds the hero false
information that puts them on the wrong path.
Item of Power: The device is an experimental
technology or comes from a mystical or alien source, • Mundane Gear: Sometimes a hero needs something
and it possesses abilities far beyond those of normal mundane and relatively inexpensive such as a
gear. The item has a single Core Power (see chapter 3), backpack, another set of clothes, or a flashlight. In most
and any Characteristics used in determining the Core cases if the request is reasonable and not expensive, the
Power’s level are treated as a score of 12. For example, the Games Master should simply allow the hero to have it
hero’s Organization issues her a Teleportation wristband that without spending slots. If the adventure is underway
allows her to make jumps of 12 meters as a Move Action, as if and the hero requires it, the hero can make a Personal
she had the Core Power of Teleport with a CHA score of 12. Allotment Rating roll during a period of downtime to
see if the item is available. The difficulty of this check is
Petty Cash Table determined by the Games Master based on similar
guidelines to Switching Allotments on page 127, but
Social Status Petty Cash Multiplier
most mundane things shouldn’t be too difficult for the
Poverty x 0.5
hero to obtain.
Impoverished x1
Working Class x5
• Petty Cash: Sometimes heroes need some petty cash
Middle Class x 10
to bribe snitches, take an attractive intrepid reporter
Professional Class x 20
out for dinner, or pay for a taxi when their supercar
Wealthy x 50
breaks down. A hero can devote a Slot to petty cash, and
138
5. Tools of the Trade

whenever money is needed, they can make a Personal


Allotment Rating roll to see if the cash is available.
The difficulty of this check depends on the cost of
whatever is needed and is determined by the Games
Master. For example, lunch at a fast food restaurant
would be Very Easy, but a fancy meal at Chez Pompier
might be at Hard difficulty. Each additional Slot
devoted to petty cash makes the check one Difficulty
Grade easier.

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.

Sometimes, however, the heroes find themselves


in breakneck chases, deadly dogfights, or fighting a
foe that only the weapons systems of their trusty
supercar are effective against. In these cases, the
vehicles rules presented here come into play. These
rules apply to all types of vehicles, from motorcycles
up to star cruisers.

Shadowstalker bribes a Kadre informant for Russian


Vehicle Characteristics GRU military intelligence files on the atrocities Baron
Malycer has committed in Eastern Europe.
Like heroes, vehicles have a set of Characteristics that
help quantify what they are capable of: Spaceships have their own set of values different from
terrestrial vehicles.
• Size: All vehicles have a Size rating of 1-5, which helps
determine the value of the rest of their statistics. • Hull: The Armor Points of a vehicle.

Optional: How Much Petty Cash do I have?

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.
139
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
140
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.

All vehicles have a Trait that details the primary


Systems travel mode of the craft, such as Airborne for planes
and Seaborne for boats. This inherent Trait does not
In addition to loss of structural integrity, damage that count towards the maximum number of Traits for the
penetrates a vehicle’s Hull can also harm vital internal vehicle given in the table below.
Systems, which can render the vehicle inoperable long
before its Structure Points are exhausted. If a System Secondary travel modes can be chosen as part of the
Hit is indicated after a damaging attack, the attacker extra Traits the vehicle possesses, but do count toward
rolls on the appropriate table at the end of this chapter the Trait limit. For example, a Medium sized plane (2 Traits)
to see what System was damaged. The amount of hits a that a hero wishes to make Submersible must use one of its extra
System can take before being destroyed is determined Traits, meaning they have one left to add Enhanced
by the vehicle’s Size as listed above, with a single hit Performance. The Games Master has final say on what
destroying the systems of a Small vehicle, while those of Traits are available in the campaign.
a Large battle tank endure more damage before failing.
• Airborne: The vehicle is capable of atmospheric
If a System has taken hits but has not been flight.
destroyed, its effectiveness is reduced by a proportion
of its current hits to its total capability. For example, the • All-Terrain: Only available on Ground vehicles, the
Huge warship, Turtle, has taken 2 hits to its maneuvering craft is capable of traversing difficult, steep, or
Systems out of a total of 5, which is 40% of the total hits it can inhospitable terrain without risking damage to its Drive
take. The Games Master decides that Pilot checks by the hero or Systems.
Aremag are at a base difficulty of Formidable, or 40% the
normal difficulty. If a vehicle’s drive Systems are • Automated System: The vehicle has an onboard
damaged, its Speed is reduced by one category per computer dedicated to the operation of one specific
System Hit taken, down to a minimum speed of System such as an autopilot, passive sensors, or
Ponderous as long as the System is operational. computer-controlled weapon Systems. The operator
can activate the automated System by spending an
Action Point, and the System has two Action Points and
Vehicle Traits a base skill in the specific task of 50%. This Trait can be
taken multiple times, either adding a new automated
Traits are inherent or modified qualities of a vehicle System or increasing the skill level of an existing System
that further define its capabilities, and in comics by 10%, to a maximum of 80%.

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.

H eroes with Enhanced Speed or the Flight Core


Power with the Supersonic Boost are capable
of traveling at inhuman speeds, fast enough to
Alternatively, this Trait could also serve as a basis for
time travel.

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).
143
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,

Vehicle Handling and Maneuvers Table


Vehicle Size Base Handling Difficulty
Large or smaller Standard
Huge Formidable
Enormous Herculean

Example Maneuvers and Terrain Difficulty Modifiers


Quick Turn/Dive or Ascent One grade harder
Sharp (90 degree) Turn Two grades harder
Reverse (180 degree) Turn/Loop Three grades harder
Light Obstacles/Bumpy Terrain One grade harder for speeds higher than Gentle
Moderate Obstacles/Rough Terrain Two grades harder for speeds higher than Slow
Heavy Obstacles/Nearly Impassable Terrain Three grades harder for speeds higher than Ponderous

144
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.

The cost for vehicle weapons is only to add


Vehicle Shields additional armaments to a vehicle, and if there are
weapons already listed, they are included in the cost of
Energy shields provide an additional layer of protection the vehicle.
for vehicles that possess them, but they work slightly
differently from Hull Rating. Incoming damage that is
equal to or less than the shield’s rating is blocked Sample Vehicles
completely, inflicting no damage on the craft. If the
damage exceeds the shield value, any excess damage Below are some common vehicles for a superhero game
reduces the shield’s rating by that amount. Once the set in modern times, as well as a spacecraft for when the
shields have dropped to zero, they collapse, and heroes are pulled into the middle of an intergalactic war
damage is applied to the Hull as normal. The shield (it happens). Some vehicles also have optional variants
System also suffers a System Hit when they collapse that that allow you to use the base statistics to serve as other
must be repaired before they can recover. Shields vehicle types by modifying a few Traits.
recover one point of their rating per full minute of
inactivity, or a crew member can attempt to repair 1d3
points of lost shields as an Action with a successful Hard Airplane (Jet Fighter)
System Ops roll. Typically, shields have ratings similar
to the Hull value of the craft. Hull: 10 (Large Military)
Structure: 45
Speed: Moderate
Vehicle Weapons Handling: Standard
System Hits: 3
Military vehicles are designed with special hard points Traits: Airborne, Enhanced Performance, Escape
for weapons, and the control Systems and ammunition Systems
storage necessary for them to function. Normally, Shields: None
civilian vehicles are unable to mount weapons unless Weapons: Gatling Gun, 6 Missiles
they possess the Weaponized Trait. The maximum Cost/RL: 6/HR
number of weapon Systems a vehicle can support is Description: A standard twin seat military jet fighter.
equal to one-tenth of its Structure Points, rounded Variant (Starfighter): Space-based versions of the jet
down. Vehicle weapons use similar statistics and have fighter, starfighters add the Spaceborne Trait, and the
Traits just like their smaller counterparts, but they have Gatling Gun is replaced with a Blaster Cannon.
one additional Trait:

Loss of Control Table


1d100 Result
01-25 Swerve. The loss of control is temporary and vehicle drops its speed by 1 step for 5 seconds.
26-40 Skid/Spin. The driver must fight to keep control as the vehicle’s speed drops by 2 steps for 10 seconds.
41-50 Severe Skid/Stall. Vehicle ends up facing the wrong direction and stops for 15 seconds. Aircraft engines stop
for 10 seconds.
51-60 Roll/Clip. The vehicle either skids and rolls or clips another object, sustaining 3d10 damage to its Structure.
Occupants must make a successful Endurance roll or sustain 1d10 damage to 1d3 Hit Locations.
61-70 Severe Roll/Clip. As above, but the vehicle sustains 3d10+10 damage to its Structure. Occupants sustain 1d10
damage to 1d3 locations, or 2d10 if they fail an Endurance roll.
71-80 Write-Off. The vehicle sustains damage from a crash that reduces its Structure to 0. Occupants suffer the same
damage as for a Severe Roll/Clip.
81-90 Explosion. As above, but the vehicle’s fuel System ignites and will explode in 1d20+10 seconds. If unable to
get clear, occupants and anyone within 5 meters takes 1d6 burn damage to 1d6 locations.
91-98 Immediate Explosion. As above, but the explosion is immediate.
99-100 Catastrophic Crash. Damage to the vehicle is the same as for Write-Off. Occupants must successfully roll
Endurance or are reduced to negative their starting Hit Point value in 1d6 locations.

145
Destined

Airplane (Private Jet) Traits: Seaborne, Luxurious


Shields: None
Hull: 5 (Large Civilian) Weapons: None
Structure: 50 Cost/RL: 8/U
Speed: Gentle Description: A large pleasure craft designed for 2 to 8
Handling: Standard crew and up to 20 or more passengers. Popular targets
System Hits: 3 for water-based villains.
Traits: Airborne, Luxurious
Shields: None
Weapons: None Car (Sedan)
Cost/RL: 5/R
Description: A private jet used by corporations and Hull: 4 (Medium Civilian)
the elite with room for 2 crew and up to 10 passengers Structure: 25
comfortably. Speed: Rapid
Handling: Standard
System Hits: 2
Boat (Speedboat) Traits: Ground Vehicle
Shields: None
Hull: 3 (Medium Civilian) Weapons: None
Structure: 24 Cost/RL: 3/C
Speed: Fast Description: A standard 2 or 4 door sedan, featuring
Handling: Standard enough space to comfortably seat a driver and 3
System Hits: 2 passengers, or 5 if they are friendly. A typical SUV uses
Traits: Seaborne, Enhanced Performance similar statistics, but the Structure is raised to 30.
Shields: None Variant (Sports Car): High end sports cars trade
Weapons: None durability for speed and tight controls. Reduce
Cost/RL: 3/C Structure to 22, but add the Enhanced Performance
Description: A typical 2 or 4 seat speedboat built for and Superior Handling Traits.
performance and speed.

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

146
5. Tools of the Trade

Shields: None System Hits: 1


Weapons: None Traits: Ground Vehicle, Superior Handling
Cost/RL: 4/U Shields: None
Description: A standard helicopter used by hospitals, Weapons: None
news outlets, and law enforcement, it holds two crew Cost/RL: 2/C
and up to four passengers. Description: A standard motorcycle with room for the
Variant (Attack Copter): Government versions are driver and a single passenger. Some add on a sidecar
Large Military craft with 11 Hull and 50 Structure. allowing for a third passenger or extra cargo space.
They are typically armed with a Gatling Gun and Variant (Hoverbike): The standard craft of high-tech
4 missiles. Organizations, hoverbikes replace the Ground Vehicle
Trait with Hover. Some advanced models replace
Ground Vehicle with Airborne and add VTOL.
Light Interstellar Freighter Variant (Personal Watercraft): Essentially motorcycles
for the water, Personal Watercraft replace the Ground
Hull: 10 (Medium Civilian Spaceship) Vehicle Trait with Seaborne.
Structure: 80
Speed: Rapid
Handling: Standard Tank
System Hits: 2
Traits: Airborne, Cargo, FTL, Spaceborne, VTOL Hull: 12 (Large Military)
Shields: None Structure: 60
Weapons: None Speed: Gentle
Cost/RL: 7/R Handling: Standard
Description: This light transport is used to haul goods System Hits: 4
from one part of the galaxy to another, and it requires Traits: Ground Vehicle, All-Terrain, Resilient
a minimum crew of 2 and can carry up to 4 Shields: None
passengers. Most pilots make heavy modifications to Weapons: Tank Cannon, Machine Gun
their ship to personalize it. Cost/RL: 6/HR
Description: A standard military main battle tank that
can hold up to 4 crew.
Motorcycle
Hull: 2 (Small Civilian)
Structure: 12
Speed: Fast
Handling: Easy

Terrestrial Vehicle System Damage Table


1d8 System* Partial Damage Result Total Failure Result
1 Cargo Hold Cargo in the hold is destroyed proportional to Everything in hold is destroyed
damage
2 Communications Difficulty of communications checks increases one Vehicle can no longer use communications
grade for each hit
3 Controls Difficulty of Boating, Drive, or Pilot checks are one Vehicle can no longer be steered or change course
grade more difficult per hit
4 Engine/Propulsion Speed is reduced one level per hit Vehicle can no longer propel itself
5 Pilot/Passengers A proportion of passengers equal to the hits suffer Everyone on board suffers 3d6 damage to all locations
3d6 damage to 1d3+1 locations
6 Power/Fuel Core An additional powered System goes off-line for each Vehicle will explode in 1d6 Turns
hit inflicted
7 Sensors System Ops checks for sensors, Navigation, and Vehicle is rendered blind and Weapon attack rolls are
Weapon attack rolls are one Difficulty Grade harder Herculean
per hit
8 Weapons A number of weapon Systems proportional to hits are Vehicle can no longer fire weapons
rendered inoperable
*Re-roll if vehicle does not have the system
147
Destined

Truck (Panel Van) Truck (Tractor Trailer)


Hull: 5 (Medium Civilian) Hull: 6 (Large Civilian)
Structure: 35 Structure: 50
Speed: Rapid Speed: Gentle
Handling: Standard Handling: Standard
System Hits: 2 System Hits: 3
Traits: Ground Vehicle, Cargo Traits: Ground Vehicle, Cargo
Shields: None Shields: None
Weapons: None Weapons: None
Cost/RL: 3/C Cost/RL: 4/C
Description: A large van used for transport of goods Description: A truck and trailer combo used for
that holds a driver and one passenger. transporting large amounts of cargo and goods long
Variant (Armored Car): This armored truck is used to distances.
transport money and valuables. It adds the Military-
Grade Trait and has a Hull of 8 and a Structure of 40.
They are common prey for criminals and
supervillains.

Space Vehicle System Damage Table


1d8 System* Partial Damage Result Total Failure Result
1 Controls Pilot rolls suffer one additional grade of difficulty each Ship can no longer be steered or change course
time they are hit
2 Communications Difficulty of communications checks increases one Ship can no longer use communications
grade for each hit
3 Crew A proportion of passengers equal to the hits suffer Everyone on board suffers 3d6 damage to all locations
3d6 damage to 1d3+1 locations
4 Cargo Hold/ Cargo or vehicles in the hold are destroyed Everything in hold is destroyed
Hangar proportional to damage
5 Hyperdrive FLT speeds are reduced by an amount proportional to Ship can no longer use FTL travel
hits
6 Power Core An additional powered System goes off-line for each Ship will explode in 1d6 Turns
hit inflicted
7 Sensors System Ops checks for Sensors, Navigation, and Ship is rendered blind and Weapon attack rolls are
Weapon attack rolls are one Difficulty Grade harder Herculean
per hit
8 Shields Shields are reduced by an amount proportional to hits Shields no longer function

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.

• Combat is dangerous. One good punch or blast can


drop a combatant, and while Destined leans towards Key Aspects
making combat less lethal than the standard Mythras
rules, heroes can be seriously injured or knocked out of of Combat
the fight quickly if they are not careful.
Combat in Destined introduces a few game concepts
• Combat never needs to last until one side is that apply only to battles, so several of the most
completely incapacitated. Enemies surrender, are important aspects are defined here to help you keep
captured, or escape to plague the heroes another day. track of them moving forward. Each of these aspects is
Sometimes foes can even be talked down, reasoned explained in detail throughout this chapter.
with, or intimidated into submission.
149
Destined

can potentially give the user an advantage or turn the


The Adventures of tide of battle.
Shadowstalker, Part 1
• Hit Points and Wounds: When damage is inflicted it

S hadowstalker learns from one of his informants


that the archvillain Baron Malycer has sent his
henchmen to rob a high-tech engineering company
is subtracted from the Hit Point value of whatever area
of the target’s body was hit. When damage reaches a
certain threshold, the target will suffer a wound to the
in the city to gain vital equipment for creating a area struck or even be Incapacitated and no longer able
new super-weapon. Eager to foil the Baron’s plans, to fight.
he calls up his allies, including a superstrong
brawler named Torc, and Eclipse, who can
manipulate light and shadow, to help him deal with Running Combat
the situation.
When the fight starts, heroes do everything in their
The heroes rush down to the factory, and upon power to make sure they can endure until their foe is
arriving at a skylight overlooking the main floor, defeated, knowing that each fight could be their last. To
they witness half a dozen goons tearing up the emphasize the dramatic style of combat in Destined,
place and terrorizing several members of the combat is tracked on a blow-by-blow basis, with each
custodial staff. A security guard lies still on the floor, attack and defense representing a single strike, blast,
blood pooling under him. Before Shadowstalker Parry, or dodge. Combatants go back and forth, each
and Eclipse can come up with a plan, brash Torc taking Turns to act or react to their opponents until one
smashes through the skylight and leaps down to the side is either incapacitated, surrenders, or flees. The
factory floor. With a sigh, the other heroes head goal is to make each fight tense and exciting, and to
inside to help their friend as Malycer’s thugs turn have each action tell its own part of the story.
towards them.

Setting the Scene


• Combat Style, Evade, and Unarmed: These three
skills are the most commonly used during Combat. Before combat starts the Games Master will describe the
While heroes do not need high ratings in all three to be scene, noting any important objects in the environment
successful in battle, investing some training in each will and the starting positions of everyone involved. The
help them survive when negotiations fail (see page 71 scene can give the players ideas for strategies, objects to
for more information on training skills). manipulate or use as cover, and any other factors that
could complicate the combat such as innocent
• Combat Rounds: When combat begins, heroes switch bystanders or environmental dangers. The more
from Narrative Time (which is tracked more loosely), to detailed the scene and the more complications, the
Combat Rounds. Combat Rounds are defined as a more dramatic the action. A battle on a deserted street
period of roughly five seconds, during which everyone is fine, but one during rush hour with downed power
involved can take whatever Actions they are allowed. lines and out-of-control cars makes for a tense and
exciting conflict.
• Combat Actions: During combat each participant can
take a number of Actions equal to their Action Points. Also keep in mind that the heroes may not be aware
Each Action, such as a move or attack, or a Reaction to of every foe or potential danger on the battlefield.
someone else’s Action such as defending against an Enemies may be hidden, there may be structural
attack, utilizes one Action Point. integrity issues with something in the environment, or
some unknown complication may be lurking that will
• Weapon Size and Force: Each weapon used has a Size affect everyone involved. When the Games Master
rating (for melee weapons) or Force rating (for Ranged describes the scene, they will tell the players what they
Weapons) that measures how hard it strikes and how can perceive with their senses and what is immediately
difficult it is to block or Parry the attack. Unarmed present. They do not have to tell them about the enemy
attacks and powers that inflict damage have Size and reinforcements inbound or the runaway semi truck that
Force ratings as well. will arrive on the scene in a few rounds.

• Special Effects: If one combatant is able to gain the


upper hand over their foe, they can perform a Special
Effect, which is a combat maneuver or technique that
150
Having descended into the darkness at the edge of the factory floor, Shadowstalker and his companions
see a mob of heavily armed goons tearing up the place looking for their prize. The heroes steel
themselves to put a stop to the mayhem.

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,
151
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

T hanks to Torc’s reckless action, the battle has


begun, so everyone involved must roll their
Initiative. Shadowstalker rolls a d10 and gets a 5,
Round could be considered a page of a comic, a Turn
would be a single panel. On a hero’s Turn, they can
spend a single Action Point to take a Proactive Action,
and adding his Initiative Bonus of 15 gives him a where the hero is initiating some Action such as making
total of 20. Eclipse rolls a total of 18 for hers and an attack or moving around the battlefield. A hero
Torc rolls, only getting a 12. The Baron’s goons roll can also spend an Action Point outside their Turn to
together since they all have the same basic take a Reactive Action against something an opponent is
statistics, and they score a 14. So Shadowstalker attempting to do to them, such as Parrying an unarmed
will act first, followed by Eclipse, then the goons, strike or countering a Core Power with their own. A
with Torc going last. hero can only take one Reactive Action against a specific
attack or threat, but they can react to different threats
as long as they have the Action Points to spend.
dodge out of the way of an enemy attack, and so on.
When all participants have performed all the Actions Once everyone involved in the combat has had a
they are capable of, a new Combat Round begins and Turn, the Initiative cycle begins again, until everyone
any participants remaining can act again. has spent all the Action Points they have available.
When everyone has taken all the Turns they can, a new
Combat Round begins and everyone who is still present
Initiative and able to act resets their Action Points to their starting
value and the battle continues.
Once combat has begun, it’s important to know how
quickly everyone involved reacts and acts within the
fight. Initiative determines when each participant can Combat Actions
act in the Combat Round. At the start of a fight, each
combatant rolls 1d10 and adds their Initiative Bonus Once battle has begun, heroes must take Action to
(see page 19). The Games Master may choose to roll defeat their foes as they maneuver around the
Initiative for groups of similar supporting characters as battlefield. They might launch an attack, dash over to a
a single Initiative Roll to speed up play; for example, fallen ally, or draw a throwing blade from their utility
rolling one die for all the goons in a group. belt. All of these are examples of Combat Actions, and
heroes have many options available to them both on
Whoever scored the highest result acts first, followed and outside their Turns.
by the second highest and so on until everyone has
acted. If two or more participants tie, they all act A hero can act a number of times during the Combat
concurrently and resolve the effects of their Actions Round equal to their Action Points. Once a hero has
simultaneously. Once everyone who can act has acted used all of their Action Points for the round, they can no
(i.e. their Action Points are depleted), a new Combat longer take any Actions until a new Combat Round has
Round begins using the same Initiative values from the started. Heroes should carefully consider what Actions
initial rolls. they take, or what Actions of their foes they need to
guard against. There are three categories of Combat
Unless something causes the situation to change, the Actions available to heroes in Destined:
initial Initiative values remain in play until something
forces all participants to reroll. If all participants in the • Proactive Actions can only be attempted on the
combat Withdraw from the battle to take a breather, hero’s own Turn. Proactive Actions are initiated by the
deal with another situation, or simply to reassess the hero, and can include such Actions as making an attack.
circumstances, combat starts anew. Initiative is rerolled All Proactive Actions cost one Action Point.
and a new order is determined.
• Reactive Actions are those taken by the hero in
Heroes wearing armor are hindered by the Bulk response to an Action used against them, such as
rating of the protection worn, which lowers their Parrying an attack or resisting a Core Power.
Initiative by the amount listed. For more information One Reaction attempt can be made for each specific
on how Bulk affects Initiative, see page 129. threat or attack, although the hero can react to
threats from multiple sources, if they have the Action
152
6. 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

153
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
154
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.
155
Destined

Attacks and Defense


The Adventures of
Shadowstalker, Part 3 One of the most common parts of combat is the
mechanic of Attacking and Defending, which applies to

T he heroes all have 3 Action Points to use during


the Combat Round, while the six goons only
have 2 each. Shadowstalker is the first to act, and
both close combat and ranged attacks. It follows the
steps below:

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).

5. If the attacker achieved a Success or a Critical, they


• Evade is used to resist something that the target can may roll weapon damage (and Damage Modifier if
dodge out of the way of. applicable) and roll to see the Hit Location for the
attack. If the attack does not inflict direct damage, such
• Insight is used to resist something that tries to mask as from certain Core Powers or via non-lethal weapons,
the attacker’s intentions or behavior. resolve its normal listed effects.

• 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
156
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.

Evading • There is nowhere to run to, such as when standing on


a tightrope between two skyscrapers or while climbing
There are times when all a hero can do to avoid an up a building.
attack is throw themselves out of the way and hope for
the best. This is often done to avoid a dangerous • A mounted hero or one on a vehicle may only Evade
environmental hazard, a large obstacle, the effects of by throwing themselves clear of the conveyance.
some powers, or an attack that the hero has no hope of
blocking successfully. The main disadvantage of • A hero using Acrobatics in place of Evade must have
Evading is that the hero usually ends up prone after a clear open space or be able to vault over the attacker.
dodging out of the way, but this might be a small price

Weapon Size/Force Examples


Size/Force Example Weapons
Small Unarmed strikes and light single-handed weapons such as knives and brass knuckles. Thrown knives and small thrown rocks.
Medium Single-handed weapons such as swords, batons, or fire axes. Thrown bolas, boomerangs, and one-handed crossbows.
Large Unarmed strikes with Enhanced Strength, heavier single-handed weapons such as shields, or long-hafted thrusting weapons
such as spears. Pistols, blaster pistols, or compound bows.
Huge Large two-handed weapons such as massive clubs or signposts. Rifles, shotguns, or crossbows.
Enormous Weapons used by the strongest heroes such as telephone poles, large pieces of debris, or steel girders. Heavy Ranged
Weapons such as machine guns or rocket launchers.

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.

Unable or Unwilling to Defend


In a situation where the target is unable to defend due
to a lack of Action Points, or they believe they can
withstand the attack and decide not to defend, the
defender is treated as if they automatically rolled a
Failure. This grants the attacker one or more Special
Effects to use against the defender as normal.

Failed rolls and Fumbles


If both combatants fail their rolls, or a defender decides
not to take advantage of a missed attack, combat
continues on to the participant with the next highest
Initiative. Fumbles have no additional effect aside from
the fact that an opponent can inflict several potentially
severe Special Effects on the combatant. If both sides
roll a Fumble, the Games Master is encouraged to come
up with some implausible, unfortunate, or hilarious
result for both parties involved, depending on the
overall tone of the campaign.

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
158
6. Combat

effects can be stacked as detailed in the descriptions.


Special Effects cover a diverse range of situations and
The Adventures of
techniques. Some are just for offensive Actions, some
Shadowstalker, Part 4
just for defense, and others can be applied in both
situations. Some are limited to certain types of weapons,
and others can only be applied if the attacker or
defender rolls a Critical Success or a Fumble, as
S hadowstalker spends his second Action Point to
stand up behind the machine and toss a
throwing knife at one of the goons. He is successful
detailed below. on his attack roll, but the goon opts to spend his last
Action Point to Evade. He is also successful,
dodging out of the way and dropping to the floor as
Special Effect Descriptions the knife cuts through the air above him. Eclipse
tries to hit one of the men with her searing light
The following Special Effects are available for all Blast, but she fails her roll and the beam sizzles into
combatants. the floor at his feet. The two blinded goons stumble
around and fire wildly at the ceiling, their shots
Arise: The hero exploits an opportunity to jump up or going wide. The other three use their last actions to
roll back up to their feet if they are prone. This is open fire, one at each of the heroes. The one
automatic, even if the hero is engaged in melee combat shooting at Shadowstalker misses thanks to the
with an opponent. cover he has from the machine, but the one firing
at Eclipse manages to hit. She decides to use her
Bash: The hero knocks the target back one meter for last Action Point to try to Evade and is successful,
every two points of damage rolled with a shield or if the the bullet striking the ceiling just above her head.
hero has Enhanced Strength, or one meter for every The last goon hits Torc with a shotgun blast, but he
three points of damage with any other bludgeoning decides to rely on his dense skin to weather the
weapon or normal unarmed attack. This effect uses the shot. He takes the shot to his right leg and it causes
damage value before Armor Points or reductions from 8 points of damage, and Torc uses his Nigh
successful Parries or powers are applied. Bashing only Invulnerability Boost to ignore the damage
works on targets up to twice the hero’s SIZ. If the target completely. The goon still gets a Special Effect for
is forced back into an obstacle, they must make a Hard the successful attack and tries to knock Torc off
Athletics or Acrobatics check to avoid being knocked balance. The big hero fails his roll to resist and
prone. crashes to the floor right in front of the man who
just shot him. Torc uses an Action Point to slowly
Choose Location: In melee combat the hero chooses stand up, pointedly looking down at his uninjured
what location the attack strikes as long as it is within leg as the goon who shot him does the same, the
reach. Choose Location can only be used on a Critical smoking shotgun trembling in his hands.
Success for a ranged attack, unless the attacker is within
short range and the target is stationary or unaware of
the attack. check against the original attack or Parry roll. If the
target fails, it surrenders to the hero and ceases
Compel Retreat: The hero attempts to force the hostilities until the situation changes, or the target flees
surrender of a disadvantaged or helpless foe, such as from the scene if they are able. This should only be used
one who has been disarmed, is lying prone, or has against supporting non-player characters, rabble, and
suffered a Serious Wound. Damage is not inflicted on underlings, unless the Games Master rules otherwise. If
the target, but they must make an Opposed Willpower this is allowed against major villains, the foe will cease

Combat Differential Roll Results


Result of Rolls Attacker Critical Attacker Success Attacker Failure Attacker Fumble
Defender Critical No benefit Defender wins 1 Special Defender wins 2 Special Defender wins 3 Special
Effect Effects Effects
Defender Success Attacker wins 1 Special No benefit Defender wins 1 Special Defender wins 2 Special
Effect Effect Effects
Defender Failure Attacker wins 2 Special Attacker wins 1 Special No benefit No benefit
Effects Effect
Defender Fumble Attacker wins 3 Special Attacker wins 2 Special No benefit No benefit
Effects Effects

159
Destined

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

Special Effects summary


Special Effect Offensive Defensive Notes
Arise to your feet X
Bash your foe back X Bludgeoning attacks and Unarmed only
Choose Location to strike X Only on Critical for ranged attacks
Compel Retreat of your foe X Opponent helpless or defenseless
Damage Item on your enemy X X
Disarm your foe’s weapon X X Can take weapon with Unarmed
Distract your enemy X X
Duck Back under cover X X Cover must be adjacent
Entangle with a binding weapon X X Entangling weapons only
Flurry of attacks X Unarmed normally
Grip your foe with a free hand X
Impact with a telling strike X Roll damage twice and take higher
Marksman to hone your aim X Ranged attacks only
Pin Down a foe with ranged attacks X Ranged attacks only
Press Advantage against your foe X X
Rapid Reload of your weapon X May be chosen multiple times
Silent Takedown of your enemy X Foe must be surprised or unaware
Stand Fast against Knockback X
Stun Location on your enemy X Bludgeons or Unarmed only
Trip Opponent to the ground X X
Withdraw away from an enemy X X

Critical Effect Offensive Defensive Notes


Circumvent Defense of your foe X Attacker Criticals
Enhance Defense of yourself X Defender Criticals
Force Failure with another effect X X Attacker or Defender Criticals
Maximize Damage of your strike X Attacker Criticals
Select Target other than you X Attacker Fumbles
160
6. Combat

Duck Back: If the hero was previously under cover, and


that cover remains adjacent, they can escape behind
Optional: Damaging
cover without using a Move Action or a Quick Move.
External Power Sources
Entangle: The hero can use a weapon with the Entangle
Trait to immobilize the location struck. Alternatively, a
hero can use a Core Power or Boost that could
N ormally powers with the External Power
Source Limit are considered invulnerable to
harm, with the main disadvantage being they can
potentially bind or disable the target to entangle as well, either be taken from the hero or require some
such as an extended limb using Stretching, force time to prepare before being used. With this
manifested with Telekinesis, or a whip-like plant optional rule, these items can be damaged just
directed with Elemental Control. An entangled arm like any other piece of equipment. These items are
can’t use what it is holding, a leg prevents the target treated as if they have Armor Points equal to one-
from moving, or the head, chest, or abdomen make all third the hero’s CON and a number of Hit Points
skill checks one grade harder while bound. On their equal to two-thirds the hero’s CON. For items that
next Turn the hero can spend an Action Point to grant the Inherent Armor Core Power, such as
automatically attempt the Trip Opponent effect (see battlesuits, they are treated like normal armor and
below). Entangled targets can spend an Action Point to can have locations sundered as detailed above. A
make an Opposed Brawn roll against the hero to pull damaged or destroyed External Power Source is
free, or use Special Effects such as Damage Item or unavailable until the next play session (with the
Disarm to remove the entangling weapon or effect, or assumption that the hero has the means to repair
Slip Free to escape automatically. or restore it), or it can be automatically repaired if
the hero spends 1d3+1 hours of fixing it.
Flurry: The hero spends an Action Point to make an
immediate follow-up unarmed attack with a different If you are using this optional rule, it is
body part from the one used to make the initial attack. recommended it only applies to items that are
For example, Shadowstalker strikes a goon with a baton for his technology-based or are not unique artifacts. It’s
initial attack, then uses Flurry to deliver a hook with his other one thing to break the hero’s experimental omni-
hand or a knee to the gut. This attack occurs on the same gun, but another entirely to say a club-wielding
Turn as the initial attack that triggered the effect. The goon snaps Excalibur in two.
advantage is allowing the hero to make several
successive attacks before the target can respond.
instead. This Special Effect can be stacked, allowing the
Grip: If the target is within unarmed combat reach, the hero to shift the location an additional time for each
hero can use a free hand (or similar limb such as a claw, success level applied.
robotic tentacle, or telekinetic fist) to grab hold of the
opponent, preventing them from moving away. The Pin Down: The hero uses a ranged attack to force their
target can spend an Action Point on their Turn to make opponent down or to stay behind cover. The opponent
an Opposed Brawn or Unarmed check (determined by makes an Opposed Willpower roll against the hero’s
the hero gripping them) to attempt to break free. Note attack roll. If the opponent fails, they must hunker
that heroes with a high Brawn skill may be so strong down behind whatever cover is available on their next
that no amount of brute force or cunning plan can Turn and they are unable to attack. Note that the Pin
overcome their Grip, so the target may need to be Down effect works even if no damage is inflicted by the
creative or seek help from their allies. attack, relying on the intimidating nature of
suppression fire. Although the pinned opponent can’t
Impact: The hero strikes a telling blow, rolling the make an attack, they can perform other Actions such as
weapon or Core Power’s damage twice and taking the crawling to a new position, reloading a weapon, or
higher result. Note that Impact only allows the hero to shouting something to their allies.
reroll the base damage inflicted by the weapon, power,
or unarmed strike, not any extra damage caused by Press Advantage: The hero keeps their foe on the
their Damage Bonus. defensive or causes them to overextend themselves,
preventing the opponent from using an Attack Action
Marksman: The hero may shift the Hit Location result on their next Turn. Used wisely this can lead to an
of a ranged attack by one step to an adjoining body part. unbroken sequence of attacks by the hero, but
For example, if Shadowstalker lobbed a throwing blade at a opponents are free to take other Actions aside from
villain with this Special Effect and hit the abdomen, he could attacking.
instead shift the hit to the villain’s chest or one of his legs
161
Destined

Trip Opponent: The hero attempts to knock the target


The Adventures of to the ground. The opponent must make an Opposed
Shadowstalker, Part 5 Brawn, Evade, or Acrobatics (target’s choice) check
against the attacker’s original roll. If the target fails,

A t this point only Shadowstalker and Torc have


Action Points remaining. Shadowstalker uses
his Enhanced Speed to dash next to the man who
they are knocked prone. Targets with more than two
legs may use Athletics instead and the roll is one
Difficulty Grade easier.
shot at him with a Quick Move. With no Actions
remaining, the goon stands there helplessly as the Withdraw: The hero may make a Quick Move away
hero successfully delivers a devastating kick to him from their opponent without the need to roll to
with a Critical Success. Shadowstalker opts for disengage from them.
Choose Location to hit the goon in the head and
Maximize Damage thanks to his Critical, inflicting
3 damage as the goon stumbles back with a sore Critical Special Effects
jaw from the hero’s boot to his face.
Circumvent Defense: When the hero rolls a Critical
Torc winds back and connects with a powerful Success during an attack, they can bypass one of the
punch to the chest of the man who shot him, target’s defensive measures. They may choose one of
inflicting 7 damage. He also chooses the Bash the following options:
effect to send the goon flying 4 meters across the
room into the assembly line. The goon takes 6 more • Circumvent Armor: The hero ignores the Armor
damage from the impact, enough to Incapacitate Points of the location struck by finding a small gap in
him as he slumps down and is out for the count. At the armor. Alternatively, if the target is protected by
the end of the first Combat Round, there are five Armor Points granted from an external source, such as
criminals still left. the Force Field Core Power, the hero finds a brief lapse
in the protection and can ignore them for this attack.
• Circumvent Cover: The hero ignores any cover the
Rapid Reload: When using a weapon with the Load target is behind, finding a gap or momentary slip-up
Trait, the hero reduces the load time of the next shot by of the target to exploit. The target does not gain
one Turn for each time this Special Effect is applied. If protection from the Armor Points and Hit Points of the
the load time is reduced to zero, the weapon can be cover against the attack. If it would not make sense for
reloaded as a Free Action. the cover to be compromised (the target is hunkered
down behind a foot-thick steel wall), the hero can
Silent Takedown: The hero’s first attack against a instead perform a trick shot to bypass it, but they must
surprised opponent with this effect prevents the target roll the attack’s damage twice and take the lower value
from crying out or alerting others for the remainder of to account for the reduction caused by the maneuver.
the Combat Round. If the attack inflicts a Serious • Circumvent Evade/Parry: The hero overcomes what
Wound or would Incapacitate the opponent, the target seemed like a successful Evade or Parry check by the
automatically fails its Endurance check. target, scoring a hit as if the defense check was
unsuccessful.
Stand Fast: The hero braces against the force of the
attack, avoiding any Knockback or the Bash Special Enhance Defense: When the hero rolls a Critical
Effect from the damage inflicted. Success while defending (Evading or Parrying), they
can further enhance their defense with one of the
Stun Location: The hero uses a bludgeoning weapon or following options:
Unarmed attack to temporarily disable the location
struck. If the attack overcomes the target’s armor and • Enhance Parry: The hero can deflect the full Force
inflicts damage, the opponent must make an Opposed of their opponent’s attack no matter what size of
Endurance check against the attack roll. If the weapon the attacker is using, negating all the damage.
opponent fails, the location struck is rendered unusable • Prepare Counter: The hero notices something in
for a number of Turns equal to the damage inflicted. A their opponent’s attack patterns that they can exploit.
blow to the abdomen or chest staggers the target, and The hero chooses a specific Special Effect. For the
they can only defend themselves until they recover. A remainder of the combat the hero can negate this
blow to the head renders the target incapable of Action effect any time the opponent uses it against them and
for the duration. can instead inflict a non-Critical Special Effect of their
choice on the opponent.
162
• Slip Free: The hero automatically escapes
being Entangled, Grappled, or Gripped
without needing to use an Action Point.

Force Failure: When the opponent Fumbles,


the hero can combine Force Failure with any
other Special Effect which requires an
Opposed Roll to work. This causes the
opponent to automatically fail their resistance
roll against the effect, such as being disarmed,
tripped, and so on.

Maximize Damage: On a Critical Success while


attacking, the hero delivers a powerful strike
and may treat one of the damage dice of their
weapon as if it rolled the full value. For example,
if Eclipse hit a villain with her light Blast that
normally does 2d8 damage, with this effect she would
treat one die as if it rolled an 8 and add the result of
the other d8 to it. This effect can be stacked if the
weapon normally rolls multiple dice of
damage. This effect cannot be used for the
hero’s Damage Modifier, which is rolled
normally.

Select Target: When an attacker Fumbles, the


defender maneuvers or deflects the attack to
strike someone else instead. If it is a Close
Combat Attack, it strikes a target that is
adjacent to the defender and still in reach of
the weapon. If it is a ranged attack, it strikes a
different target that is in the line of fire of the
original attacker. Since the new target does not With a mighty blow Torc sends one of the villains flying
anticipate the attack, it automatically hits but across the factory floor.
no Special Effects are scored. Alternatively, the
attacker is struck by their own attack, if it is possible, pull off these special skills. Outside of combat they
hitting a random location for normal damage. usually take as much time as a normal Combat Action
(usually a few seconds), and creative heroes can use
these techniques to overcome many different types of
OPTIONAL RULE: obstacles with their teamwork. For example, heroes could
use Coordinated Strike to punch through a brick wall blocking
TEAM MANEUVERS their way or Human Cannonball to launch an ally across a
wide chasm.
A superhero team can be one of the most powerful
forces of good in the world, and part of what makes
them so effective is their ability to work in unison. Over Learning Team Maneuvers
time and with a lot of training, team members learn to
play off each other’s strengths and compensate for each It takes a lot of hard work and practice to perfect Team
other’s weaknesses, and as a unit they are more Maneuvers, and everyone who plans to use the special
powerful than as individuals. As an optional rule, ability must dedicate themselves to learning it. How
heroes can learn special Team Maneuvers that allow much time this takes is up to the Games Master (if they
them to gain special benefits by coordinating their are concerned with keeping track of it), but on average
Actions with each other. These maneuvers require the it should take from a couple of days to a few weeks. In
expenditure of an Action Point from all heroes addition to the time spent training, every hero who
involved, and often makes use of the Delay Action and wants to use the maneuver must also spend 2
Interrupt Actions to coordinate the timing needed to Experience Rolls to have access to it.
163
Destined

Executing Team Maneuvers • Coordinated Strike: Two or more heroes strike an


opponent simultaneously to inflict more harm, usually
When two or more heroes want to use a Team as a way to overcome strong armor or one of the foe’s
Maneuver in combat, they must make sure they act at resistances. All heroes involved in the attack must act on
the same time to make the maneuver work correctly. If the same Initiative, and the Games Master may limit the
they both share the same Initiative, all they need to do number of them who can attack the target, especially
is spend the requisite Action Points as dictated by the with melee attacks. Attackers who are successful must
maneuver. If they act at different times during the take the Choose Location Special Effect to target the
Combat Round, the faster hero must use Delay Action same Hit Location. One hero is designated the
on their Turn and Interrupt on the slower hero’s Turn. “primary attacker” and they inflict normal damage, and
Outside of combat, the heroes are assumed to be well- each additional successful attack adds half of its rolled
practiced enough that they can time the maneuver damage to the value of the primary attacker.
easily, but a Failure or Fumble on a skill check involved
can be interpreted as one of the heroes getting the • Give Me a Boost: By using powers or skills effectively,
timing wrong. In that case, the maneuver fails, and if the heroes create an effect similar to a Boost that they
the result was a Fumble, it affects every hero involved in do not normally possess. This maneuver is very
the Team Maneuver. versatile, but is also subject to the Games Master’s
approval. The players must give a plausible way that
coordinating their powers would give an advantage
Example Team Maneuvers similar to a Boost for one of the powers used. For
example, a hero with water-based powers might create a large
The following are some example Team Maneuvers, puddle, allowing his ice-powered ally to freeze multiple targets,
representing common team-based Actions that are or one with electricity powers supercharges their battlesuit-
found in comics. Note that many of the maneuvers wearing companion so he can deliver a powerful blast. If the
below require that the heroes possess specific Core Games Master allows it, both heroes make the
Powers (or Boosts) to accomplish, as these special moves appropriate checks to use their powers (or Athletics for
are formulated for superheroes. If the Games Master physical powers without a skill, or Willpower for mental
allows, the heroes may substitute other powers or power), and one hero involved must spend a Luck
abilities if it would be appropriate for the type of Point. If the checks are successful, the desired Boost can
maneuver being attempted. For example, the Human be used for a single Action or as part of one out-of-
Cannonball maneuver is normally accomplished with a combat skill check or Extended Task.
strength- or movement-based Core Power, but creative
heroes could use something in the environment such as • Human Cannonball: A fast-moving or exceptionally
a fast-moving vehicle to accomplish the same technique. strong hero launches another hero to either help them
The Games Master should encourage their players to cover a great distance or deliver a powerful attack
develop their own unique maneuvers that cater to their against a foe. The hero with an appropriate movement-
special skill sets, but ultimately has the final say if a new based Core Power (Enhanced Speed, Flight, and so
Team Maneuver is allowed in the campaign. forth) takes a Move Action with the other hero in tow
and lets them go, or one with the ability to lift heavy
• Assisted Ricochet: The heroes learn to use a weights (Enhanced Strength or Telekinesis) makes an
defensive Core Power such as Deflection or Inherent Easy Brawn check while throwing the other hero. If this
Armor to reflect a ranged attack at a target behind cover maneuver is being used as an attack, the launched hero
or to launch an unexpected attack. For example, a hero is treated as if they performed a Charge Attack without
may reflect an energy Blast off an ally’s armor or shield to needing to move prior to the attempt. If successful, they
angle it around a wall. If circumventing cover, the hero may use their modified Damage Bonus or that of the
with the defensive power must be in a position where launching hero, whichever is greater. If using the
they have an unimpeded line of sight to the target. The optional Velocity-Based Damage rules (see page 172)
attacker makes an attack check as normal, and the after use of a movement-based Core Power, the
defensive hero must either take an Action Point to brace launched hero applies the bonus damage gained from
for the impact or make a Parry against the attack roll at the distance moved as well. If used to enhance the
one Difficulty Grade easier since they are expecting the movement of the launched hero, they travel a distance
attack. If successful, the target gains no benefit from the equal to the launching hero’s Movement Rate in meters,
cover. If attempting an unexpected attack, the process or the throwing hero’s maximum lift in kilos, divided by
is the same but the target’s checks to Evade or Parry are the launched hero’s weight in meters. The launched
one Difficulty Grade harder. hero must make an Easy Acrobatics or Standard
Athletics check to land safely. Failing to land or missing
164
6. Combat

the attack subjects the launched hero to falling damage


equal to the distance travelled.
Enhanced Speed in
Combat
• Pay it Forward: One hero gives up an Action to give
an ally another chance to act in the round. The hero
sacrificing an Action must be adjacent to the one
gaining the Action, who must have no Action Points left
T he Enhanced Speed Core Power gives heroes a
much faster ground Movement Rate even at the
lowest levels (see page 92), and this can allow
for the round, and must be able to communicate with them to race around the battlefield and escape
the ally in some way. The sacrificing hero spends a Luck from difficult situations very easily. Normally the
Point and encourages or directs their ally, and the ally hero’s speed is the main advantage, allowing
is granted an extra Action Point to use for any Action them to close distance with enemies with a Move
they are normally capable of taking. Action or even a Quick Move Action. The sniper
100 meters away has the advantage against
• Set-Up Strike: After successfully attacking or slower moving heroes, but a speedster can be on
defending against a foe, a hero allows an ally to take them in an instant. Speedster heroes also take
advantage of the situation to exploit an opening created advantage of the Charge Attack (see page 171),
by their Action. If the hero setting up an ally gains a especially the option of Charging Through
Special Effect from their successful attack or defense, Contact so the hero can strike and be long gone
then instead of using it themselves, they may declare an before their foe can react. Normally speedsters
appropriate effect and grant it to an ally. The ally must gain no special advantage for their velocity prior
be in range or an appropriate position to use the to striking enemies except for the normal bonuses
Special Effect granted, and must take an Action or for Charge Attacks, but refer to the optional
Reaction that would normally grant the effect. If the Velocity Damage rules listed on page 172 if you
action is successful, it gains the Special Effect even if one would like to allow fast-moving heroes to turn
would not normally be granted. For example, two heroes themselves into living bullets. They can also utilize
are battling criminals in an alley. One of them is having Special Effects such as Withdraw to strike and
difficulty, so after a successful attack, his friend decides to use move away before enemies can retaliate. When
his Special Effect to grant his ally the Trip Opponent effect. using the Bash Special Effect, the Games Master
When the ally manages to Parry an attack by his opponent, he should also allow them to use the values for
uses the granted effect to drop the thug to the ground and get a shields and Enhanced Strength if the speedster
quick respite. moved prior to making the attack. Fast-moving
heroes should always be in motion, and can be
• Stalwart Defender: A hero with a defensive Core hard to pin down as long as they remain on the
Power uses that power to protect an adjacent ally from move. To reflect this, when a hero with Enhanced
harm. If they are next to each other, the hero with a Speed runs or sprints, the Situational Modifiers
defensive Core Power (Deflection, Inherent Armor, or (see page 178) to target them are one grade more
Resistance) or Boost can use Delay Action to prepare to difficult. This applies to both close combat and
leap to the defense of their ally. By taking the Interrupt ranged attacks while the speedster is moving. For
Action, the defender grants whatever benefit the Core example, if Hare was running around the
Power has to their ally, or in the case of Deflection may battlefield to serve as a distraction, anyone
make a Parry to block the attack. The defending hero is targeting her would be at a base difficulty of
then subjected to the attack instead of their ally, taking Formidable due to her speed. Clever villains and
whatever damage is inflicted or suffering a Special enterprising mooks who know the hero is fast-
Effect if it was successful. moving might set up traps, or in combat utilize the
Delay and Interrupt Actions to be prepared for the
hero’s speed.
Movement in Combat
Heroes are always on the move in combat, rushing to heroes other options to maneuver around the
intercept a villain, flying up to blast down at their foes, battlefield. Heroes also must overcome obstacles and
or vanishing into the ether to appear in a puff of smoke impairments that either limit their mobility or force
next to the thug about to shoot an innocent civilian. As them to seek out an alternate path or means of travel to
noted above, movement is often part of anything the advance. This section covers specific rules on moving
hero can do once combat starts. This is usually while in combat and special considerations for all the
accomplished with the Move Action or the Quick Move different modes of movement heroes might have at
Free Action, although certain powers and skills afford their disposal.
165
Destined

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
166
6. Combat

Master may require Athletics or Acrobatics checks if


there are adverse conditions or obstacles that could
pose a danger. Some flying vehicles such as helicopters,
Underwater and Space
rocket packs, or advanced anti-gravity craft can hover
Movement
just like heroes, but most aerial conveyances and many
flying creatures need to constantly be in motion to
remain in the air, and if they stop they fall. H eroes gifted with the ability to swim quickly
underwater move as if they are flying through
the currents, and when out in space the laws of
As mentioned above, flying heroes may choose to physics seem to fly out the window as heroes twist
“Run” or “Sprint” to increase their base movement and turn through the vacuum. For simplicity’s
while in the air and are subject to the same restrictions sake, heroes with the Super Swimming Core
on available Actions as their ground-based allies. Skill Power or those capable of flying in space outside
checks to avoid obstacles or difficult environments are of a vehicle use the rules for Aerial Movement to
one Difficulty Grade harder if the hero is flying at simulate their combat movement in those
“running” speed, or two grades harder while at environments.
“sprinting” speed.

each round, the hero and their foe make Opposed


Attacking Ground- Athletics checks and the winner is the only one who can
make an attack that round. If facing multiple aerial foes,
Based Targets the individual must make a group Opposed Roll against
their enemies and all who succeed can attack. Aerial
Heroes in the air often have a distinct advantage when melee combat is handled in the same manner as Charge
dealing with ground-based foes. If the hero has access Attacks, where the target can attempt to Counterattack,
to ranged attacks, they can easily hover in place and Evade, or Parry. With ranged attacks, the Effective
rain fire down on their enemies, but if they have ranged Range is based on 10 times the difference in speed
weaponry or powers they can just as easily return fire. between the parties involved with a minimum of 10
When calculating range for and against aerial heroes, meters. For example, Eclipse (flight Movement Rate 15) is
determine the range from the target and the altitude of engaged in an aerial battle with Baron Malycer (flight
the flying hero and use the higher value to determine Movement Rate 19), and if she shot at him with her Blast the
the range of the attack. For example, if Eclipse is 40 meters range would be 40 meters. If the faster-moving combatant
away from a villain and 50 meters up in the air, she would use wins the Opposed Roll and can attack, they can choose
50 meters when determining her range with her laser blasts. any distance up to 10 times the difference between their
While this method is not completely accurate to real- relative speeds. Using the above example, when the Baron
world conditions, it is easier to calculate and helps to was able to attack he could choose a range anywhere from 40
speed up play. meters away down to a point-blank shot on the poor hero.
While combat can be dangerous enough on its own,
For flying heroes without ranged attacks, the most aerial battles carry the added risk of being incapacitated
common strategy outside of landing is to swoop down and falling, so heroes should be careful when battling
and deliver an attack before rising back up into the sky. foes in the sky.
This is treated as Charging Through Contact (see
Charge Attacks on page 171), allowing flying heroes to Note that this same mechanic can be used for any
strike and return to the sky. Ground-based opponents battle between fast-moving combatants with the same
may have difficulty with airborne heroes who use this Core Power such as two speedsters with Enhanced
tactic, and without access to ranged attacks, opponents Speed or two aquatic combatants with Super
either need to take cover or use the Delay and Interrupt Swimming.
Actions to try to catch the diving hero off guard.

Aerial Evasive Maneuvers


Aerial Combat Aloft
Heroes have all the same defensive options available to
If a hero and their foe both have the ability to fly, them in the air as they would on the ground. When
combat proceeds like a ground-based conflict if both using the Evade skill, instead of falling prone after the
sides hover and trade blows. If both parties wish to attempt a flying hero is instead rendered “off-balance.”
maintain their flying speed, combat turns into a Any skill checks while in this state are one Difficulty
situation similar to a dogfight where the hero and their Grade harder, and the hero can spend an Action Point
foe jockey for position to make an attack. At the start of at the next available opportunity to right themselves
167
Destined

Leaping in Combat
Sonic Boom!
Leaping and bounding around the battlefield can be an

H eroes with the Supersonic Boost for Flight (see


page 96) can reach tremendous speeds, and if
they are able to reach at least Mach 1 (767 MPH),
extremely useful ability, both to avoid hampering
terrain and to deliver powerful attacks from above. In
addition to having access to the Leaping Attack option
they will generate a sonic boom as they travel. For (see page 174), heroes who jump down on opponents
the hero this is generally not an issue as their may use their momentum and gravity to inflict extra
powers protect them from the negative effects of harm on their foes. In this case the hero’s combat skills
travel at such high speeds, but anyone or anything are capped by their Athletics rating, but if they connect
around them at that moment may not be so lucky. after leaping at a foe from above, their Damage
Reaching that speed causes a shock wave behind Modifier is increased by one step (see page 17). If the
the hero in a cone shape and the change in hero fails to hit with a jumping attack, they are subject
pressure can be damaging to people and objects to falling damage from the height they jumped from.
in the immediate area. This is treated as a Peril
(see page 201) with an Intensity equal to one-third
of the hero's SIZ, inflicting Immediate damage on Swinging in Combat
anyone within a number of meters equal to twice
the Intensity of the Peril. It also can cause the Heroes swinging on a line, whether a tether from the
Deafness condition to anyone within this range Ensnare Core Power or an old-fashioned rope and
unless they succeed at an Endurance check against grappling hook, can cover a lot of distance with a Move
the Potency of the Peril. Heroes with powers like Action based on the length of the line they are using.
Enhanced Speed can also generate similar sonic They can also swing over gaps between buildings, use a
booms if they are able to reach such speeds and convenient chandelier to soar over a burning room, or
should use the same rules. swing over the heads of dangerous enemies just out of
their reach. Swinging heroes can also use the Leaping
Attack option listed below, or can use the momentum
and remove this condition. Just like Evade, if the hero of their swing to slam into foes with greater Force. After
uses the Acrobatics skill to dodge instead, they do not swinging as a Move, the hero’s next attack against a foe
become off-balance after the attempt. is capped at their Athletics rating, but if it connects the
hero’s Damage Bonus is increased by one step.

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.
168
6. Combat

Mounted or • On vehicles, if the hero can brace a Ranged Weapon


on a flat surface, their Combat Style while using the
Vehicular Combat braced weapon is not subject to the cap above.

While astride a mount or riding in or on a vehicle,


heroes can still deliver most normal attacks, but there Vehicular Combat
are some special rules governing combat under those
circumstances. A hero must be able to have access from When the hero is in their supercar, bullets bouncing off
the mount or vehicle to freely use their attacks, so a hero the reinforced hull, they’re ready to use their souped-
inside a jet fighter can’t swing their sword, but one on a up vehicle to take the fight to evil. When using vehicles
motorcycle can. When attacking from a mount or in combat, Destined tries to keep the rules simple to
vehicle, the hero’s combat skills are capped by the ensure the action keeps going. It’s a good idea to
appropriate vehicle operation skill (Boating, Drive, or familiarize yourself with the vehicle rules found in
Pilot) or by the Ride skill for mounts. If someone else is Chapter 4, especially the sections on movement and
operating the mount or vehicle, the hero’s combat skills crashes. When two or more vehicles are engaged in a
are capped by the skill level of the operator instead. pursuit or chase, the rules presented on page 183 offer
There are still several benefits to attacking while a simple system to resolve any conflicts that may arise.
mounted or on a vehicle that offset these limits: These rules can be used for any situation where
vehicles are traveling in the same direction at the same
• If the mount or vehicle gives the hero an elevated relative speed, even if there is no pursuit. In the case of
attack position, they roll 1d10+10 for Hit Location with something like an aerial dogfight where two vehicles
melee or unarmed attacks against targets at a lower jockey for position to get the upper hand, the Aerial
position. Combat Aloft rules above work well for resolving such
battles, using the appropriate vehicle skills. There are
• As long as the mount or vehicle has a higher rate of a few specific rules just for vehicular combat to keep
movement than the target and the hero is not attacking in mind.
with their conveyance, they can freely Withdraw from
engagement with a foe without needing to roll.
The Role of Passengers
• The hero may substitute their own Combat Style,
vehicle operation, or Ride skill to defend their vehicle or When the heroes are all in the same vehicle, one
mount against attacks if they spend an Action Point. usually takes on the role of the operator. This may lead
the other heroes to take on other necessary roles, such
• A hero may combine their SIZ with their mount for as someone operating weapons Systems or a hero
the purposes of avoiding Knockback or the Bash Special acting as co-pilot to aid the operator’s skill checks.
Effect, provided they pass an unopposed Ride roll. As Depending on the vehicle, some heroes may be able to
long as the hero is either inside or astride a vehicle, this launch attacks with personal weapons or powers from
rule applies to them as well. If the hero is atop a vehicle within or atop the vehicle as it is moving. A hero could
and is not strapped in or connected via a tether, they also be in charge of sensors, communications, or
gain no bonus against Knockback or the Bash effect. targeting Systems to aid operations of the craft. A
mechanically-minded hero could be ready to fix
• When the hero performs a Charge Attack with a damage or tweak Systems to get more performance out
braced melee weapon while mounted or using a vehicle, of them. Vehicular combat can be tense and exciting, so
the hero may have their effective Damage Bonus it is important to include everyone at the table and give
increased. While mounted, the hero may substitute the them some role within the conflict.
mount’s Damage Bonus for their own if it is higher. With
a vehicle, the hero’s Damage Bonus increases by one
step for every level of Speed Rating the vehicle is Locking On Targets
moving at above Mediocre. For example, Torc is jousting the
villain Char with a lamppost while riding a motorcycle. While Advanced vehicles, especially military craft, have
traveling at Rapid speed, his effective Damage Bonus is three targeting Systems and countermeasures to avoid being
steps higher. Weapons braced for this type of attack cannot targeted by another craft. Chapter 4 has the option to
be used to Parry, and the force of the impact inflicts the add such Systems to vehicles, and they can play an
new Damage Bonus to the weapon used. important role in combat. To that end, vehicular
combat adds two new Actions that heroes can use:

169
Destined

longer locked on to the hero’s craft. Alternatively, if the


The Adventures of hero spends an Action Point as a Reaction when
Shadowstalker, Part 6 another vehicle is attempting to lock on, both sides
make an Opposed System Ops. If the hero is successful,

A s a new Combat Round begins, the heroes take


stock of the situation and plan their tactics
against the remaining thugs. Shadowstalker decides
the lock-on is not established.

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 requires at least one full Combat


Round of movement at running or sprinting
speed prior to contact with the target. Charge
Attacks can also be used with different forms of
movement capable of “running” and “sprinting”
such as flying or swimming.

• On the attacker’s first Turn on the following


Combat Round they may attempt the Charge
Attack. The roll for this attack is one Difficulty
Grade harder.

• 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

Close Combat Situational Modifiers


Situation Difficulty Grade
Attacking a defenseless target Automatic
Defending while on lower ground Hard
Fighting in a confined space Hard
Fighting with an unfamiliar weapon Hard
Fighting in poor visibility (thick smoke, heavy rain) Hard
Fighting when prone Formidable
Fighting in partial darkness or shadow Formidable
Defending against an attack from behind Formidable
Fighting in pitch blackness or when blinded Herculean

171
Destined

Charging Through Contact


The Adventures of
Shadowstalker, Part 7 Sometimes a hero uses their momentum to clash with
their foe and keep moving past. This form of Charge

W ith a bellow of rage the running figure reveals


itself to be Char, the molten steel mob enforcer
who is aiding the goons in the looting of the factory.
Attack is usually limited to mounted heroes, those
astride vehicles from which they can deliver a melee
attack (such as a motorcycle), or very large creatures or
Having spent the first round moving across the heroes (at least twice the SIZ of the target). Heroes
factory floor, on his first Turn of the second round capable of extremely fast movement, such as those
Char opts to make a Charge Attack against Torc. capable of flying or possessing the Enhanced Speed
He covers the remaining distance to the hero and Core Power, can also Charge past their target. Charging
attacks, succeeding despite the penalty to his roll. Through Contact only allows for a single exchange
Torc tries to Parry the hit, and while normally both between the hero and the target, and the hero may
the superstrong combatants’ unarmed strikes would keep moving on after the exchange up to their normal
be considered Large Size, Char’s momentum from Movement Rate for a standard Move Action. For
the charge raises his attack up to Huge Size. Torc is example, if Shadowstalker was performing a Charge Attack
able to Parry, but he still takes half damage from the and he can move 48 meters per Turn with his Enhanced
attack. Char’s molten fists normally inflict 1d4+3 Speed, if it took him 12 meters to reach his target on the Turn
base damage from his Expertise in unarmed he delivered the Charge Attack, he could continue on up to 36
combat and his heat aura, plus his Damage Bonus meters past his target once the exchange is resolved. If the
of 1d8. The Charge raises his Damage Bonus up to target is able to deliver a Counterattack or use a Special
1d10, and he rolls near maximum damage, Effect that prevents the hero from moving, they stop at
inflicting 16 points of damage to Torc’s abdomen. the target and are considered engaged with them.
Even halved, Torc still takes 2 points of damage and
grunts as a superheated fist punches him in the
stomach. Even through the pain he smiles, happy to Optional: Velocity Damage
finally have an opponent worthy of his might.
Heroes with the Enhanced Speed or Flight powers are
capable of moving extremely fast, but normally their
advantage of throwing the target clear of the Charge if velocity doesn’t make them inflict any additional
successful, but it also leaves the target prone under damage when they charge. This is consistent with most
normal circumstances. comics where speedsters can charge halfway across the
city to deliver a punch and not turn their foe into a fine
Attempting to Counterattack sacrifices the target’s crimson mist. If you want to factor the velocity of these
ability to defend, but they may be able to injure the fast heroes into their attacks, you can add the following
Charging hero as part of the exchange. Both sides are optional rule to your game.
treated as if they were unable to defend, although they
can still benefit from a shield or Core Power with the With this optional rule, when a hero initiates a
Passive Blocking Trait. Both attack each other Charge Attack, they inflict extra damage based on the
simultaneously unless one side has a weapon with the total amount they moved before making the attack.
Reach Trait, in which case that side gets to resolve its Add together the Movement Rate the hero traveled for
attack first. If the target has a Reach weapon and is able all of their Turns prior to resolving the Charge, and if
to brace it before the Charge Attack, they may substitute the attack is successful, refer to the table below to see
the attacker’s Damage Bonus for their own if it is how much extra damage the hero inflicts in addition to
greater. their normal damage for the attack. For example,
Shadowstalker is having a hard time getting past Char’s steely

Charging into Contact Velocity Damage


Sometimes heroes use a Charge Attack to cover enough Total Distance Moved Extra Damage
Less than 30 meters No extra damage
ground to crash into their opponent and then continue
31-50 meters +1d6
the melee face-to-face. After the hero makes the Charge
51-100 meters +2d6
Attack, whether it was successful or not, they remain
101-150 meters +3d6
engaged. All additional benefits of the Charge Attack are
151-250 meters +4d6
lost after the initial attack and combat proceeds
Every additional 100 meters Continue progression
as normal.
172
skin, so he decides to use his Enhanced Speed to Charge the
villain. He spends three Turns running towards his foe, and
with his power he moves 48 meters per Move Action. Having
moved 144 meters, if he connects with his Charge Attack he
will inflict an additional +3d6 damage.

A hero is limited to the maximum amount they can


move during the course of one Combat Round, their
effective “terminal velocity,” and additional Turns spent
taking the Move Action do not add to the distance
moved when determining extra damage. If this is used
outside of combat, such as a hero using their velocity to
break through an obstacle blocking their way, calculate
the extra damage based on any value up to the hero’s
maximum amount moved during a Combat Round as
normal. For example, if Shadowstalker wanted to get a
running start to break through a door, he would still be limited
to a maximum of 144 meters for his effective speed to determine
his extra damage against the door.

Unfortunately for the hero, using their own body as


a missile can harm them as well as the target. The hero
takes whatever extra damage was inflicted, affecting the
body part used to deliver the attack. So if Shadowstalker
punched Char using his velocity, his arm would take 3d6
damage. If he slammed his shoulder into the brutish villain
instead, he would take the damage to his chest. If the hero
used a weapon as part of the Charge, the damage is
inflicted to the weapon, and if it is destroyed, any excess
damage is inflicted to the hero as above. If the hero is
wielding something that is immune to damage, the limb
used to wield the weapon takes the full amount. If the
hero is wearing armor, it only provides half its normal Shadowstalker takes cover behind a handy industrial
protection against this damage. Powers like Inherent robot to consider his next move while the villains
Armor provide their full Armor Point value. If the open up on him with their weaponry.
Games Master allows it, heroes can take the Resistance
Core Power against damage they would suffer from depends on the Armor Rating and Hit Points of the
making a Charge Attack using velocity. material it is made of (see Inanimate Objects on page
192) and how much of the hero it actually covers,
Keep in mind this rule makes fast-moving heroes expressed in Hit Locations protected by the object.
extremely dangerous, especially if they have armor or Passive Blocking (see page 132) functions in a similar
the Resistance Core Power to reduce the damage they manner to cover, allowing heroes to use shields and
suffer when using their velocity. It is recommended that other improvised objects to block specific locations.
if you allow heroes to take Resistance to their own
velocity attacks, you do not allow them to use the When an attack hits one of the hero’s Hit Locations
Immunity Boost for this type of damage. Otherwise you that the cover blocks, the attack must break through
may have heroes rushing around the battlefield like the cover before any remaining damage affects the
living bullets, blowing apart anything and anyone in hero. For example, if Shadowstalker was hiding behind a low
their path. concrete wall that covered his legs and abdomen, if an attack
struck one of those areas it would have to get past the Armor
Points and Hit Points of the cover before he was at risk. The
Cover Choose Location Special Effect can negate partial cover
by striking an area the obstruction does not protect.
Cover helps protect a hero by physically blocking the Crouching down behind limited cover or a shield
attack or obscuring the hero’s true location so they can’t doubles the amount of locations it is able to protect.
be targeted. The amount that cover protects a target
173
Destined

(and the other person) must make an Easy Acrobatics


Collateral Damage or Standard Athletics roll or fall prone. If the target is
knocked back into a dangerous Peril or off a precipice,

S uperheroic battles often leave a lot of damage


in their wake. Cars are smashed, streets are
pitted and cracked, and walls of surrounding
the Games Master may allow them an Athletics roll as a
Free Action to catch themselves before they reach the
danger. Heroes can only Knockback opponents who
buildings lie in ruins on the street. In some comics are no greater than twice the heroes SIZ, and attempts
there are dedicated public works offices that exist to affect larger targets automatically fail to inflict
to clean up after superhuman brawls. While some Knockback.
damage is obvious, such as a fire hydrant being
used as an impromptu hurled weapon, it might Note that Knockback is the result of a very powerful
bog down combat to track every missed energy strike, while the Bash Special Effect is a deliberate
blast or punch to determine what objects in the attempt to drive an opponent back.
environment might be in their path. It can be easy
to trace the direction of missed attacks to
determine if something (or someone) might be in Optional: Cinematic Knockback
the path, especially if you are using a map and
miniatures, but tracking every missed attack can The default rule for Knockback tries to keep things
add a lot of bookkeeping to the game and take fairly realistic, where only extremely powerful attacks
away the fun of big, action-packed comic book send an opponent reeling. In comics this is often not
fights. Players may become overly cautious about the case, with heroes and villains alike being tossed
their tactics so they don’t risk inflicting collateral around the battlefield like rag dolls. If you would like
damage, especially if there are legal or financial to simulate more cinematic fights, use the following
consequences for the damage they cause. To keep optional rule in place of the base Knockback rules:
it comic book in feel, it is recommended that whenever someone is hit with an attack, the target is
heroes only worry about collateral damage if they knocked back one meter for every five points of
roll a Fumble on their attack check. Villains, on the damage inflicted before Armor Points are applied. All
other hand, don’t usually have such concerns, and other rules for Knockback above apply normally.
they often use collateral damage to attack or
distract heroes.
Leaping Attacks
In situations where the cover totally obscures the Some animals, monsters, and even certain heroes have
target, the attacker can attempt to strike through the the ability to leap on top of their foes, pinning them
cover in hopes of hitting their target. The attack roll is down and putting them at a disadvantage. Often the
one Difficulty Grade harder and the Choose Location result of a Surprise attack or done as part of a Charge,
effect cannot be taken if the attack hits. This assumes the some creatures and heroes with certain powers can
cover is not so large that the attacker would have a jump on top of foes without the need to run up or have
difficult time predicting where the target might be. For a height advantage. A Leaping Attack is resolved with
example, if Shadowstalker was hiding behind a small bush, an Opposed Roll of the leaper’s Athletics skill against
someone attacking him would not have too much difficulty the defender’s Brawn or Evade skill. Quadrupeds or an
guessing where he was, but if he was behind a long row of attacker whose SIZ is twice or more the defender’s
hedges it would be far trickier. make the Athletics check at one Difficulty Grade easier.
If the attack succeeds, the defender is knocked prone
with the leaper astride them. No damage is inflicted,
Knockback but the defender is unable to get up until the attacker
gets off of them or the defender gets a Special Effect
Heroes are capable of powerful attacks that can send such as Arise, permitting them to get up. If the
their opponents stumbling back, and unfortunately defender wins, they are able to dodge out of the way or
heroes are often on the receiving end of such attacks. knock the leaper aside. Just like a normal combat
Whenever a target is subjected to an attack that inflicts check, a combatant that achieves one or more Levels of
damage more than their SIZ before Armor Points or the Success in the Opposed Roll can select suitable Special
Resistance Core Power are applied, the target is knocked Effects. Leap attacks only work against targets no larger
directly back from the attacker one meter for every five than twice the attacker’s SIZ, and attempts against
points of damage above their SIZ. If the target is larger opponents fail to knock them down but may
knocked into an object or another person, the target leave the attacker clinging to them instead.
174
The heroes face off against Char. Shadowstalker and Torc risk the villain’s flaming touch as they move
into melee range, while Eclipse lets loose a potent beam of energy at the thug.

Multiple Opponents • Retreat to either find a better position or Withdraw


from the combat completely. A hero can only live to
When a hero finds themselves up against multiple foes, fight another day if they survive the fight in the
the tide of battle can quickly turn against them as first place.
enemies whittle down their Action Points. This leaves
the hero unable to defend themselves and vulnerable to
increasing damage and Special Effects that further Outmaneuvering
inhibit their combat ability. The best tactics to use when
outnumbered are: Heroes often find themselves in situations where they
are outnumbered by their foes, and as mentioned
• Use the battlefield against opponents so only a few can above this can be a very dangerous situation. As long as
engage with the hero, such as using a doorway or they are not in a confined area, a hero facing multiple
narrow alley as a choke point. foes can use movement and tactics to limit the number
of potential attackers by constantly shifting position,
• Have heroes fight in formation or back to back, forcing foes to stumble into each other and/or obstacles
limiting the number of foes that can attack each in the environment instead of attacking the hero. Note
individual hero. that the hero can only use this technique if multiple
opponents are actively targeting them in combat, and it
• Outmaneuver around the enemies so they interfere may not be used against a solitary enemy. For example, if
with each other, preventing them from attacking. Shadowstalker were facing a group of thugs in a warehouse
alone he could outmaneuver them, but not if he and Obake
• Use ambushes and stealth to pick off foes before they were dueling one-on-one.
can overwhelm the hero.
175
Destined

for the rest of the round or can Withdraw from the


The Adventures of fight completely. While opponents cannot target the
Shadowstalker, Part 8 hero directly, they are still free to perform other
Actions or attack other heroes who did not

S hadowstalker emerges from his hiding place and


catches the man he previously struck off guard,
just as one of the blinded goons stumbles up to
outmaneuver them.

them. Gaining Surprise, he scores a Success on his Pulling Punches


attack roll. He gets two Special Effects since the
goon was also surprised, so he uses Choose When dealing with heroes who can bench press cars
Location to target the man’s head again and Flurry and hurl particle beams, combat can be a dangerous
to perform a follow-up attack. He inflicts another 6 affair. Sometimes a hero wants to take down a target
damage to the man’s head with his quarterstaff, without risking them being maimed or killed by
enough to cause a Serious Wound. The goon fails lessening the impact of their attack. A hero may choose
his Endurance check and with a spray of spittle to “pull their punch” before making an attack check. If
mixed with blood he collapses to the ground. the attack is successful, it inflicts half its normal damage
Shadowstalker spends his last Action Point for the before Armor Points are applied.
Flurry and connects with a roundhouse kick to the
blinded goon, who does not defend. He connects
with the man’s right arm and chooses the Disarm Surprise
effect, inflicting 2 damage while also knocking the
gun from his hand. Eclipse uses her Phantasm Core Dark-garbed vigilantes are fond of using stealth and
Power to create several holograms of herself, each guile to get the drop on their foes, often to devastating
one flying off in a different direction. The Games effect. Surprise occurs when one side of a combat is
Master calls for an Opposed Deceit check against unaware of the other side’s presence or intentions. This
the thugs’ Insight, and Eclipse manages to win could occur as part of an ambush or when a seemingly
against the two targeting her. Both men fire benevolent or unassuming person launches an
ineffectively at the illusions, allowing her a brief unexpected attack. The effects of Surprise on a target
respite. The other blinded goon takes no Action this are as follows:
Turn except to hunker down behind some crates
until he can see again. Torc uses his Super Leap • The target suffers a -10 penalty to Initiative.
Boost from his Enhanced Strength to jump into the
air and come down on Char as part of a Leaping • Until their Initiative arrives, the target is not
Attack. Unfortunately Torc Fumbles his Athletics roll, permitted to take defensive Actions.
landing prone at the villain’s feet. Char raises up a
heavy boot and tries to bring it down on Torc, but • The first successful attack on the target gains a bonus
the hero uses his last Action Point to Evade out of the Special Effect.
way. He makes the roll despite being prone, but still
is on the ground with the enraged Char standing • For the rest of the Combat Round, the target cannot
right above him. perform offensive Actions. For example, if Shadowstalker
managed to sneak up on an unsuspecting agent of Animus, if
he succeeded on his attack roll he would get two Special
Outmaneuvering requires that the hero engage their Effects, one from the target being unable to defend and the
opponents in a group Opposed Roll of the Evade skill. other from the Surprise attack. He decides to use Choose
Every participant, both the hero and their opponents, Location and Silent Takedown, cupping his hand over the
must spend an Action Point and roll against their skill. agent’s mouth while putting him in a sleeper hold around
Anyone who fails to spend an Action Point is considered the neck.
to have automatically lost the contest. Any opponents
who fail to beat the hero in the Opposed Roll cannot Because Surprise attacks are so dangerous, targets
attack them for the remainder of the Combat Round. should get an opportunity to detect them before it is
Opponents who succeed at the Opposed Roll can attack too late. For example, the target should be allowed to
the hero, and if the hero fails their roll opponents can roll Perception to detect a hero using Stealth or Insight
attack them as normal. to see through the attacker’s Deceit skill. The Games
Master may impose bonuses or penalties based on the
If the Outmaneuvering hero beats all their alertness of the target, the approach of the attacker, or
opponents, they can choose to safely attack a single foe the target being forewarned.
176
6. Combat

Sweep Attacks Striking


As the rampaging monster stomps through the streets Striking consists of using a body part to inflict direct
or the villain with the Growth Core Power swats with damage to a foe, such as punching, kicking, elbow
their huge hand, their massive attacks may target strikes, headbutts, or knees to vital areas. Normal
several heroes at once. Sweep attacks occur when a human unarmed attacks have a Size of Small and inflict
weapon or creature of unusual size could effectively 1d3 base damage. The unarmed Specializations of
strike a closely clumped group of opponents, perhaps Combat Expert and Enhanced Strength increase these
from a swung telephone pole wielded by a super-strong values. Animals and other creatures may have increased
villain or the massive fist of a building-sized robot. A Size and damage for their attacks naturally, and some
single attack roll of a sweep attack is applied to all examples of these are found on page 320.
targets in its path, and each defender must resolve the
effects of the attack separately. Any Special Effects that
result from the attack or as part of the defense are Grappling
treated as having occurred concurrently.
Grappling consists of latching onto some part of the
target’s body and attempting to maintain the hold to
Unarmed Combat impair the foe in some way. Often this is done using the
hands or arms, but heroes may also use their legs to
Unarmed combat is the default Combat Style for all wrap around enemies to grapple them. Grappling
heroes, and in comics fists, feet, and grapples are part attacks are Opposed Rolls of the hero’s Unarmed skill
of most fights. For animals and some monsters, against the combat skill used by the target. If the hero
unarmed attacks are their only combat options, and wins, they establish the grapple, but if the target wins
many are equipped with natural armaments that they manage to slip away before the hero can get ahold
enhance their deadliness. Unarmed combat may not of them. As with other Combat Rolls, if one side gets
seem as effective as weaponry or potent powers, but it one or more Levels of Success they gain Special Effects
still provides several advantages. to use against their opponent. For example, if The
Mortician managed to grab a guard and got one Level of
• Unarmed combat can be used interchangeably with Success, he could use the Trip Opponent effect to flip the man
other weapon styles, provided the target is in reach of to the ground as part of the hold.
the hero’s unarmed strikes. For example, The Mortician
uses the Flurry Special Effect after striking a mobster with his The effects of the grapple depend on the locations
fighting cane, following it up with a quick kick to the shin. struck. A grappled limb is rendered inoperable as long
as the hold is maintained, while holding onto the head,
• Unarmed combat is versatile in that a hero can either torso, or abdomen makes all of the target’s skill checks
strike to cause harm or grapple a foe to limit their one Difficulty Grade higher. If the grappler is able to
movement or impair their ability to act effectively. Some maintain the hold, on subsequent Turns they may make
Special Effects such as Flurry, Grip, and taking a another Unarmed roll to inflict damage equal to their
weapon as part of a Disarm are specifically designed for Damage Modifier to the held body part by crushing,
use during unarmed combat. twisting, or strangling it. The defender may spend an
Action Point to Oppose their roll with their own
• Unarmed combat can be used to Parry just like any Unarmed or Brawn skill in order to avoid the damage.
other Close Combat Attack, even against weapons.
Damage is reduced as normal based on the Size of the The grapple continues until the target is
weapon being Parried. Even if no damage was stopped, Incapacitated or manages to break free by taking the
the defending hero may gain valuable Special Effects to Struggle Action or gaining the Slip Free Special Effect.
hamper the opponent. Parrying while unarmed is often This requires an Opposed Roll of either Brawn or
a combination of techniques such as deflecting the flats unarmed against whichever of the two skills the
of blades, stepping close to foes to hamper their ability grappler prefers. If the grappled target wins, they
to strike with a long weapon, or fancy footwork to keep manage to break free. Note that someone with a high
out of reach. Brawn skill may be so powerful that it may be nearly
impossible to escape their iron grip.
• Most importantly, unarmed combat is a form of attack
that is always available. Even if stripped of all their
weapons and powers, a hero can always use their body
as a weapon.
177
Destined

grade. Additional rounds spent aiming grant no


Ranged Combat further bonus.

Heroes often find themselves dodging bullets and Distance Penalties


energy blasts, or returning fire to take down their
enemies. Ranged combat works in a similar manner to The further a target is away from the hero, the harder
close combat in terms of game mechanics, although they are to hit. Destined opts for speed of play over
heroes without ranged options may have a difficult time realism when it comes to penalties imposed by range, as
when their foes have distance and guns on their side. is fitting for the comic book genre. Attacks made against
Normally Ranged Weapons can only be Parried by targets at Close Range are at Standard difficulty, those
shields or special powers such as Deflect, and those at Effective Range are at Hard difficulty, and those at
without them must rely on cover or Evade to dodge out Long Range are at Formidable difficulty. Note that
of the way of fire. Specific rules for ranged attacks are these base difficulties are before any other modifiers
listed below. that might apply to the attack roll or benefits from
aiming or equipment such as scopes.

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

Ranged Combat Situational Modifiers


Situation Difficulty Grade
Light Wind* Hard
Moderate Wind Formidable
Strong Wind Herculean
Heavy Storm or Hurricane Hopeless
Target is Running Hard
Target is Sprinting Formidable
Target is partially obscured by cover, mist, or shadow Hard
Target is heavily obscured by cover or thick smoke Formidable
Target is completely obscured Herculean
Target is prone Formidable
Attacker is prone** Herculean
Attacker is on unstable ground Hard
Attacker is blind or in pitch darkness Hopeless
*Assumes a thrown weapon or one with light ammunition that would be vulnerable to crosswinds
**Penalty can be negated if weapon is able to be braced on a solid object or a bipod

178
6. Combat

Firing Into a Crowd Humanoid Hit Locations


1d20 Location
Firing into a group at a specific target can be a risky
1-3 Right Leg
maneuver, due to the danger of hitting someone else
4-6 Left Leg
instead of the intended target. When firing at a specific
7-9 Abdomen
target on the edge of a crowd or in close combat, the
10-12 Chest
attack difficulty is increased by one Difficulty Grade. If
13-15 Right Arm
trying to fire through a group to hit someone in the
16-18 Left Arm
midst or on the other side, the difficulty is increased by
19-20 Head
two Difficulty Grades. Aiming (see page 178, opposite)
can help mitigate these penalties.
suffers damage. In close combat, attackers on higher
If the attacker is successful, the intended target is hit ground or with a significant height advantage are more
as normal. If the attacker fails but would have normally likely to hit high on a target, so 1d10+10 is rolled to
succeeded if the ‘firing into a crowd’ penalty had not determine location, while attackers on lower ground or
been applied, they hit an adjacent bystander in the with a height disadvantage roll 1d10 instead.
group instead. If there are multiple possible targets, the
Games Master should determine who is hit randomly. Note that the standard Hit Location table below and
Unintended targets are still allowed to Evade or Parry on the included Hero Sheet is for humanoid beings.
as normal, if they are aware of the shooter. Any Special Animals and other differently-shaped creatures have
Effects that would have been gained would only apply their own set of Hit Locations, and some example tables
to the original intended target, not those accidentally are provided in Chapter 10.
caught in the crossfire.

Damage and Wound Levels


Injury and Wounds
Whenever a hero is hit by a damaging effect or attack,
Heroes get hurt. Sometimes it is from conflict with they lose Hit Points from the area or areas struck and
villains, while other times it is from the dangerous accumulate wounds. Weapons, unarmed attacks, and
conditions they work under. The following rules cover damaging powers all list the amount of damage they
the different types of wounds they can suffer and how inflict on a successful attack. Rolled damage for these
they can affect the hero in the short and long term. For attacks can be modified by certain conditions:
rules on how to heal from wounds, see page 191.
• The Damage Modifier is added to any attack that
would benefit from application of the attacker’s physical
Hit Locations strength, including close combat weapons and those
hurled or thrown.
A successful strike hits the target somewhere on their
body, and this can be specified by using the Choose • Certain Situational Modifiers or benefits may apply
Location Special Effect or determined randomly. and alter the base damage. For example, if the hero is
Under normal circumstances the attacker rolls 1d20 to using a club that is on fire, they may inflict addition
determine where the target is hit, which also determines damage from the flame.
what Armor Points, if any, apply to where the target

Optional Ranged Modifiers


Distance Target SIZ
10 or less 11-20 21-40 41-80 81-150 151-300+
1-20 m. 1 Step Harder No effect 1 Step Easier 1 Step Easier 2 Steps Easier 2 Steps Easier
21-40 m. 1 Step Harder 1 Step Harder No effect 1 Step Easier 1 Step Easier 2 Steps Easier
41-60 m. 2 Steps Harder 1 Step Harder 1 Step Harder No effect 1 Step Easier 1 Step Easier
61-80 m. 2 Steps Harder 2 Steps Harder 1 Step Harder 1 Step Harder No effect 1 Step Easier
81-100 m. 3 Steps Harder 2 Steps Harder 2 Steps Harder 1 Step Harder 1 Step Harder No effect
101-120 m. 3 Steps Harder 3 Steps Harder 2 Steps Harder 2 Steps Harder 1 Step Harder 1 Step Harder
121-140 m. 4 Steps Harder 3 Steps Harder 3 Steps Harder 2 Steps Harder 2 Steps Harder 1 Step Harder
Each +20 m. Follow table progression

179
Destined

The Adventures of Shadowstalker, Part 9

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.

Minor Wound Incapacitated


Minor Wounds are cuts, scratches, bruises, and sprains. If any location is reduced below a negative score equal
They hurt and may even bleed, but they don’t to or greater than its starting Hit Points, the hero is
significantly slow the hero down. If a Hit Location is immediately Incapacitated (for example, going from 13
damaged but remains above zero Hit Points, it has a Hit Points to -13). Incapacitated heroes are
Minor Wound. Unconscious or insensible, incapable of any action or
communication. They are also helpless, unable to
defend themselves or perceive dangerous situations
Serious Wound around them. When a hero is rendered Incapacitated,
they must make an immediate Endurance check against
Serious Wounds are deep lacerations, mild concussions, the attack roll that caused the damage or against the
severe contusions, or minor fractures. If a Hit Location Potency of a Peril (see page 203). If successful, the hero
is reduced below zero Hit Points but is still above the remains Unconscious. Once successfully treated, they
negative value of its normal Hit Points it suffers a are restored back to a Serious Wound in the location. If
Serious Wound. the check is unsuccessful, the location suffers a
Persistent Wound. If the Endurance check is a Fumble,
When a hero suffers a Serious Wound in combat, the hero is dying and will expire unless successfully
they need to make an immediate Opposed Roll of their treated with First Aid or an Easy Medicine roll within a
Endurance versus the attack roll that causes the wound. number of Combat Rounds equal to their Healing Rate
If successful, the hero can fight on, but any skill check (see also Kill Shot, page 181 opposite).
that uses that location is one Difficulty Grade harder, or
all checks suffer the penalty if it was the hero’s head,
chest, or abdomen that was injured. These penalties are
180
Persistent Wounds
A Persistent Wound is a long-
term injury that debilitates the
hero long after their other
wounds have healed and
includes such injuries as
fractures, internal damage, or
serious bodily trauma. Heroes
can recover some of their lost
Hit Points while under the
effects of a Persistent Wound,
but cannot be restored to full
functionality while the wound
remains (see Healing from
Injuries on page 191). While
suffering from a Persistent
Wound, the hero suffers the
following penalties depending
on the location of the wound:

• Head: All skill checks are one


Difficulty Grade harder, and all
Perception checks are two
Difficulty Grades harder.
As the villains flee from the battle, Shadowstalker and Eclipse tend to
• Arm: The arm cannot be used their fallen comrade’s injuries. There will be a time for a reckoning with
and all checks related to it Char later.
automatically fail. The hero is
incapable of using items that need both hands to even in comics, film, and other media, heroes still die,
operate. and some villains are ruthless enough to not leave their
hated foes alive if the opportunity presents itself. A hero
• Chest: All skill checks are one Difficulty Grade harder, can perform a Kill Shot on a helpless or Incapacitated
and all Endurance checks are two Difficulty Grades target by taking an attack Action while adjacent to them.
harder. If this attack does enough damage to reduce a vital
location such as the head or chest below a Serious
• Abdomen: All skill checks are one Difficulty Grade Wound, the target is killed instead. Note that this
harder, and all Endurance checks are two Difficulty option should not be used lightly if the campaign
Grades harder. normally avoids lethal force.

• Leg: The hero’s ground Movement Rate is halved,


and all Athletics, Acrobatics, and Evade checks are two Optional: Major Wounds
Difficulty Grades harder. If both legs are suffering a
Persistent Wound, movement is impossible without In grittier or more realistic stories, the low lethality of
some kind of assistive device. the standard damage system may not be sufficient. As
an optional rule the Games Master can replace the
While a location is under the effect of a Persistent Incapacitated rules above with the following.
Wound, any damage suffered to the location after
reductions from Armor Points and Parries is doubled.
Major Wound
Kill Shot If a location is reduced to a negative score equal to or
greater than its starting Hit Points, the hero suffers a
The injury and damage system of Destined intentionally Major Wound. The hero is immediately Incapacitated,
makes it difficult to perish, taking inspiration from the and must make an Opposed Endurance roll against the
durability and survivability of comic book heroes. But attack roll result that inflicted the damage. Failure
181
Destined

encounters with larger numbers to provide more of a


The Adventures of sense of dramatic action that is common to comic books.
Shadowstalker, Part 10 Supporting characters may be designated as Rabble or
Underlings, each of which has its own rules detailed

W hile hunting for clues to where Char and his


men are hiding, Shadowstalker tries to shake
down an informant but doesn’t realize until too late
below.

Rabble: Rabble are the nameless, faceless thugs and


that the man has friends hiding in the shadows of minions that attempt to overwhelm characters by sheer
the alley. The hero is caught off guard by the numbers but pose little threat on their own. Rabble
ambush, and three burly thugs lay into him before might be street toughs, nameless alien hordes, or
he can even react. The first smashes his right arm expendable shock troops that serve as a nuisance or as
with a piece of pipe, inflicting 6 points of damage, support for a more formidable foe. Rabble use the
enough to drop the arm to a Serious Wound. following rules:
Shadowstalker manages to make his Endurance
roll against the damage, but any checks with that • Rabble do not have skill values higher than 50%. If a
arm will be one Difficulty Grade harder. The second listed value for a skill is above 50%, reduce it to the
thug hits the hero in the abdomen with a baseball lower value.
bat, inflicting 8 damage to the area and another
Serious Wound. This time Shadowstalker fails his • Rabble wear little or no armor.
check and is dropped to the ground, reeling and
barely conscious. The final thug unloads a heavy • Rabble are unable to use Special Effects in combat.
caliber pistol into the helpless hero, inflicting
another 5 damage to his abdomen from a gut shot. • Rabble have one-fifth the normal Hit Points in any
Again Shadowstalker fails his Endurance check, given location, and when they suffer any damage they
and he suffers a Persistent Wound to his abdomen. are either knocked out, killed, surrender, or flee,
Before the men can finish him off, Eclipse arrives on depending on the intention of the attacker.
the scene and scares them off with a massive
illusionary monster, then glides down to try to help • Once one-third of their number is out of commission,
her seriously injured friend. the remainder of the Rabble break ranks and attempt to
flee or surrender if they are unable to escape.

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
182
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
183
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.

Whenever the total for each side is equal, or when the


Escapees have a lower total than the Pursuers, all Resolving the Chase
participants are Neck and Neck and this opens up a few
more options for each side. At this point participants are If one side reaches 100% before the other, the end
close enough to engage in melee or unarmed attacks result depends on which side was the victor. If the
against each other (see above), and this also allows Pursuers won, they catch up to their quarry and may
Pursuers to attempt to grapple their quarry. If either interact with them or engage in combat if so
successful, the grappler and their target are removed desired. If the Escapees won, they give their Pursuers
from the chase until the target can get free. the slip and must be located before the Pursuers can
attempt to give chase again. If both sides managed to
185
Destined

attack and luckily rolls a 03, which is a Critical Success. The


Optional: Fatiguing crook also succeeds, but only gets a normal Success, and now
Combat the two are tied at 75%. Tony then rolls his attack check with
the grapple gun at Hard difficulty and succeeds. The purse-

N ormally in Destined, heroes can keep fighting


on and only need to worry about their injuries
slowing them down, but combat is extremely
snatcher doesn’t Evade since it would put him prone, so The
Mortician uses the Entangle Special Effect to snare the man’s
legs and sends him sprawling to the ground. Now Neck and
stressful and can take a severe toll once the Neck, the bound crook desperately tries to free himself as the
adrenaline wears off. If you use this optional rule, grim vigilante closes in…
combat is treated as a Strenuous physical activity,
requiring an Endurance check after each The rules above can also be applied to races to a
participant’s CON in seconds to avoid gaining common destination. If you would like more detailed
Fatigue. rules on conducting chases and races, check out the Hot
Pursuit chapter of the Mythras Companion.

achieve 100% at the same time and wish to continue the


chase, all participants have their tallies reduced to 0% Fatigue
and start the chase anew. In the case of chases with
participants on foot or on a mount, they must make a Even the toughest heroes have their limits, and
Standard Endurance check or suffer 1d2 Levels of eventually the strain and stress of the life of a hero
Fatigue from the effort of the chase before they begin to take its toll. Where Hit Points measure physical
continue. damage and injury, Fatigue serves to measure the
physical and mental toll that heroes suffer for
overextending themselves or when they are exposed to
Example Chase adverse conditions. It is tracked separately from Hit
Point damage, but it can be just as debilitating and
The Mortician is drawn by a cry for help and arrives just in potentially lethal for a hero. The most common way to
time to see a purse-snatcher race off after grabbing a woman’s gain Fatigue levels is through prolonged physical
handbag. The hero rushes off in pursuit, and the Games Master activity, but it can also be accumulated as a result of
tells his player Tony this is a chase and decides neither side starts starvation, lack of oxygen, or exposure to extreme
with any advantage. Both men are on foot, so The Mortician environments. Each additional level gained carries
uses his Athletics of 70% and the purse-snatcher uses his rating penalties for skill use, movement, Initiative, and Action
of 62%. Both sides start on a relatively clear street so they both Points as listed on the table below. As detailed on the
make unmodified rolls. The purse-snatcher succeeds with a 46, table, going past the Incapacitated level renders nearly
but The Mortician rolls an 84 and fails. The Games Master any Action impossible, and those levels are reserved for
describes how the hero stumbles over a cracked sidewalk and the the most extreme effects of situations that could prove
crook puts some distance between them. The next round, the lethal to the hero such as starvation, exposure to harsh
purse-snatcher ducks down a garbage-strewn alley, and the environments, or suffocation. Fatigue from different
Games Master declares their checks will be at a Hard difficulty sources is cumulative, so facing multiple potential
due to the obstacles. Both of them succeed, so now the tally is sources of Fatigue at once can be very hazardous. For
25% for The Mortician and 50% for the crook. On the example, Shadowstalker was left for dead by Baron Malycer in
following round they head back into the streets again. Tony Death Valley and the hero has been without water under the hot
decides to use The Mortician’s grapple gun to try to ensnare the sun for quite some time. He is already Tired, meaning his next
fleeing crook, and since there is no more than 25% between check against the heat and dehydration will be difficult with the
them the Games Master says he can try. The Mortician has to penalties he is already suffering from. The most common
make his Athletics check at Hard difficulty since he is trying to sources of Fatigue levels are detailed below.

Fatigue and Physical Activity


Effort How long? Example Skill Difficulty
Light CON in hours Light exercise (yoga, hiking), lifting objects weighing half the hero’s Very Easy
normal lift, basic activities at a steady pace
Medium CON in minutes Moderate exercise (running, cycling), lifting objects up to the hero’s Easy
normal lift, sustained manual labor
Strenuous CON in seconds Heavy exercise (sprinting, contact sports), lifting past the hero’s normal Standard
lift, sustained manual labor under difficult conditions

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.

When a hero is embroiled in a mystery, or


desperately trying to stop a dangerous criminal, they
may forgo their body’s need for rest to push on until
they solve whatever dilemma they are facing. Just as
prolonged activity can tire a hero, not taking time to
rest and get a good night’s sleep can also wear them
down. A hero can remain awake for a number of hours
equal to twice their CON before they need to make an
Endurance roll. If successful, they can push on for half
their CON in hours before they need to make another
check, this time at one Difficulty Grade harder than the Searching for the secret entrance to an
last. Each failed roll accrues one Level of Fatigue. underwater Animus base, Hare is attacked by
deadly mechanical tentacles which attempt to
drown her.
Asphyxiation
hero was unprepared. Once that period of held breath
The hero may be able to shrug off bullets and blades is over, the hero must make Endurance rolls every
like they were gnats, but they still need to breathe. Combat Round with results as follows:
Asphyxiation occurs when a hero is deprived of
breathable air, such as being underwater or strangled • Critical Success: No further deterioration occurs.
by an assassin’s garrote. A hero can normally hold their
breath for a number of seconds equal to their • Success: The hero accrues a Level of Fatigue.
Endurance skill if they are prepared, or half that if the

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

187
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
188
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.

• A creature’s SIZ impacts how much of an impact it


makes when it falls. Smaller creatures take less damage Falling Objects
while Large creatures take more.
Gravity is harsh, and being struck by a heavy falling
SIZ 1 or less: reduce the effective distance fallen by 10m. object reinforces this fact. A falling object is treated as a
SIZ 2-3: reduce the effective distance fallen by 8m. Peril based on its SIZ (see below), but it also adds an
SIZ 4-5: reduce the effective distance fallen by 5m. amount of damage equal to the Falling Damage Taken
SIZ 6-7: reduce the effective distance fallen by 3m. column above based on how far it fell, including a
SIZ 8-9: reduce the effective distance fallen by 1m. reduction based on its SIZ as applicable. If the hero is
aware of the falling object, they can attempt an Evade
Creatures add +1d6 to the damage from a fall for every check to get out of the way as a Reaction. For example,
additional 10 points they are above SIZ 20. So a SIZ 35 Torc stumbles upon Baron Malycer unleashing his deadly
robot dropping from a height of 2 meters would take energy blasts on an embassy building, and a large piece of
3d6 damage to a random location. debris breaks away and heads right for the poor hero. The
Games Master rules that the debris is SIZ 30 and it falls 12
• The Acrobatics skill can be used to help reduce meters, so if Torc gets hit by it he will suffer 8d6 damage to four
damage caused by a fall. A successful check reduces the locations! Let’s hope he makes his Evade check…
effective distance fallen by 2 meters, or 4 meters on a

Falling Distance table


Distance fallen Falling Damage taken
1 m. or less 1d6 points of damage to a random location
2 to 5 m. 2d6 points of damage to two random locations
6 to 10 m. 3d6 points of damage to three random locations
11 to 15 m. 4d6 points of damage to four random locations
16 to 20 m. 5d6 points of damage to five random locations
Each +5 m. +1d6 damage

189
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.

For a vehicle traveling on the ground or water, the Feats of Strength


Games Master notes the current speed the vehicle is
traveling and refers to the table below to see how far the There are many times when a hero needs to know how
fall is treated as for determining damage. For example, if much they can lift. Are they strong enough to carry an
Shadowstalker falls off the roof of a car traveling at Rapid unconscious civilian from a burning building? Or lift a
speed, he takes damage as if he fell 8 meters. Just like any massive beam off their teammate before the entire
other fall, heroes can attempt to use Acrobatics to building comes crashing down? In game terms this is
mitigate some of the damage as detailed above. referred to as a Feat of Strength. The rules presented
here are not entirely realistic, but are simplified for
Falling into water from a vehicle is treated as if the speed of play. A hero can lift up to 20x their STR in kilos
hero fell onto a soft surface without an Athletics check, without making a skill check, or twice that amount with
unless the vehicle was Very Large, such as falling from a successful Brawn roll. If the Brawn roll is failed, the
an oil tanker or a cruise ship. If the hero falls from a low hero is unable to lift the object and suffers a Level of
Fatigue. A hero can also push up to 5x their normal lift
Falling from vehicles across a relatively flat surface, or attempt to lift it with a
Hard Brawn roll. If this roll is successful, they lift the
Vehicle’s current speed Equivalent fall distance
item briefly and suffer a Level of Fatigue. If this check
Ponderous 1 m.
fails, they suffer 1d2+1 Levels of Fatigue and 1d3
Sluggish or Slow 2 m.
damage to their arms and chest (or legs for a leg press),
Mediocre or Gentle 4 m.
ignoring armor.
Moderate or Rapid 8 m.
Fast or Fleet 16 m.

Feats of Strength Lift Table


STR Normal Lift Normal Lift x2 Normal Lift x5
1 5 kgs. 10 kgs. 25 kgs.
2 10 kgs. 20 kgs. 50 kgs.
3 15 kgs. 30 kgs. 75 kgs.
4 20 kgs. 40 kgs. 100 kgs.
5 25 kgs. 50 kgs. 125 kgs.
6 30 kgs. 60 kgs. 150 kgs.
7 35 kgs. 70 kgs. 175 kgs.
8 40 kgs. 80 kgs. 200 kgs.
9 45 kgs. 90 kgs. 225 kgs.
10 50 kgs. 100 kgs. 250 kgs.
11 55 kgs. 110 kgs. 275 kgs.
12 60 kgs. 120 kgs. 300 kgs.
13 65 kgs. 130 kgs. 325 kgs.
14 70 kgs. 140 kgs. 350 kgs.
15 75 kgs. 150 kgs. 375 kgs.
16 80 kgs. 160 kgs. 400 kgs.
17 85 kgs. 170 kgs. 425 kgs.
18 90 kgs. 180 kgs. 450 kgs.
19 95 kgs. 190 kgs. 478 kgs.
20 100 kgs. 200 kgs. 500 kgs.
Each additional +1 +5 kgs. +10 kgs. +25 kgs.

190
7. Spot Rules

Enhanced Strength Lift Table


Normal Lift Normal Lift x2 Normal Lift x5
500 kgs. 1000 kgs. 2500 kgs.
1000 kgs. 2000 kgs. 5000 kgs.
2000 kgs. 4000 kgs. 10000 kgs
4000 kgs. 8000 kgs. 20000 kgs
Continue progression as per the Enhanced Strength Core Power on page 93

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.
191
Destined

Optional: Healing inflict harm (such as breaking free of ropes or handcuffs


binding the hero). In those circumstances the hero
Major Wounds needs to make a successful skill check (usually Brawn,
Combat Style, or Unarmed) to try to break an object,
If you are using the Major Wounds option found on inflicting damage on a Success equal to the weapon
page 181, recovery to the Hit Location can’t begin until used (for direct attacks) or the hero’s Damage Modifier
it has been treated with a successful Medicine roll. The (for applied force). The object’s Armor Points are
hero recovers their Healing Rate to the area every week subtracted as normal, and any leftover damage is
of rest if they are under the care of someone trained in subtracted from its Hit Points.
Medicine, or every month if they are relying on natural
healing alone. If a Major Wound is left untreated for a The Example Materials Table lists common Armor
number of days equal to the hero’s Healing Rate, the Point values for specific material types and the Example
Games Master may rule it never fully recovers and the Inanimate Objects table lists example objects that are
location loses 1d3 Hit Points permanently. commonly found in modern cities. The objects below
can be used as examples for the relative Hit Points of a
similarly sized object, and for structural components
Inanimate Objects such as walls assume that the values listed below are for
a 2-by-2 meter area.
When heroes do battle with their enemies they often
leave a path of destruction in their wake, and sometimes
it may be important to know things like how much more Example Materials
damage the building across the street can take before it Material Armor points
collapses. All Inanimate Objects have Armor Points and Glass 1
Hit Points that are used to determine how resistant they Bone 4
are to damage and total destruction. When an object’s Wood 6
Hit Points are reduced to zero, it is either broken or Concrete/Stone 8
completely destroyed, depending on the overall size of Steel 12
the object. A small object, such as a handheld weapon or Diamond 14
a door, might be broken or rendered useless. A Very Fictional super-alloy 20
Large object, such as a building or a vehicle, might have
a section damaged or ruined but the bulk of the object
remains intact. For example, if Torc punches through a glass Attack Types against
window, it will shatter, whereas punching through a brick
wall might make a large hole but will not make the whole Inanimate Objects
structure collapse.
Some forms of attack are especially effective against
Heroes don’t normally need to make an attack roll to certain materials, while others may cause reduced
hit an inanimate object since it’s very unlikely it will damage or may not inflict any harm at all. For example,
dodge, but sometimes the Games Master may call for a launching a fire attack against paper would incinerate it
skill check if the hero is under duress (such as during quickly, while the same attack against a concrete wall
combat) or to see if the hero applied force correctly to might singe it but would not cause much damage. The
Games Master has final say if a particular attack form
would prove more effective (perhaps ignoring Armor
Example Inanimate Objects Points or inflicting extra damage) or be rendered less
effective (doubling Armor Points or reducing damage)
Object Armor Points Hit Points
against certain objects.
Ordinary Glass Window 1 4
Interior Wooden Door 4 20
Rope
Exterior Door
6
6
3
25
Interrogation
Brick Wall 6 30
It’s rare in comics when criminals give up information
Tree Trunk/ 6 50
Telephone Pole
willingly. Sometimes they can be tricked or reasoned
with, but in other cases heroes need to resort to threats
Concrete Wall 8 40
and intimidation to get what they need from their foes.
Bulletproof Glass 8 25
Interrogation is the art of getting information out of
Metal Lamppost 8 15
people who are unwilling or feel they are unable to
Steel Beam 12 50
192
7. Spot Rules

share what they know. Most interactions in Destined are


resolved with a simple Opposed skill test between
Torture
the hero and whoever they are speaking to, but
interrogations can provide vital information that
can be integral to the adventure so there are a few
additional considerations to take into account when
I nterrogations utilizing torture can
uncomfortable for many players, and going into
the gory details should be avoided, especially
be

using them. when keeping in mind the limits of their players


and the group. Instead, it’s suggested that the
actual details be handled “off screen” and keep
The Approach the interrogation to rolls that succeed or fail. After
all, the purpose of the game is to have fun, and
Heroes have different ways to approach interrogating nothing is fun about real-life torture.
someone to get needed information, and each one
involves a different type of Opposed skill check based
on the method used. master’s doomsday weapon, and helping the heroes will save his
life as well as the people he cares about.
• Deceit: The hero attempts to trick the subject into
revealing what they know, or uses lies to convince the • Intimidate: The hero attempts to use the threat of
person that the hero is someone who can be trusted harm or dire consequences to force the subject to reveal
with the information. Normally this is handled as a what they know. The hero may have no intention of
Deceit check Opposed with the subject’s Insight, but following through on whatever they are threatening the
heroes can also use Perform (Acting or Disguise) if they subject with, but someone skilled at Intimidation will
are attempting to pass themselves off as another person. never reveal that fact. On the other hand the hero may
In such cases the subject resists with Insight against plan to inflict harm if the Intimidation fails, which falls
Acting and Perception against Disguise. An example of a to the next category. This exchange is handled with an
Deceit-based interrogation would be a hero lying to a villain to Intimidate check Opposed by the subject’s Insight, if
convince him that his duplicitous partner betrayed him, so the the hero is bluffing, or Willpower if the hero is truthful
villain will give up the location of his cohort. about their intentions. An example of an Intimidate-based
interrogation is the classic dangling a thug from the rooftop or
• Influence: The hero attempts to bargain or appeal to other high place scenario from comics.
the good nature of their subject, or simply speaks the
truth about the situation to convince them to see the • Unarmed or Combat Style: The hero inflicts physical
need to share the information. It's best to think of this pain or injury to break the subject to the point where
as the more diplomatic approach and it may even they spill their guts (hopefully not literally). Also known
involve the hero offering the subject something in as torture, inflicting pain to get information is not the
exchange for the information. This exchange is most ethical method, but some heroes are forced to
handled with an Influence check against the Insight of consider it when options are limited or time is short.
the subject, or if there is a negotiation as part of the The hero makes an Unarmed or Combat Style check,
exchange it would be an Opposed Influence check. An which inflicts half the normal damage (if the hero is
example of an Influence-based interrogation would be the hero holding back) up to the full normal damage. The
telling a villain’s lackey that he will also be affected by his

Example Interrogation Situational Modifiers


Situation Modifier to rolls
The subject recently witnessed a potent ability possessed by the hero The subject’s check is one Difficulty Grade harder
The subject is the only one left from their group after a combat The subject’s check is two Difficulty Grades harder
The subject is in a dangerous situation (dangling over a great height, The subject’s check is one or more Difficulty Grades harder, depending
sinking into water, and so on) on the risk involved
The subject is aware of the hero’s reputation (for example, the hero has The hero’s check is one Difficulty Grade easier
killed villains before)
The subject is surrounded by allies, witnesses, or has some distinct The hero’s check is two Difficulty Grades harder
advantage in the situation
Revealing the information will put the subject or one of their Passions at The subject’s check is one Difficulty Grade easier
risk
The subject is aware of a detrimental reputation the hero has (for The hero’s check is one Difficulty Grade harder
example, the subject knows the hero refuses to kill) 193
tricked, they will be far less likely to help the heroes at a
later time.

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
194
7. Spot Rules

heroes may be called upon to play sleuths to foil


whatever plot is threatening the innocent people of
The Three Clue Rule
their fair city. In Destined finding a single clue may
require a simple Perception check, but many complex
investigations are handled as Extended Tasks (see page
57) to cover the complexity and legwork often required
I n the course of a game, there will always be
failed rolls, and it’s an oft-repeated gaming
aphorism that “no good plan survives contact with
to uncover the truth. Since they can be an integral part the players.” Most Games Masters who have run
of unraveling a mystery, investigations have special games including clues have horror stories about
rules and considerations all their own. their players overlooking said clue due to a bad
roll or just plain old player oversight.
Just like all Extended Tasks, the heroes roll a series
of skill checks and gain 25% for each successful roll We recommend that you follow the “three clue
towards an end goal of 100%. During investigations, rule” when designing a scenario for your game.
each successful check reveals some piece of the puzzle Featured initially on thealexandrian.net, the three
or opens the door to the next task that must be clue rule states that “For any conclusion you want
completed as part of the search for clues. Therefore the PCs to make, include at least three clues.” This
heroes may not need to find every single clue to figure means that there will be at least one clue that
out what is going on, but the more clues found the more points the players (and heroes) in the right
information or evidence they have to work with. In fact, direction. Even if rolls for all three fail, one clue
sometimes if the heroes gain enough clues from several should remain blatantly obvious or somehow fall
successes they may not even need to continue the into the heroes’ laps so that the game doesn’t
Extended Task to complete their investigation and stagnate. For example, a non-player character can
move the story along. reach out to the heroes and provide some much-
needed information, or a clue can be moved to a
Heroes can take many different approaches to different location as the Games Master sees fit.
seeking clues, or may need to use the same technique at Above all, make sure that your investigations don’t
different locations to get whatever information they rely on a single clue that can be overlooked or
can. Here are a few examples of the types of skill ignored with a failed roll.
challenges heroes may have to make as part of an
investigation:
later study. Heroes searching a crime scene make
• Canvassing: The heroes travel around a specific Perception checks to study the area, or Science
location and talk to people in that area in an attempt to (Forensics) to perform analysis and gather evidence.
gather information. In most cases the people have no
direct connection to the incident, but they may be • Evidence Analysis: The heroes take time to analyze
potential witnesses to a crime or may have observed any clues or evidence they have gathered, looking for
something that is pertinent to the investigation. For additional information from what is available. This
example, the heroes talk to people in the neighborhood after a often follows the investigation of a crime scene, but may
local activist was kidnapped to see if anyone saw suspicious also involve evidence that was gathered by other
activity or strangers prior to the crime. Heroes engaging in sources. For example, a hero uses a contact in the coroner’s
canvassing must make Influence or Deceit checks, office to review the autopsy records on a recent victim he
depending on their approach. The Games Master may suspects was targeted by a serial killer he is hunting.
also allow Perform (Acting or Disguise) checks if the
heroes are adapting personas to elicit a better response Performing evidence analysis depends on what types
from the people they are talking to. of evidence the heroes are investigating. Examining a
body or autopsy records would require a Medicine
• Crime Scene Investigation: The heroes examine check, studying DNA evidence would require Science
the actual scene of the crime, looking for clues and (Forensics or Genetics), and trying to figure out a
forensic evidence left behind by the perpetrator. While pattern of criminal behavior would need Knowledge
advanced forensic techniques can often yield (Psychology). The Games Master will determine what
compelling evidence, heroes without such a skill best suits the analysis.
background can uncover things that are vital to the
investigation by simple observation. For example, a hero • Interrogation: The heroes attempt to get information
arrives at a murder scene prior to the police arriving and she out of an individual or other source that may be
quickly searches around, finding a drop of blood the killer may involved with the crime, or may know vital information
have left behind. She takes a swab and swiftly pockets it for but they are unwilling to cooperate. Refer to the section
195
Perception or Insight, depending on what the heroes
are looking for, and possibly a Stealth check to remain
hidden. Hiding in plain sight uses Deceit or Perform
(Acting or Disguise) to ensure the hero doesn’t draw too
much attention.

The Games Master may modify the difficulty of these


checks depending on how beneficial the specific
approach is to the investigation and the circumstances
occurring during the task itself. For example, the autopsy
records above may have several vital details to the killer’s
identity, so the Games Master might lower the difficulty of the
roll to Easy, but if the hero has to search a murder scene during
a torrential rainstorm the check might be Formidable or even
Herculean. There may also be times when the heroes
choose an approach that will not yield results no matter
how well they roll. If the mob is not using the docks to
bring in illicit goods, the heroes can spend days staking
out the place and still come up empty-handed.

Note that while many investigation checks are simple


skill rolls, some may be treated as Opposed checks if
there is a party actively working against the heroes. For
example, if a corrupt cop tampered with the crime scene, The
Mortician may have to Oppose his Conceal or Deceit check to
notice that something is out of place or missing.
Eclipse traces the links between prominent
underworld figures and a recent series of
spectacular heists plaguing the city. Piecing Together the Clues
on Interrogation (see page 192) for how to resolve Once the heroes have conducted their investigation,
questioning suspects. they’ll need to look at whatever clues they gathered and
determine where the evidence is leading them. As
• Research: The heroes take time to gather information mentioned above, even a single success can yield
from sources such as libraries, newspapers, the internet, important information, and the Games Master should
or other sources as a way of figuring out important consider what approaches the heroes took and which
aspects of the investigation. Research can help uncover ones would be most effective for providing the
patterns of incidents, uncover historical data that may information they need. For example, if the Games Master
help, or discover evidence and witnesses that may have knows a villain is actively recruiting an old friend from his
been overlooked or tried to stay hidden. For example, a college days, successfully researching his time at the university
hero goes back through university records to find old colleagues may produce a vital clue even if all other checks in the
of the supervillain she is hunting to see who the villain might investigation failed. Games Masters can use the above
recruit into his inner circle. Heroes normally use the approaches to map out the clues that are part of the
Research skill for this task, but they may also roll against investigation and see what clues will be the most
specific Knowledge or Science skills if they would be significant.
more appropriate to the information they are seeking.
Not only does this help the Games Master detail all
• Stakeout: The heroes observe someone who is a the information available, but it can also serve to tie all
suspect, or a location may be involved with those who the clues together to provide the larger picture if the
committed the crime. Stakeouts are often conducted heroes are able to succeed at the Extended Task, or
from a hidden observation point, but a hero may also detail the exact clues they find if they only succeed at
“hide in plain sight” at an event or public location to some of the tasks. Continuing the above example, the heroes
gather information. For example, a group of heroes position did not achieve 100% in the task, but managed to Research
themselves around the docks late at night, hoping to see if a who the villain previously worked with, Interrogate one of his
local shipping company is bringing in contraband for the mob. old colleagues who revealed he was contacted by the villain two
A stakeout from an observation point requires weeks prior, and Canvassed the university and learned from a
196
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
197
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.

Using Team Luck Points


Optional: Escaping
Certain Death Heroes may draw from this pool only when they are
doing so to aid another member of the team, and a

C omic book heroes manage to escape certain


death on a regular basis, even when it seems
that survival would be impossible. There are times
single hero can’t use the points for themselves unless the
use somehow benefits at least one of the other heroes.
Since drawing from the Team Luck Points is a Free
in Destined when the heroes are placed in Action just like using personal luck, a hero may use the
situations where the hero’s Incapacitation or pool even when it is not their Turn to aid one of their
worse are inevitable, and no amount of armor or teammates. Normally Team Luck Points replenish at the
lucky die rolls could keep the hero from meeting start of the session just like personal Luck Points, but if
their fate. At the Games Master’s discretion, the Games Master feels the pool is too much of an
heroes may spend a Luck Point to cheat certain advantage or is being abused, it can be made to
death as long as the player can come up with a replenish at an appropriate time in the story, such as at
(relatively) plausible way the hero could have the end of an adventure or after downtime.
survived. For example, while battling Gryphon on a
Chimaera airship, Shadowstalker is knocked off the
edge of the craft and would fall five thousand feet Movement Outside
to his death. His player spends a Luck Point and
says that a Chimaera attack craft happens to be of Combat
zooming past under the ship and the hero manages
to land on top of it. This does not mean the hero Heroes are frequently called upon to traverse difficult
completely escapes damage or consequences for and dangerous environments as part of their duties,
what happened, up to Incapacitation or a and some heroes are capable of moving in ways beyond
Persistent Injury. the norm. Chapter 5 details how movement works in
198
7. Spot Rules

combat situations, while this section details


specific rules and considerations when heroes are
Optional: Temporary Boosts
moving in non-combat scenarios.

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
200
7. Spot Rules

Teleportation environmental and situational dangers to a hero’s well-


being. Perils are defined by several Traits that
Heroes with the Teleport Core Power (page 119) can determine what kind of harm is inflicted, how much,
instantly disappear and reappear at a distant point and how the hero can resist, if possible. These Traits are
without the need to cross the intervening space. This Intensity, Damage, Conditions, and Potency, and how
allows heroes with this ability to circumvent many they work in play is detailed below.
obstacles or perils in their way, or gives them an easy
way to gain access to places that are normally
inaccessible. This is the benefit of the power, and Games Peril Intensity
Masters should account for it without preventing the
hero from using their special gift. If the hero is The Intensity level of a Peril serves as a marker for how
attempting to teleport into somewhere unfamiliar, even dangerous it is to the hero, with higher rated Perils
if they can see it, the Games Master may require them inflicting more damage, causing more Conditions, or
to make an Easy Perception check to properly gauge the being harder to resist. Typically, a Peril has a single
distance or best landing point. Failure on this check Intensity rating that determines its threat level for all
means the teleport was aborted, while a Fumble means other Traits, but the Games Master can also assign
the hero misjudged the distance and ends up different Traits of the Peril different Intensity levels to
somewhere unexpected or potentially dangerous. customize it to their needs. For example, the poison
Shadowstalker accidentally ingested only inflicts a Peril
Intensity of 2 damage each Combat Round, but it is very
Perils difficult to resist with an Intensity 5 Potency.

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.
201
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.

• Some types of Perils don’t affect the hero immediately,


Peril Damage needing time to insinuate themselves into their system.
Poisons and diseases are good examples of this as they
Perils that inflict direct harm to a hero can either cause need to infect the hero’s body before their effects
Immediate Damage or Ongoing Damage over a period manifest. The Games Master can assign a time period it
of time. When deciding which one best fits, consider the takes before the harmful effects of the Peril come to
following criteria for each type of damage: pass, anything from a few Turns to hours or even days
before the damage occurs. If the hero is aware of the
• Immediate Damage is the result of an instantaneous Peril, the Games Master must also determine if
danger that does not have a lasting effect. It inflicts a something can be done to counter the effect before
higher level of damage one time and unless there are damage occurs. For example, if Shadowstalker was exposed
other instances of it, the threat has passed after the to a deadly pathogen, a doctor may be able to treat the illness
initial harm. Examples of this include a large boulder falling before it does him any lasting harm.
on someone, explosions, traps that launch direct attacks, or
getting struck by a vehicle or other fast-moving object. While Perils normally only inflict one form of
damage, the Games Master may rule that some complex
• Ongoing Damage inflicts harm over a period of time or especially dangerous threats inflict both types.
defined by the type of Peril, and while the damage is Perhaps a virulent toxin does a large amount of
initially less, it can be more dangerous if it occurs for an Immediate Damage when injected but then keeps
extended time period. Examples include substances like inflicting smaller Ongoing Damage as it works through
fires, diseases, poisons, caustic acid, or radiation. the hero’s body. Or a ruptured gas main might cause an
explosion initially, but also ignites deadly fires all
The amount of damage each type inflicts is listed around the blast, and these continue to inflict damage
below, based on the Intensity of the Peril. There are two until the gas main is shut off and the fires extinguished.
other factors to consider when it comes to damaging
Perils: do Armor Points provide protection from the
damage and is there a delay before the damage affects Perils and Hit Locations
the hero?
Unlike most attacks that only target a single Hit
• Armor Points protect heroes from direct harm, either Location, some Perils can damage a hero in multiple
from physical sources such as blades or damaging locations or even affect their entire body. The Games

Perils Intensity Table


Intensity Immediate Ongoing Conditions Potency Example
1 1d6 1d2 1 40-50% Objects up to SIZ 10, mild acid, small open flame,
mild radiation
2 2d6 1d4 2 51-60% Objects of SIZ 11-20, average acid, a blowtorch

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
202
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.

• Is it similar to a weapons attack? Perils that are similar to


weapons attacks, such as the launched dart of an Peril Potency
ancient trap inside a hidden temple, should be treated
like any other attack and target a random location. The Potency of a Peril is used when the threat is able to
Injected or ingested poisons may also fall under this be resisted, and it is treated as a skill rating for the
category, affecting the stomach (Abdomen) if eaten or danger level of the Peril. This is used in an Opposed
the location struck if used on an envenomed weapon. Roll against a resisting skill such as Brawn, Endurance,
Evade, or Willpower. If the hero is successful, they are
• Does the danger cover a large area? A massive boulder, able to avoid the Peril or suffer a reduced effect. If the
falling debris from a collapsing building, or a wave of hero Fumbles this check, the Peril inflicts maximum
toxic chemicals are likely to cause widespread harm to a damage or the hero automatically fails the next
hero subjected to them. The important consideration is resistance check to avoid its effects. Potency is also used
would the hero be able to avoid any of the Peril? If the in place of any other Opposed Roll caused by the effects
answer is yes, then it might be best to have it affect a of a Peril such as the Endurance check when the hero
random number of Hit Locations (1d3 or 1d6+1 for accrues a Serious Wound from the Peril or they are
example). If it would fully envelop the hero, such as Incapacitated. When the Peril is created, the Games
falling into a vat of acid, then it affects all locations Master determines if the Peril can only be resisted once,
simultaneously. or how often the hero can attempt a new resistance
check against it for ongoing effects.
• Does it affect an area in a spray or spread? A shattered
window throwing shards of glass, a burning building
with blazing hot fire on all sides, or a spray of venom Example Perils
from an alien plant could potentially hit multiple areas
on a hero. In these cases, the Peril will target a random Below are some common types of Perils that heroes may
number of locations, usually between 1d3 and 1d6+1. encounter as part of their adventures. The Intensity of
each is determined by the Games Master when using
them as part of an encounter.
Peril Conditions
• Caustic Substances: Acids, volatile chemicals, and
Some Perils don’t cause direct physical harm, but affect strange alien goo are all types of caustic substances that
the hero in other ways by limiting their ability to can eat away at materials and flesh with deadly
function normally or altering their perceptions of the efficiency. Caustics inflict Ongoing Damage and have a
world around them. These Traits are called Conditions, Potency dependent on the strength of the substance.
and if the hero fails to resist the Peril, they suffer the Some cause nerve damage that inflicts Agony, others
listed effect for a period of time determined by the can cause Blindness from their fumes, and many are so
Games Master (anywhere from a few Turns to hours or volatile that even coming into contact with the affected
even days). If the Condition is ongoing, the Games area passes it on to another (Contagion). Caustic
Master may also allow the hero a chance to make substances continue to damage the target until they are
another attempt to resist the Condition after a certain scraped off, neutralized with another substance, or
time has passed to shake it off. Some of the Conditions washed off with water or a reagent. In most cases armor
below list what skill is used to resist their effects, and if does protect against caustics, but it can be eaten away by
no skill is listed, Endurance is used for Perils that affect the substance as well. Some caustics only harm specific
the body, or Willpower for those that affect the mind. materials such as plastics or metals, eating through
armor and weapons but leaving the hero completely
If a Peril causes multiple Conditions, the Games unharmed.
Master must determine if they all occur immediately, if
they occur in succession, or if some only occur if the roll • Death Traps: The standard of supervillainy
to resist the Peril is failed. Usually the progression of everywhere, death traps are elaborate contraptions
Conditions occurs as subsequent rolls to resist are designed to torment captured heroes before causing
failed, but they might also be linked to a certain amount their demise. In some cases, death traps are a gauntlet
of time passing. For example, a deadly pathogen might cause of different types of Perils a hero must overcome in
203
Destined

Example Death traps

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
204
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
205
Destined

Example Diseases and Poisons


Here are a few example Diseases and Poisons to use or to serve as a basis for your own deadly concoctions.

• 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.

would cause Exhaustion or Unconsciousness to the victim.


One final consideration for Diseases and Poisons is the Visibility
vector, or how they infect their victim: whether they are
breathable aerosols, injected into the bloodstream, Sometimes it is important to know if the hero can see
ingested in food or drink, and so on. This will danger coming, especially when conditions are not
determine not only how the pathogen can affect the optimal. The table below gives the rough distance in
hero, but what special immunities or resistances might meters at which a SIZ 10 to 20 object can be seen if
help keep them safe. If a pathogen or poison needs to there is a clear line of sight for someone with normal
enter the bloodstream, it usually has to inflict at least 1 human vision. Halve the listed values if the object is
Hit Point of damage or be able to penetrate the hero’s smaller than SIZ 10, or increase the range by one
skin in the case of syringes. The Inherent Armor and multiple for every 10 points of SIZ over 20. So a SIZ 22
Resistance powers may prevent the hero from being robot could be seen at double the listed distance, while
affected by such attempts. a SIZ 38 dinosaur could be seen at triple the normal
distance. Heroes with special senses, such as Dark
• Radiation: Despite the tendency in Silver Age comics Vision, will treat certain conditions differently or ignore
to grant people superpowers from exposure to nuclear them entirely. The same values can be used for heroes
materials, radiation is more likely to cause tissue with Heightened Sense versions of other senses, such as
damage and terrible illness to anyone exposed to it. Enhanced Hearing or Smell.
Radiation is an Ongoing damaging Peril with Intensity
and Potency related to its overall strength. Without
proper protective gear and a successful Endurance Weather
check, radiation damage occurs several hours after
exposure (for Intensity 1 or 2) to minutes or even The natural world has a way of reminding humanity
seconds after exposure (for Intensity 3 or higher). that it is still in charge, and severe weather can hamper
Radiation can also cause Conditions such as Agony, or even endanger unprepared heroes. Additionally,
Confusion, Exhaustion, Fever, Nausea, and even Death heroes with the right Elemental Control powers can
if exposure is severe enough and prolonged. harness and create weather to use to their advantage.
While more dangerous forms of weather can be treated
206
7. Spot Rules

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

207
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
208
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
209
Destined

Optional: Heroic Reputation

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
210
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

Heroic Reputation Base Values


Scope of Reputation Base Value Example
Known within a small community 10% A few city blocks, a specific online community
Known within a single region within a larger area 20% A borough in a large city, a single county
Known within a large community 30% A major metropolis, an entire US state
Known within a country 40% The United States, France, and so on
Known globally 50% The event makes world news

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
212
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.

Hero support and regulatory agencies can serve as


allies and advocates for characters, and they give the Heroic and Secret
players freedom to be superheroes without worrying
about the legalities of hunting criminals in brightly Identities
colored spandex. However, not all agencies are
benevolent, and governing bodies can change policies One of the classic staples of the superhero genre is the
and enact new and more restrictive laws depending on secret identity and what lengths the hero goes to protect
which way the political winds blow. Characters may it from everyone around them. Sometimes it is because
soon find the same group that protected their activities there may be legal consequences for operating as a
is now slapping sanctions on everything they do or hero, or the hero wants to protect those who are near
offering fewer legal protections while they are in the and dear to them. Sometimes the hero just wants time
field to kowtow to public favor. Heroes may also have to away from the cape and cowl to live like a normal
follow the same strict regulations that law enforcement person before the next superweapon/alien invasion/
officers and military personnel must abide by in the line supervillain team-up rears its ugly head. While picking
of duty. Keep in mind that it can be a lot of fun to burst Core Powers and characteristics serves to create a hero
through a skylight onto the table of a drug lord to bring mechanically, defining both the hero’s heroic and secret
them to justice, but needing to jump through legal identity are just as vital.
hoops to get a warrant first may take some of the fun
out of it.
Public or Secret Identity?
One final legal consideration is whether heroes are
subject to lawsuits by private citizens, businesses, and The first question to ask is whether your hero has a
corporate entities. When facing down a dangerous public or secret identity. A public hero always operates
supervillain, heroes can be cavalier about property as themselves, and they may not even wear a disguise or
damage, using a convenient parked car as a makeshift mask. Whether they’re battling crime or trying to pick
weapon. It looks great and makes for an awesome out pasta in the grocery store, the hero is always on.
action set piece, but may not be as fun when the The other option is to develop two distinct personas:
character must pay out compensatory damages to the the crimefighter and the civilian. In this case the hero
owner of the car and the three storefronts wrecked in has a secret identity separate from the one they use to
the melee. If the character is part of a sanctioned agency fight crime, essentially leading a double life. Both have
or maintains a public identity, they can be subjected to their perks and drawbacks, and we discuss some of the
legal action for certain things done while serving in most significant ones below.
their heroic role. Property damage, accidental injury of
innocent civilians, and endangering teenage sidekicks In most cases, comic book heroes do not use their
who are also minors are only a few of the legal snags real names when out fighting crime, developing a
that can take down heroes quicker than any villain. persona and disguise to hide their real features and
Unsanctioned heroes or those with private identities identity. Many wear masks, adopt different body
may be able to escape from some of these legal language, speak differently, or stage elaborate ruses for
entanglements, but it can quickly undermine the hero’s the whereabouts of their civilian identity to account for
reputation and may even subject them to criminal their constantly disappearing from social engagements.
charges for their actions while in their heroic identity. Maintaining a heroic identity that is separate from a
civilian one can be a lot of work, but the end result
While all this may seem that it takes away from the allows the hero “downtime” when not saving the
fun of playing a superhero, there is much that can be day and keeping their private life away from their
done in-game if the heroes find themselves on the heroic one.
wrong side of the law. Perhaps they must clear their
names by triumphing over the crooked politician who It also allows them to build their legend, becoming a
“framed” them by changing the laws in their cloaked figure of mystery that foils the evil schemes of
(supervillainous) favor, or they must avoid being villains that threaten the city. Civilians in comic books
arrested for being heroes, essentially making them often look up to the heroes that protect them, or stay on
carefully choose their actions, especially when the police the straight and narrow out of fear that a dark-clad
are right around the corner. Ultimately, the Games vigilante will hunt them down if they commit a crime.
213
Destined

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
214
8. The Life of a Hero

Optional: Villains and Secret identities

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
215
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

I f you want to take the differentiation between


hero and person a step further, as an optional
rule you can allow players to give the hero’s heroic
ones know about your other life can make some
aspects easier, but it also opens the door to other
complications. If the hero’s loved ones are aware but do
and civilian identities their own sets of Passions. not become directly involved, how they cope with the
These would be generated as per the normal rules knowledge depends on the individual. Some may have
at creation, and the identities may share some great admiration for the hero and what they do, while
Passions, but they can also have distinct drives all others may suffer from constant fear and anxiety every
their own and are generated separately. This plays time the hero leaves. It’s up to the player and the
into the dual nature of superheroes and also Games Master to determine how the loved ones feel
reflects the efforts a hero must make to keep each about the hero’s other life, and this may play into a
identity separate. It also means the hero may act hero’s Passions related to that loved one. For example, if
differently depending on which role they are in he knows his beloved wife has difficulty with the danger he puts
currently, even though their Characteristics, Skills, himself in, the hero may need to make a check against his
and Core Powers may be the same. For example, Passion towards her to see if he will answer the call to action or
the Night Valkyrie is a brutal street fighter with the decide to spend the night in.
Passion “Let my fists do the talking,” but in her
civilian persona of Lena Eldridge she is a mild- Loved ones who attempt to aid the hero may prove
mannered community activist and social worker to be an asset or a hindrance. A support role, such as
driven by her desire to “keep my anger in check staying in a secure bunker using surveillance
and find peaceful solutions.” They are both the equipment and assisting with information retrieval,
same person, but each “person” plays very makes them an important part of the hero’s activities,
differently, depending on the active identity. but also keeps them safe from harm. If the loved one
decides they want their involvement to be more direct,
such as donning their own mask or having the hero
should discuss the situation with them if there is no train them to be a sidekick, this can make things
option to avoid having their identity revealed. potentially more difficult, and puts Passions towards the
Depending on what scale the reveal happens, it can loved one in the forefront while out in the field. Will the
completely upend the campaign and ruin the fun for hero act as boldly when they are concerned their little
the player if they wanted their secret to be maintained. sister/sidekick might get shot by the drug dealers they
They might lose their jobs, their loved ones, or even are about to confront?
their freedom if superheroes are outlaws in the setting.
There is also the risk that other heroes in the group As mentioned above, one of the big risks with
suffer a domino effect from their association with the dependents and loved ones is their becoming potential
revealed hero and find their identities compromised targets if someone were to ever learn the hero’s true
as well. Done well, it can lead to a tense and exciting identity. For all his amazing powers, DC’s Superman’s
change in the course of a campaign, but mismanaged it most powerful vulnerability is his love for Lois Lane,
can grind the story to halt and end the fun for everyone and a villain targeting her can quickly bring the Man of
involved. Steel to his knees. If the loved ones are aware of the
heroic identity, they also become a potential avenue for
villains to exploit to learn the hero’s true identity. While
Dependents and Loved Ones normally this may not be an issue, if the loved one is
present while the hero is active and someone notices the
While some heroes do good for goodness’ sake, others connection, it puts a target on the loved one. For
do it because of the people nearest and dearest to them. example, if Shadowstalker is attempting to foil some terrorists
In terms of the people in a hero’s civilian life, it is attacking a charity gala and he makes a point to save his
important to establish whether they know about the girlfriend before anyone else, someone paying attention may
hero’s nighttime activities or not. If they are unaware, wonder why the hero singled the young woman out. This
then the hero has to take extra steps to keep them from means the hero may need to mask their priorities (and
finding out and must learn to come up with a lot of fail a Passion check) in such situations, or use skills such
excuses why they can’t make family functions and sneak as Deceit to hide any signs of affection for the one they
in at all hours with mysterious bruises and smelling like truly care about.
the sewers.
216
The heroes’ pursuit of Baron Malycer down the Gemelos City beachfront has made the national news.
Not all citizens are happy about their streets being made a battleground of superpowered violence.
Heroes’ friends and family may feel likewise.

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
217
Destined

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
218
8. The Life of a Hero

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
219
Destined

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
220
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
221
Destined

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

A s noted in the Allotments section of the Hero


Creation chapter on page 31, heroes can
assign some of their initial Allotment Rating to an
related to a group’s Spheres of Influence, representing
actions to take (or not to take) to preserve the
Organization’s ideals and goals. Protocols are also
Organization instead of their Personal Allotments. linked to the group’s Structure, indicating who to
In those cases, the hero is assumed to have met report to if there is an issue and what must be done if
the necessary requirements to join prior to the someone violates policies or the chain of command.
start of the campaign, or somehow gained Protocols can be as detailed as the Games Master likes,
membership through other means if they would and like Structure, the more detail given means the
not meet the necessary requirements. The rating easier it is to adjudicate issues that come up. Some
the hero has in the Organization’s Allotments points to consider when defining Protocols are:
determines what their current rank is within the
group as detailed below. The hero must still follow • What are the core policies of the Organization? What
the Protocols presented in this section to maintain are the unbreakable rules?
membership and to rise in rank beyond where
they began as normal.
222
8. The Life of a Hero

• 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


Benefit Rank Level Examples
10-25% Limited Small facilities with limited function, limited library on a few topics
26-50% Adequate A small group of average troops, social pull with minor local political figures
51-75% Standard A well-trained legal team, access to a known military base
76-100% Superior Multiple well-stocked locations, different squads of specialists
101%+ Peerless Ability to bypass normal laws, access to top-secret military research base
223
Destined

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.

Membership member hero for transportation, but the Organization


may also have strict policies on use of their equipment
Once a hero has jumped through the necessary hoops, by non-members and the member hero must be careful.
they are indoctrinated into the Organization and enjoy Additionally, the Organization’s goals may conflict with
all the perks of membership. Normally members start those of heroes who are not part of it. The member may
out at the Recruit rank, gaining 1d10+10 points in the need to decide on their loyalty to their patron
Organizational Allotments for the group after they Organization or to their teammates, and while this can
complete the requirements for membership, but special be another great opportunity for hero development
circumstances may allow them to start at a higher rank and roleplay, it should not be a source of tension among
if the Games Master allows. They also gain any Benefits the players. It is important to balance obligations for
afforded to new Recruits, but will also be expected to Organizations against the needs of the players so they
participate in activities and missions for the never feel like the campaign is being pulled in a
Organization when called upon. This may impact the direction against their wishes and goals for their hero.
campaign, especially if not all of the heroes are part of
the same Organization. While Organizations should not Gaining and Losing Rank
serve to railroad the players into having adventures
related to the group, Organizations can serve as good Following protocols, undertaking missions, and serving
source for plot hooks for the Games Master and as great the Organization in good standing can allow the hero to
roleplaying opportunities for the players. rise through the ranks, gaining more perks and access
to better resources. Shirking duties, bucking protocol,
If not all heroes are members of the same and acting in ways contrary to the purpose of the group
Organization, individual members may be tasked with have the opposite effect, leading to a reduction in rank
separate agendas set for them by their patrons. This at best or being kicked out of the Organization at worst.
may inadvertently help heroes who are not members, In some extreme cases, the offending hero may end up
such as being able to use a vehicle provided to a with the Organization as an enemy instead of an ally. A
225
Destined

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
226
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

Organizational Rank Modifiers


Member Activity Allotment Change
Finds an important item or resource for the group +5
Completes a routine mission for the group +5
Has a Passion related to the group at 50% +5
Defeats the group’s archenemy or enemy group +10
Completes an important mission for the group +10
Has a Passion related to the group at 75-89% +10
Completes an important public mission for the group, thereby vastly improving their standing in the community +20
Has a Passion related to the group at 90% or higher +20
Breaks, loses, or destroys an important item (a super-plane, the Talisman of Time, and so on) -5
Is insubordinate to a superior-ranked member -5
Fails in their assigned routine mission -5
Reveals confidential information about the group to a nonmember -10
Fails at an important mission for the group -10
Severely damages the group’s standing in the community, nation, and so on -20
Through action or inaction harms other members of the group -20
227
Destined

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
229
Destined

Personal Allotments of 60% to a new Superteam, he will only


Developing have 50% to use from his own resources as long as he remains
Infrastructure part of the team. A Superteam must have a minimum of
10% in its Allotment Rating to exist, and the total rating

A s Superteams grow, supporting all the


vehicles, maintaining the bases, and filling out
the paperwork can take up valuable time that the
can serve as a general guide for how large the group is.
Note that the examples below are equivalent
Organizations, and superhero teams can exist at any
heroes should be spending out on patrol. While Allotment Rating.
the group may have a few trusted allies that may
be involved, cleaning a massive satellite or hidden Increasing a hero-created Superteam’s Allotments
mountain fortress is probably beyond the means works differently from that of an independent
of the hero’s trusted valet or elderly aunt. To make Organization’s. As the de facto leaders of the group,
things simple for the heroes, once their Superteam heroes can continue to devote their own Personal
has an Allotment Rating of at least 40%, it is Allotments to the Organization, or they can spend
assumed they have the means to hire on some Experience Rolls to increase the rating by 1d4+1 for
additional staff to handle the minutiae of each roll spent on increasing the group’s resources.
maintaining the team (or Organization). The Increases to the Superteam’s Allotments are permanent
players are free to detail these staff if they so unless one of the heroes opts to leave the team for some
choose, naming the cleaning crew or drawing reason. In that case, the hero regains any Personal
pictures of their robot servants, but these support Allotments allocated to the Organization, but any
staff are considered to be non-combatants and Experience Rolls used remain part of the group and are
only serve background roles for the team. If the lost to the hero. If after a few months of active membership
heroes wish to have support staff that has a more Shadowstalker decides to leave the new Superteam, he regains
active role, see the Superteam Benefits section the 10% of his Personal Allotments he devoted to the group, but
below. not the five Experience Rolls he spent increasing the team’s
Allotments. Note that this only applies if a player-
controlled hero leaves the group, and not if a
players should decide how to best handle the situation supporting character hero departs.
within the game. With the right group, it could be a fun
roleplaying opportunity as long as everyone is willing to
play along. Plus, just like in comics, the member who is Superteam Benefits
removed still seems to show up in the team’s
adventures, fences are mended and they rejoin. Just like the Organizations listed above, Superteams
created by the heroes can offer special perks beyond the
camaraderie of teammates and support in the never-
Funding the Superteam ending war on crime. When heroes create a new
Superteam, they gain an amount of percentage points
Superteams require resources to get off the ground, equal to the initial investment of Personal Allotments to
and without them the group does not exist outside of allocate to Benefits the group provides. These can be
the dreams and ambitions of the heroes. Any hero that divided up as the group sees fit to whatever Benefits fit
is part of the team must devote some of their Personal the team, with any Benefit added requiring a minimum
Allotments to the new group to provide initial funding. of 10%. For example, Shadowstalker’s new Superteam has a
Players can devote as little or as much as they like, but total Allotment Rating of 40%, so they gain 40 points to spend
once those Allotments are allocated to the group, they on Benefits. The group opts for 20% in Legal from an allied
are unavailable for the hero’s own Personal Allotments. attorney and 20% for an Information database on local crime
For example, if Shadowstalker devotes 10% of his total syndicates.

Hero-Established Superteam Allotment Ratings


Allotment Rating Example Organizations
10-20% Small business or detective agency
21-40% Medium business or small military unit
41-60% Large business, moderate secret Society or military unit
61-80% Small corporation, powerful mystical order, or small peacekeeping Organization
81-100% Medium corporation or peacekeeping Organization, or extensive secret society
101% or higher Multinational corporation, large peacekeeping Organization, or ancient mystical order

230
8. The Life of a Hero

The Games Master has final say on what Benefits are


allowed, and may require the heroes to provide
Superteams and
justification for their choices. It is easy to explain how
Alternate Heroes
your ragtag band of street heroes might have some
friends on the police force willing to look the other way,
but harder to justify them having squads of elite combat
troops. If points are allocated to the Facilities Benefit
O ne benefit of establishing a new Superteam is
that the group can attract other heroes
looking to join up in their fight against evil. In most
and you are using the Bases of Operation rules below, cases these will be non-player supporting heroes
heroes gain a number of Allotment Slots equal to one- who serve as allies and contacts for the players,
tenth the percentage assigned to the Benefit that can but the Games Master may also allow players to
only be used on constructing a base. create alternate heroes if they are looking for a
change of pace. Comic book Superteams often
Any time the Allotment Rating of the team is have large rosters of members, some active and
increased, heroes gain the same amount of points to others on reserve, and this can give players an
spend on additional Benefits for the team. Heroes can opportunity to try something new or switch up
also devote Experience Rolls to increasing individual their team to handle different types of adventures
Benefits, raising them by 1d4+1 for each roll used. and threats.
Note that a Benefit’s rating can never be greater than
the total Allotment Rating of the team.
The rules presented here are a simple way to design
a special location for the heroes, and explores Benefits
Using Superteam Allotments a base can provide aside from somewhere to hang out.
While the rules are kept simple, players are encouraged
Organizational Allotments from a hero-created to design and detail their base as much as they want, but
Superteam are available to anyone that contributed to ultimately the Games Master has final say on any game
the Organization. These Allotments are treated as a mechanics related to the location. Bases are built on
shared pool for all members, and any used by one hero four components that establish the most pertinent
are unavailable to other heroes who wish to spend slots details of the location: Size, Power Source, Security, and
from this pool. For example, if a group of three heroes all Amenities.
contribute to a new group and the Allotment Rating is 60%,
there are 6 slots available for the three members to share. Each
member could take 2 slots of equipment each or one could use 4
Sponsored Superteams
and the other two would have one slot each.

New Superteams start with a Restriction Level of


Uncommon for the group’s Allotments, and this level
W hile the system above assumes the heroes
contribute all the resources that the
Superteam uses, some heroes may seek out
can be raised by spending 5 Experience Rolls to sponsorship from an Organization they are
increase it to Restricted, and then 10 additional already part of to help fund the new group. If the
Experience Rolls to increase it to Highly Restricted. Games Master allows this, the hero can devote
These Experience Rolls do not need to come from a some of their Organizational Allotments from a
single hero, and all members can contribute to the final group they are a member of to the new group.
amount needed. Remember that unlike Personal Allotments,
heroes can lose standing in an Organization they
are part of and a loss of Organizational
Bases of Operation Allotments from the sponsoring group is
immediately deducted from the amount allocated
Every good comic book hero needs a place to hang their to the Superteam. Also, contributing resources
cape, stitch their wounds, and stare balefully at the from an outside Organization also means the
computer-screen image of their archnemesis. The sponsor also has a degree of control over the new
superhero base is an important part of the genre, and Superteam, possibly influencing its actions,
comic books are full of iconic ones such as Marvel’s Protocols, Structure, or other key aspects of the
Avengers Tower and DC Comics’ Batcave. In your group. Depending on the sponsor, they may also
campaign there may come a time when the heroes get make requests as part of their contributions, such
tired of meeting at the local coffee shop or in someone’s as public appearances by the Superteam, the
apartment and decide to create a place of their own. addition of corporate logos on team uniforms, or
adding their own personnel to the team’s roster.
231
own personal lair, the base doesn’t always come into
play during a particular adventure. Additionally, heroes
often have multiple features within the base, but they
often focus on the ones needed for the particular
challenge. When a hero has a personal base, they create
it using the system below with as many Personal
Allotment Slots as they wish to spend, up to their
normal maximum, detailing the Size, Power Source,
Security, and Amenities that the base contains. Just like
equipment, the hero may choose if their base is
available during a session by paying the cost in
Allotment Slots when they choose their loadout for the
session. If the hero pays for a base, they may access it
during the adventure and use whatever features they
purchased for that session. Note that the only
components of a base that always must be paid for are
the Size and the Power Source. A hero is only required
to purchase Security and Amenities that they want to
use for the adventure, and anything else that is
normally available is always off-panel and can’t be
accessed unless the hero is able to change the loadout
for their Allotments. For example, The Mortician has a
secret lair under his butcher shop, and he uses his 7 slots of
Personal Allotments to create a Size 4 base that uses the city
grid for power, adding in computer systems and a training
area. During an adventure, he wants to make sure his
computers are available for any investigations he needs to
conduct, so he allocates 3 of his Personal Slots (2 for the Size
of the base and 1 for the computer systems) so they will be there
if he needs them. During downtime between adventures,
the hero has access to their full base and can use any
The volcano island lair is a favorite for heroes features as needed.
and villains alike; however, bases could include
castles, skyscrapers, caverns, sewer hideouts, • Organizational Allotments: If the Organization the
abandoned missile silos, or even spaceships or hero is part of has the Facilities Benefit, and if the hero
pocket dimensions. is of sufficient rank within the group to access those
facilities, the Games Master will create an appropriate
base using one-tenth of the Facilities rank as Allotment
Base Cost Slots. Heroes are normally stuck with whatever location
the Organization has available, but if the Games Master
Just like other resources, heroes spend their Allotment allows they may spend Organization Allotment Slots
Slots to construct bases and have them available during available to add additional features to the site. For
an adventure. Each of the four components for a base example, if a member of the Silver Chalice is staying in one of
has an associated cost listed in Allotment Slots, as well as their demesnes and wishes to add an alchemical laboratory, if
a Restriction Level of the feature. Just like equipment the Games Master allows it he could devote two of his available
(see Chapter 4), the hero must have the required slots from the group to add the feature. Just like with
number of slots available and they must be able to access Personal Allotments, a base for an Organization must
the level of the feature. Heroes can use their Personal always use its available slots to purchase Size and Power
or Organizational Allotments to construct a base, but Source first, before any other features can be added. As
each type of resource has specific rules on how it can be noted above, a player-created Superteam can also
used when making a base. devote any amount allocated to Facilities to create a base
for the team, but heroes are not permitted to use their
• Personal Allotments: A base obtained with Personal Personal Allotments to add features to the base unless
Allotments is the hero’s own private sanctuary, although they devote them to the group’s Allotment Rating.
they can share this space with their allies if the hero
chooses. While many heroes in comic books have their
232
8. The Life of a Hero

Base Size table


Size Cost/RL Example
2 1/C Loft apartment, small office, converted tractor trailer
4 2/C Large home, floor of office building, limited section of cavern or mine
6 3/U Mansion, small building, section of military base
8 4/U Several floors of a skyscraper, office park, abandoned mine
10 5/R Small skyscraper, aircraft carrier, expansive cavern system
12 6/R Large skyscraper, moon base, hollowed-out mountain
Each additional +2 Entire military bases, small cities, aircraft carriers (flying or otherwise)

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.

• Sustainable: The base uses some form of renewable


Power Source energy source to provide power such as solar panels,
wind turbines, or hydroelectric generators. The benefit
While the physical site is essential, energy to run all the of these sources is they provide nearly limitless energy
fancy equipment and gadgets is just as important. Every as long as the conditions needed are available. The
base must have a source of power to keep the lights on downside is their power output is often more limited
and any special features running. Even if a hero’s base than other energy sources and they work best for
is a spartan room in an abandoned warehouse, they still smaller bases.
need light and a heat source to make it serviceably
comfortable. While Destined does not go into the • Reactors: Using fission, fusion, or something more
specifics of how much power each feature needs, certain exotic, reactors provide large amounts of power and
energy sources are required to sustain larger bases as allow heroes to be self-sufficient in terms of their energy
detailed below. There are three types of power sources needs. They are the best power source for bases in
available: remote or exotic locations, and depending on the size
of the reactor they can provide sufficient energy for

Base Power Source Table


Power Source Cost/RL Example Notes
City Grid - Tapped into municipal power grid See above
Sustainable 1/C Hydroelectric, solar panels Only usable for Size 6 or lower
Small Reactor 2/U Small fission reactor, large hydroelectric generator Able to power a base up to Size 8
Medium Reactor 3/R Medium fission or fusion reactor Able to power a base up to Size 10
Large Reactor 4/VR Large fission or fusion reactor, exotic power source such Able to power a base of Size 12 or
as antimatter larger

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.

Example Base Creation


Our heroes’ base is powered by a Silurium Energy Reactor,
which they ‘liberated’ on a mission to an alien world. It keeps After many adventures, Shadowstalker’s Superteam
the bills down, but lots of unsavory people would love to get has raised their Facilities Benefit up to 80% and
their hands on this potent artifact. their Allotment Rating up to 90% (Restricted
Level), so they decide it’s time to create a base for the
bases of nearly any size. The downside is reactors often team. They have 8 slots from the Facilities rating, so they choose
need rare or dangerous materials for the reaction a Size 8 location for 3 slots and a small reactor to power it for
needed to generate power. Obtaining the necessary 2 more slots. With the remaining 3 slots from the Benefit, they
amounts of uranium or Element X for the reactor add a reinforced structure and basic cybersecurity.
requires contacts in the proper channels or some less- Shadowstalker thinks they need some more Amenities, so with
than-legal markets that may draw unwanted attention. the group’s permission he allocates 5 more slots from their
Reactors are also complex in their operations, requiring Allotments to add a few more features. He adds a vehicle bay
skills such as Engineering, Science, and System Ops to for his motorcycle, some living quarters, computer systems, and
operate and maintain. A Fumble during a check a medical bay. All told the features use up 6 points of their 8
involving the reactor can lead to a bad day for the Size, leaving a little room for further expansions. Now they
heroes and most likely for their neighbors within several have a location to use during their missions and a place to relax
kilometers around the base. during their rare moments of downtime.
234
8. The Life of a Hero

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
238
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.

World Building (and


Destroying)
Once you establish the basic themes of the campaign,
the next step is to start thinking about the campaign
world. This book includes a pre-made setting based
around the fictional metropolis of Gemelos City, and it
is yours to do with as you please. You may also adopt an
established setting from your favorite comic books,
either picking and choosing what you want or adapting
it wholesale. Some groups may even want to play in the
“real” world, layering the concept of superheroes onto
the reality we all know and live in. Finally, you may
design the whole setting from your imagination, either
fictionalizing the real world or creating something Shadowstalker’s first incarnation in the 1930s
completely original and unique. Whatever your group Golden Age. He had comparatively few
decides, there are a few things to consider that can help superpowers, and tended to battle gangsters,
determine what sort of setting you want to tell your bank robbers and Nazis.
stories in.
tone, not the time of history it needs to be set in. Just
because you want your story to emulate aspects of the
Style Golden Age does not mean you have to set it during the
1930s or 1940s.
What type of comics do you want to emulate? Do you
want to tell a throwback story from the yesteryears of
the medium? Do you want a story of optimistic heroes The Golden Age
with black and white morals and just a touch of camp?
Or do you want to tell complex tales of heroes The dawn of comics as we know them today, the Golden
struggling with life’s normal challenges while also Age saw the creation of the enduring icons of
exploring where they fit in a world of masked superheroes such as Superman, Captain America, and
vigilantes? The style of a campaign can vary wildly, but Batman. Comics as a medium were still in their infancy,
for simplicity’s sake we’ve included a few styles to but some of the tropes that are considered standard
consider based on the different eras of comic history. (garish costumes, sinister supervillains, heroic teams)
These styles of comics describe some possible themes for were created in this era and live on to this day. Many
your campaign, giving you a springboard to develop early heroes shared traits with the protagonists of the
the story in whatever direction you choose. Feel free to pulps popular in the day, but quickly developed into
pick and choose from the various eras as needed for their own characters as they lost some of their grimness
your game, and keep in mind that the eras are to help appeal to a growing audience of younger
presented as guidelines about the campaign’s style and readers.
239
Playing in the Golden Age
If you want to set your story in the Golden Age of
comics, here are a few common traits of that era to
keep in mind when developing your campaign:

• Heroes are stalwart and unflappable in the face of


danger. Many have no powers or very limited
abilities, but there are a few with prominent powers
that seem to grow exponentially as the era
progresses.

• The Golden Age often addressed real-world


concerns such as organized crime, poverty, and the
looming threat of war. Once World War II started,
heroes were often found on the front lines or fighting
against spies and saboteurs back at home.

• The Golden Age also saw the rise of the optimistic


teenage sidekick, mainly to appeal to younger
readers. They often mirrored their mentor hero in
theme and costume, although many were prone to
getting into trouble which required the main hero to
come to the rescue.

• Morality is black and white, although early stories


feature heroes with shades of gray similar to the
protagonists from pulp stories of the time. Some
heroes were cavalier about using lethal force, but as
more young readers started buying comics, they
moved away from killing their enemies.

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
240
9. Creating your comic

superheroes and villains. This theme explores a world


where heroes are the norm, or so commonplace that
Approved by the Comics
they are almost mundane. It is good to decide for this
Code Authority
theme how commonplace heroes really are. Are they
found everywhere or mainly in urban areas? Are they
still relatively rare, or are they like cockroaches
overflowing the rooftops and alleys? How would the
O ne of the things that led to the lighter tones of
many Silver Age comics was
establishment of the Comics Code Authority, a
the

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.

• In addition to villains, heroes often contend with


dangers posed by science and threats from outer space. they kept the same brightly colored costumes. Stories
The rising popularity of science fiction often seeps into became more mature in theme, with some even
Silver Age stories, as well as fears of the nuclear age and questioning if heroes were truly saviors of humanity or
the rapid advancement of science. just another tool of authoritative regimes. Death found
its way back onto the pages, touching the lives of heroes
• Stories are often lighter in tone, adding humor at that had lasting impressions on them. A good example
times but also avoiding bloodshed or graphic horror. of this is the death of Spider-Man’s girlfriend Gwen
Heroes never take a life, and quite often the villains Stacy, which continues to influence the hero to this day.
seem to follow the same code. Morality is more black This era also saw the rise of the graphic novel, allowing
and white in nature, more so than any other era of creators to tell stories that were self-contained but still
comics. had a long-lasting impact on the genre as a whole.

• 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
241
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.

• Violence is no longer a bloodless affair and has real


consequences, both for the heroes and the ones they Playing in the Iron Age
care about. While heroes still shy away from lethal force,
they are not afraid to resort to brutal tactics or inflict When planning games set during the Iron Age of
pain when needed. comics, there are a few important traits to keep in mind
for your campaign:

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.
242
• 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.

• Heroes favor military-style garb and more of


them carry weapons, especially guns. The most
popular accessories for costumes are pouches,
pouches, and more pouches, often found in odd
places such as on the wrists or calves.

The Modern Age


The current age of comics has seen a softening of
the more extreme edges of the Iron Age while
continuing the evolution of the more mature
stories of the Bronze Age. By this era the Comics
Code is an afterthought, but some of the ideals it
championed still remain part of most mainstream
comic books. Heroes are still heroic and villains are
still vile, but characterization remains complex and
at times it is hard to argue against the motivations
of some of the “bad guys.” The Modern Age also
saw the advent of the “crisis,” to borrow a term
used by DC Comics, where the old continuity of
50-plus years of comics was rebooted and
revamped, often multiple times as new editorial
staff and creators came on board to bring their
take to classic characters. This created more
accessible jumping-on points for new readers Iron Age Shadowstalker. Iron Age heroes live in a
without needing to read decades of stories to get morally complex and ambiguous world where any
caught up, and it allowed for the modernization of victories are won at great personal cost.
characters that had outlived their earliest readers.
The Modern Age has also seen comic books rise out of superpowered battles in the street the next time you
obscurity into the mainstream thanks to story lines play. Some groups may want to focus on a single style of
hyped by the media and the continued popularity of story and that is fine, but being able to mix up the tales
superheroes in big-budget blockbusters. you tell can also help to keep the setting fresh and
unexpected.
Theme - The Blended World: In the Modern Age,
comics cover a wide range of genres even within the
same setting. While this trend started in the Bronze Playing in the Modern Age
Age, it has become the norm in the current era of
comics. Superheroes fly over the streets where The Modern Age is the era most current comic and
vigilantes battle drug lords while mystical protectors try movie fans are most familiar with, as it represents the
to keep the world safe from inhuman things from stories of recent and current comic book history. As
beyond our world. There is a blending of themes and mentioned above, the Modern Age blends many
stories in one shared setting, and sometimes the themes from previous ages but it also has a few traits of
different genres cross over into each other and its own:
different types of heroes share the page. A good
example of this would be DC’s John Constantine, who • Heroes returned to their most popular and well-
went from his own dark world into mainstream known versions, although origin stories, personalities,
superhero stories while still retaining much of his and powers have been revamped to fit with the times.
original edge. The core conceit of this theme is that any Heroes run the gamut from Earth-sharing gods to
type of story has its place in the world, so you could tell gritty vigilantes, often working side by side on the same
grim tales of horror one week and switch to high-flying team.
243
Destined

• 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:

• One-Shot: Usually only a single session, or up to two Scale


or three sessions, a one-shot tells a narrative focusing on
a specific threat or theme. One-shots do not focus on Where do the heroes operate out of? Do they focus their
strong character development for the players unless efforts on a single community or do their adventures
they are using heroes from a previous campaign, and span the globe? Do they stick to planet Earth, or do they
they usually focus on a single antagonist or small group traverse the galaxy meting out justice? Are they
of villains, giving them time to shine before either they constrained to a single reality, or are they able to hop
or the heroes are defeated. One-shots can be a good way across different dimensions? The scale of the campaign
to gauge player interest in a campaign before creating defines the location the heroes call home, and where
something more extensive, or to tell “alternate history” their adventures take them. Scale does not need to be a
tales that explore variations on established heroes, constant factor, and it can change and adapt to fit the
either from existing comics or ones from prior story. Heroes who defend their small hometown might
campaigns. Finally one-shots are perfect for events such be pulled into an intergalactic war or even into another
as conventions and quick pick-up-and-play sessions. reality where they face evil doppelgangers of
themselves. While there are many options for a
• Limited Run: Designed for a short-term campaign, campaign’s scale, here are a few common comic book
the limited run is a finite series of interconnected stories options to consider:
that have an overarching theme or antagonist. Most
limited series run from anywhere from five to ten • Hometown Heroes: The campaign takes place in a
sessions, and they may explore several different single area, such as a city or a county. This could be a
concepts or dangers over the course of their run. Even massive, sprawling urban area such as New York City,
though it is a short campaign, many limited run stories London, or Los Angeles, or a small town and the rural
take time to explore some important aspect of the areas that surround it. Most of the adventures revolve
heroes, their characterizations, or even how they fit in around this single location, focusing on the different
244
9. Creating your comic

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.

* The Lost Unit: As humanity made its way out into


the unknown of space, they quickly realized there
were dark things on the edge of the galaxy that
sought to enslave or consume the people of Earth.
Desperate for a way to fight back, the Terran Global
Consortium tasked the military with creating a new
breed of super soldiers to wage war against the things
Shadowstalker’s powers first manifested - in an that threatened Earth. Using a combination of
extremely terrifying way - when he was a teenager. advanced cybernetics, genetic manipulation, and
The origins of heroes can be an excellent basis for a grafted alien tissue, an elite squad of soldiers was
campaign. created to venture into the deepest, darkest parts of
the galaxy and do battle with anyone or anything that
they may have to deal with whatever new danger faces was an enemy of humanity. Equipped with the latest
them on each world they visit. The benefit of this technology, the Lost Unit fights a never-ending war to
campaign is the infinite variety it allows. Quite literally protect Earth.
the heroes will travel to new worlds every adventure
and accustom themselves to the variation from the * Guardian High: At Omoikane High School, students
home dimension they knew while dealing with are taught arithmetic, language arts, and history just
whatever threat is looming over them. The challenge is like any other school. But for all the mundane lessons,
coming up with an infinite variety of worlds, and the the classes on channeling ancestral, natural, and
novelty of dozens of parallel dimensions could wear off elemental spirits are part of a secret curriculum that
quickly for both the Games Master and the players. A only Omoikane High teaches. This ancient tradition
good resource on running campaigns set in alternate has been part of the institution since its founding after
dimensions is Luther Arkwright: Roleplaying Across the the Third Great Spirit War, and the original staff
Parallels, part of the Mythras line of games. wanted to ensure that students were prepared in case
the dark forces of the Spirit Realm returned to the
Alternatively, the heroes are from a different world of mortals. Each student must find their special
universe entirely, possibly crossing over with another spirit, discover the ways to tame these fickle entities,
genre of roleplaying such as fantasy, horror, or science and bond with them to gain powers far beyond those
fiction. This can allow for interesting variations on of normal humans. Unfortunately the dark forces have
classic tropes, or allow you to recreate other genres found their way into the school, tempting the angry
where superpowered heroes can be found such as and disenfranchised to lure them to their cause. Will a
anime, high fantasy, or the syndicated action cartoons band of outcasts be able to find their spirit powers in
that were popular in the 80s and 90s. Some example time to discover the evil plot festering within the halls
alternative campaigns include: of Omoikane High?

246
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?

Real-World vs. Fictional World

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.
247
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

Death and Comics

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.

248
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
249
Destined

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

Changing Power Levels in the Game

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.
250
9. Creating your comic

how the power system works. The existing system is


based on a hero’s Characteristics, representing that a
Adding Limits in Play
person’s natural aptitudes factor into how powerful
their special abilities are. While we worked hard to
balance this system in play, there are those that would
find ways to manipulate it to maximize their hero’s
B ad things happen to heroes, and sometimes
those things have lasting repercussions on the
hero’s abilities or their person as a whole.
powers. That is why it is always a good idea for a Games Exposure to strange mutagens, cosmic radiation,
Master to work with players to create their heroes, and or the whims of godlike beings can drastically
for some groups it may be perfectly fine for heroes to alter heroes, sometimes for ill rather than for
have the most potent Core Powers possible. But as an good. Sometimes the hero is subject to a crippling
alternative, you can divorce the power system from injury or loses their powers and turns to some
Characteristics completely and allow heroes to adjust other source to gain what they lost.
their abilities as they choose.
Typically, heroes do not gain additional Limits in
When using this alternate system, powers are not play unless they are applied to a new Core Power
tied to one specific Characteristic, and any values they gain, but circumstances may arise where the
derived from Characteristics are calculated using a base player or the Games Master decides a new
value of 10. For example, if Shadowstalker was being created limitation is appropriate for the hero. The Games
using this system and he took the Teleportation Core Power, it Master should determine if the Limit is temporary
would use a base value of 10 instead of his POW score to or permanent when it is applied.
determine the distance he could teleport. If the power
normally enhances an Attribute by adding in another • Temporary Limits: The limitation is either
Characteristic, the additional value added to the normal short-term or plot-specific, such as exposure to a
Attribute calculation is also a 10. For example, if a strange chemical that throws the hero’s powers
player was creating a hero using this system and chose off-balance or contracting an engineered virus
the Durability Core Power, they would calculate the that makes it harder for the hero to activate their
hero’s Hit Points with CON+SIZ+10 and their Healing Core Power until cured. The Games Master sets a
Rate using CON+5 (half of the base value of 10). This specific timeframe or set of circumstances when
means that powers start at mid-range for everyone, and the Limit will no longer apply, and once that has
heroes can take the following Boost to increase the base occurred the hero no longer suffers from the Limit.
value used for a power or add the following Limit to Heroes do not gain any benefit from Temporary
lower it: Limits.

Boost • Permanent Limits: The limitation is gained


from a serious circumstance that has long-lasting
• Power Boost: The hero’s Core Powers become effects on the hero and/or their powers. Perhaps
stronger. Whenever this Boost is applied to a power, the hero was mutated by cosmic rays while out in
the base value for any derived components of the space or a nefarious villain operated on the hero
power increases by 3. For example, if Shadowstalker used while captured, inflicting a debilitating condition.
the base value of 10 for his Teleportation power, if he added The hero gains the Limit(s) just like any others
this Boost he would use 13 instead. This Boost can be chosen during creation, even if this would take
added to a Core Power a maximum of 2 times for them above their normal maximum Limits. To
Street campaigns, 3 times for Epic level, and 4 times compensate, the hero also gains three free
for Paragon level. Experience Rolls.

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.

251
Destined

Villains • Archvillain: Standing at the top of the villain


hierarchy, Archvillains are powerful, are devious, and
They say a hero is as only as good as their villain. Every have plots large in scale and far in scope. They have
hero needs a villain to challenge them, and comic books powers to challenge multiple heroes, resources to bring
are full of memorable bad guys, some of which have their evil plans to bear, and even when not being used
been plaguing the good guys for decades. This section their presence still looms like a dark cloud over the
is a discussion on how to create your own comic book world. Archvillains may appear frequently, clashing
villains and ways to help keep them in the fight when with the heroes before vanishing back to their lair, or
they come up against your heroes. they could be like a sinister spider at the center of a web,
weaving threads that will eventually leave the heroes at
their mercy when they decide to strike. Archvillains are
DESIGNING VILLAINS often central to a campaign and serve as recurring
villains, and capture or apparent death does not stop
Creating villains is no different from making heroes in them for long. Archvillains are roughly equivalent to
terms of game mechanics, and Games Masters should the Superheroic Power Level for heroes and when
start with a concept and origin for their nefarious designing Archvillains use the table below.
creations. Like superheroes, supervillains often have a
central theme to their powers, sometimes even serving • Villain: In the middle range are Villains who are
as a direct opposite to a specific hero or heroes. The serious threats, but often operate on a more limited
amount of detail put into the concept depends on how scope than Archvillains. Villains can still be very
important the villain is to the campaign and how much dangerous within the area they operate in, but they
time the Games Master wants to devote to their usually lack the power or the resources to become a
creation. Villains are divided into three general global threat. Villains may torment the heroes for
categories that describe their central role in the several adventures, and can even serve as ongoing
campaign setting, each roughly equivalent to one of the threats, but their defeat is more a roadblock than the
Power Levels of heroes. end goal of the campaign. Some Villains employ Minor
Villains as fodder, or even work with other Villains or

The Mind of Evil

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.
252
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

Villainous Power Levels


Characteristics Skill Points Core Powers Maximum Limits Power Points
Archvillain
120/max 25 600-700 8-10 6 POW+5
Villain
110/max 22 500-600 6-8 5 POW+2
Minor Villain
100/max 20 400-500 4-6 4 POW
253
Destined

level of vengeance they seek. Anyone who stands in


The Villainous their way gets added to the villain’s hit list, which means
Monologue the heroes will become targets once they interfere with
the villain’s plans.

A fter spending hours, days, or weeks coming up


with their dastardly plan, many villains really
want to rub their genius in the noses of their
• Superiority: The villain is the best at what they do and
they want to make sure the world knows how great they
heroic nemesis when they have them trapped in truly are. Obviously, villains driven by a sense of
their equally dastardly death trap. While this trope superiority have ego to spare, but often they are truly
has become somewhat of a joke, many players skilled at whatever they claim they are the best at.
expect villains to divulge their sinister plans in the Perhaps the villain believes they are the greatest warrior
form of a villainous monologue. One option is to in the world and continuously tests their combat skills,
allow heroes to attempt an Influence roll against or a genius inventor might want to show the world he is
the villain’s Insight or Willpower when the hero is the smartest man by destroying his rivals. Even defeat is
trapped or otherwise at the villain’s mercy. If the only a temporary setback to these villains, motivating
villain fails, they begin to gloat about their brilliant them to come up with a new scheme to prove their prior
scheme and it may give the hero a short breather failure was simply a fluke or someone else was to blame
to come up with a plan or work out a way to for their incarceration.
escape the situation. Villains may also spout off
their plans while the heroes are fighting against
their minions, offering some insight or clue that Keeping villains in
will allow the heroes to continue the chase after
the villain escapes. the fight
The way Destined structures combat, it can be
around them. A villain afflicted with madness can also challenging to create a fight where a group of heroes
be portrayed as obsessive about something to the point battles against a single villain. No matter how potent or
of it dominating their every action and thought. The powerful the adversary is, typically the advantage goes
danger with an insane villain is that the heroes have a to the side with superior numbers. Even capable villains
hard time predicting what their next move is, and when will run out of Action Points quickly during a Combat
caught they are often relegated to a treatment facility Round or they can become ineffective with good use of
that is woefully unprepared to rehabilitate a Special Effects. Depending on the type of game your
supervillain. group is playing, that may be a perfectly acceptable
outcome. If the story challenges the players along the
• Power: The villain wants to increase the power they way and the villain proves to be a suitable menace, there
already possess and will stop at nothing to get it. This may be a sense of satisfaction when the heroes team up
desire could be quite literal, with mystical villains and take them down. But if you want the fight to be
searching for magical tomes and artifacts to increase more dramatic and make the villain feel like more of a
their abilities or technological ones stealing advanced threat, here are a few suggestions to keep them in the
devices to upgrade their equipment. Power can also fight longer.
encompass business, social, and political influence, such
as a villainous head of a corporation seeking to destroy • Bending the Creation Rules: As mentioned above,
their rivals to dominate the market. Whatever they villains equate to the Power Levels of player-heroes but
seek, even when power-hungry villains succeed, they they have a slight advantage in abilities compared to
simply continue their quest with a new target, driven by starting heroes. You can always give villains additional
a thirst that can never be fully quenched. Core Powers and Boosts to give them extra punch in
combat, or even give them powers such as Durability to
• Revenge: Someone wronged the villain and they will let them take a few more punches or Savant to make
not rest until their target is destroyed. The act the them especially adept at fighting and dodging. Just be
villain seeks vengeance for could be something quite careful to not make them so tough that the heroes
tragic, such as the murder of a loved one or the either stand no chance in taking them down or the fight
ruination of the villain’s life. In those cases, the heroes drags on and becomes dull instead of dramatic.
may sympathize with the villain, even if they don’t
approve of the extreme methods they take to exact • Decoys: Extremely clever and resourceful villains
their revenge. Other villains seek retribution for a rarely put themselves in danger, especially if they have
perceived slight or an action that would not warrant the time to prepare for the upcoming fight. One option is
254
The malevolent mutant Gryphon and her minions are robbing the Gemelos City branch of the Union
Trust Bank. Gryphon is a leading light in the supervillain organization Animus; all her crimes are aimed
at bringing Animus’ sinister goals one step closer.

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
255
Destined

Optional: Off-Panel Villainous Powers,


Demise Skills, and Limits
O ne classic comic book trope is the villain
seemingly meeting their fate in a way that
happens off-panel or in such a way that the
Designing a capable villain can be difficult, and it can be
easy to go a bit overboard when creating them to avoid
making them ineffective. It’s also good to keep in mind
heroes don’t actually see the villain’s body. that even well-designed antagonists can be taken out by
Examples include falling from a great distance or a few lucky die rolls, so it’s best not to overthink your
into a body of water, or being caught in a design choices as well. If you tell a good tale and your
collapsing structure or in the midst of a massive players have fun, the fact that the villain wasn’t as
explosion. While the death seems certain, mechanically capable as you hoped is inconsequential.
somehow the villain manages to survive to plague Fun is the end goal of a game, so chalk it up as a success.
the hero another day. If you want to simulate this But since villains are such an important part of a
in your game, you can give villains the option to superhero game, here are a few general tips when
spend a Luck Point when they are Incapacitated to considering powers, skills, and limits for your
twist the circumstances just enough to render their antagonists.
fate uncertain. For example, after a tense battle
Shadowstalker manages to deliver a decisive blow • Core Powers: Like heroes, the powers of villains are
to the villainous Dust in the drug lord’s lab. The usually related to a central theme. A brutish thug will
Games Master spends a Luck Point and says Dust have powers such as Enhanced Strength and Durability,
is knocked back into a table full of chemicals, and a manipulative psychic will have Empathy or Telepathy,
it ignites a massive explosion in the lab. While it and an elemental villain will have powers such as Blast,
seems like Dust was consumed in the blast, the Elemental Control, and Energy Field. Knowing the
police aren’t able to find a body in the remains. The villain’s powers and how they work is essential so the
Games Master doesn’t necessarily have to come Games Master can use them effectively both in and out
up with a plausible reason for the villain’s survival of combat.
unless it would hurt your players’ suspension of
disbelief in the story. Like other options to keep As a general rule, a villain should have at least one
villains alive, it’s also important to not overuse this offensive and one defensive option with their powers.
trope in your games as it may frustrate your Offensive powers don’t necessarily need to be damaging
players. powers, and something like Empathy or Entrap can be
very effective in impairing heroes in battle. Defensive
powers also don’t need to be abilities that prevent
can prevent the heroes from overwhelming them. This damage. Being able to turn invisible or turn into mist
is especially effective for villains who are expert can help keep the villain safe just as well as Inherent
combatants, using the environment and tactics to Armor and Durability.
whittle down the heroes while keeping just out of reach.
While it may be tempting to give such combatants a • Skills: When it comes to skills, the Games Master
very high Evade score, this can also backfire if the should focus on the ones that will be most used by the
heroes have no chance to land an attack against them villain. While you can give values to every Standard and
during a fight. Professional Skill the villain has, it usually isn’t
necessary. The skills you detail should be based on the
• Resistance: Instead of giving the villain more Hit villain’s role within the story. A manipulative villain
Points, consider giving them the Resistance power should have values for Deceit, Influence, Insight, and
(page 109) if it would be appropriate. This power halves Perform, while one that is combat-focused should have
damage from specific sources, but still allows some values for Combat Styles, Evade, and Unarmed. You
damage types to inflict their full amount. For example, should also detail skills to resist abilities heroes may use,
a powerful armored villain would most likely have such as Brawn, Endurance, and Willpower. Other skills
Resistance to most sources of physical damage, but can be given values as needed if they would come up in
crafty heroes could use the overhead power lines play. You can also give them a generic value based on
downed in the fight to give the villain a nasty jolt, or the Power Level of the villain: Archvillain 60%, Villain
heat up their armor with a broken steam pipe. 50%, and Minor Villain 40%.

• Limits: Limits can be essential for giving villains


weaknesses that the heroes can take advantage of. If a
256
Shadowstalker has tracked the archvillain Doctor Vellaro to his sewer lair deep beneath the city. From
his hiding place, Shadowstalker listens with horror as the mad scientist rants about his plans to slaughter
the unsuspecting people of Gemelos City.

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
257
Destined

determine what options the heroes have to try to stop


Papier-mÂché Prisons them. The easiest way to construct a villain’s plot is to
design the scenario where the plot succeeds,

In comics, villains rarely seem to stay incarcerated for


long, no matter how well-built or well-guarded the
institution they are imprisoned in. Sometimes there is a
outlining what the villain needs to do to achieve their
goal if left unchallenged. For example, if the brutish
Char plans to rob an armored car, he needs to find out what
daring jail break, sometimes they manage to trick or route it will take, find the best place to strike when it will
overpower their captors, and sometimes they just have the most cash available, and decide on his approach in
reappear to plague the heroes without a good stopping the vehicle and getting away with the goods. The
explanation. Games Masters should keep this trope in Games Master must also consider whether the heroes
mind when designing adventures so they can reuse will learn about the villain’s scheme beforehand or
favorite villains, but also be sure not to overuse it. Too will they only be able to react to it and prevent the
many prison escapes will have your players questioning villain from making too big of a mess. In our example,
why they bother locking up the villains in the first place. perhaps Char bragged to some lowlifes about his plan, and
word gets back to the heroes through one of their underworld
contacts. Or perhaps they only learn about the robbery when
in the background of their taunting video transmission word comes in over the police scanner, and they need to find
to the heroes that allows them to hone in on the villain’s Char before he gets away with the loot.
location, or the seemingly indestructible overlord
winces in pain when he comes in contact with titanium, Comic book villains often formulate plots that reflect
allowing heroes who successfully notice it to realize the their motivations (see Villainous Motivations on page
villain’s one true weakness. 253), so a Greedy villain will try to steal things while a
power-hungry villain will try to obtain something that
would grant them more power. The tone of the
The Escape Plan campaign will also determine how the villains go about
their plans. A Silver Age villain might plan out an
The villain is cornered, beaten to the edge of elaborate heist using themed tricks, oversized props,
consciousness by the heroes, seemingly with no way out. and henchmen who all wear the villain’s symbol on their
Then suddenly a hidden bomb explodes in a nearby chests. On the other hand, an Iron Age villain may
building, and with a sneer the villain slips away as the think nothing of callously murdering anyone in their
heroes rush to save the innocents trapped in the now- way, even if the bystanders posed no threat to them. It’s
burning structure. Clever villains often have a also important to keep in mind that while villains are
contingency in place to escape before they are captured evil, there are some forms of crime that people at the
or defeated. Sometimes they have an actual means of table may not feel comfortable with in the game. It is a
escape, such as a vehicle positioned close by or a good idea to sit down as a group before the campaign
miniature teleportation device installed in their battle starts to see if there are any themes or topics that should
armor. Other times they place innocents in danger, be off limits. A roleplaying game is meant to be a fun
making the heroes decide between capturing their experience for everyone, and it shouldn’t make players
hated foe or saving the lives of the people they swore to uncomfortable.
protect. Some villains seemingly perish, disappearing
after a fall from a great height or after being caught in
a massive explosion, only to rise from the dead (real or Keeping heroes in
faked) to torment their foes. The escape plan can allow
the Games Master to reuse a villain again or help keep the fight
them active in the current plot, but using escape plans
again and again can be frustrating for players who feel Heroes are just as susceptible to being overwhelmed in
the efforts in defeating their foes are constantly combat or taken out by an unlucky die roll as the
thwarted and wasted. villains. While this is part of the risk involved with
fighting crime, it can be frustrating for the player if
their hero spends more time unconscious than in the
Dastardly Designs fight. Or, worse yet, if all of the heroes are knocked out
it puts them at the mercy of the villain. In some
Villains always have a scheme. It can be a simple bank scenarios this might simply be part of the risks of being
robbery, or perhaps it’s a ploy that will cause the global a hero, but in most comic book stories the villains rarely
economy to collapse and send the world into chaos. simply kill their defeated foes. Here are a few
Knowing the villain’s plan helps the Games Master suggestions for the Games Master to help ensure the
258
heroes survive the fight to have their chance
to save the day.

• Don’t Overwhelm Them: While powered


heroes can be potent compared to normal
criminals, they can still be overwhelmed by a
large number of weak opponents. Even if you
are using the Rabble and Underling rules
(page 182), a few lucky shots and good
damage rolls can drop a hero quickly. Add in
a superpowered villain and the most
powerful heroes can be outmatched. Be
careful not to add too many enemies to a
fight, and make sure the heroes have a
chance to defeat their foes, even if the fight
will be a tough one.

• Know When to End the Encounter:


Destined is not a game where every foe needs
to be defeated to win the encounter. Goons
flee or surrender and villains escape to
plague the heroes another day. The same
should hold true for heroes. If the fight is
turning against them, provide them with an
escape clause so they can lick their wounds
and rethink their strategies for next time.
Maybe the building they are fighting in is
damaged and the ceiling collapses,
separating them from their enemy, or the
villain is simply testing their mettle and flies
off after giving them a sound beating. Even
in comics heroes suffer setbacks and have to
break away from a fight to find another way
to defeat their foes.

• 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
259
Destined

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
260
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.

• Strange Bedfellows: Many times in comics,


heroes are forced to work with their most
hated archenemies, either working towards
some common goal or forced together by
unforeseen circumstances. These stories can
be a good way to explore other aspects of
villains that previously were just one-note
antagonists, or challenge players to work past
their mistrust of their enemy while also being
wary of being double-crossed at any moment.
In many comics these tales are part of another
type of story, such as the hero needing the
villain’s help dealing with another enemy, or
the hero being stuck alongside their enemy
during a natural disaster that threatens them
both.

• The Contest of Champions: Heroes are


often pulled into strange contests by powerful
beings, often cosmic entities or gods, who wish
to learn who the best hero is or simply out of
divine boredom. In the contest the heroes may
be part of the same team working against
other teams of heroes and villains, or they may
need to fight each other until they can find a
way out of their predicament. The beings who
are in charge of these challenges are often
arrogant, inscrutable, or unhinged, but they
also have some form of code of honor they are A day in the life: early in his career, Shadowstalker prepares
bound by, or they can be tricked by clever to go out and face the forces of darkness in defense of the
heroes. A more mundane version of this is the city. What thrilling adventures and deadly foes lie ahead for
“superhero fight club,” where someone is the young hero?
pitting heroes and villains against each other
in a dangerous blood sport for the amusement
of others. • Crisis Situation: Many people cite the publication of
DC’s Crisis on Infinite Earths as the end of the Bronze
• Strange New World: Either the heroes are Age, and since that time there have been many world-
transported to some strange and alien world, either by shattering crossovers and events that shake up the
accident or on purpose, or the heroes find themselves status quo. A crisis event in this context is some
in an alternate version of the world they knew. In many catastrophe that threatens all of reality, and is either the
of these stories the heroes face a challenge to their status result of a powerful entity or some cosmic anomaly that
quo, which forces them to find new ways to deal with the the heroes can’t just punch away. Crisis events involve
situation at hand. Perhaps something on the alien world not just the player-heroes, but also other non-player
weakens or robs the heroes of their powers, or the heroes as well as villains, all struggling to find a solution
alternate world is populated with villainous versions of before everything they know warps, is destroyed, or is
the heroes and their trusted allies. The heroes must find remade into something new. While tricky to pull off, a
a way to survive in this strange new place and figure out crisis event is a good way to end a campaign or even
a way to get back to the world they know. reboot it so the players can rework their heroes or take
them in a new direction.

261
Destined

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-
262
10. Welcome to Gemelos City

ground vaults due to the water content of


the soil, and as the number of dead grew
The Coachman: the city’s first
and the first rendering plant was
hero
constructed nearby, the lowlands area
earned the nickname of the ‘Ossuary.’

The first true evolution of the area


A ccording to Kirby Kane, conspiracy theorist and self-proclaimed
‘expert’ on the history of the region’s superpowered individuals:

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
263
Destined

To mere mortals, they seemed like gods incarnate and


C.O.P. Alerts many of them were revered as such. Some were gifted
with humility and waved away worship while trying to

W ith both regular and ’super’ crime on the rise


in Gemelos City, the police force developed
a program known as Citizens Observe & Protect,
use their abilities to benefit their neighbors. Others
were happy to exploit those who venerated them,
forging great empires in their name and ruling from
or C.O.P. Using a free app on mobile devices, gilded thrones. Their stories gave rise to the tales of
anyone can report criminal activity in their area pantheons of gods and legendary heroes, and for
and the authorities can issue warnings to steer millennia they walked the world and used their gifts for
clear of any dangerous situations while also both good and ill. And then, for numerous reasons, they
increasing response time of emergency services were gone as quickly as they came.
and law enforcement to those locations. Local
heroes and vigilantes find the alerts useful to get Many were slain when they came into conflict with
to the scene of a crime first, especially in the others of their kind, clashing in titanic battles that
Ossuary, where the police are already spread thin toppled temples, leveled entire kingdoms, and
or are just as bad as the criminals. sundered the earth. Others died of natural causes and
advanced age, as immortality was a blessing that none of
In game terms, C.O.P. Alerts can be a useful tool them seemed to enjoy. Still others simply vanished,
for the Games Master to alert heroes to potential either going into self-imposed exile or falling prey to
situations that may require their intervention. some unknown circumstances. Whatever the cause,
Anyone with a smartphone or tablet can download eventually these “gods” died out, and only mortals
the app for free, so most heroes should have easy remained to tell their stories and speculate as to
access to it. It can also be used to alert authorities what led to their demise. Humanity went on and
to either round up captured criminals or help out relegated these stories to myth. That is, until the gods
the heroes if they get into a jam. Villains may also came back.
access C.O.P. to create diversions or redirect the
heroes away from them so they have a chance to The first occurrence was almost 15 years ago. During
escape. a protest against a major corporation’s mistreatment of
their workers, a young woman named Karen Karter
Throughout this and the following chapter, there was caught in the middle of a confrontation between
are C.O.P. Alerts that outline various adventure demonstrators and local police. She spontaneously
seeds and ideas based on different places and manifested powerful telekinetic abilities, throwing
supporting characters from Gemelos City. These everyone around her back by half a dozen meters as she
suggestions are there to help inspire Games rose into the sky on a pillar of invisible force.
Masters to develop their own scenarios based on
the seeds provided, or to use as a jumping off The event was caught on camera by local media and
point for their own campaign in Gemelos City. bystanders, and the videos quickly went viral.
Overnight, dozens more people demonstrated fantastic
powers all around the world, and each month
basis in fact. Today, I will outline and present to the the number continued to grow. People panicked and
distinguished audience all the evidence I have uncovered the press latched onto the occurrences, which were
about these “gods,” and how it relates to our current state of now being referred to as “The Awakening,” while the
affairs with the rising population of humans with extranormal governments of the world struggled to understand and
abilities. control the situation.

- 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.

In time, a group of scientists at the University of


The Godstrand Toronto conducted further testing on willing
extranormal volunteers and they were able to confirm
Three years after the rise of the first Extranormals, an all of Dr. Echidna’s research. Several more studies
eccentric but brilliant researcher named Dr. Janet corroborated it, and the Godstrand was now
Echidna presented a controversial presentation at a synonymous with Extranormals. If there was a kernel of
renowned convention on human genetics. She posited truth in the legends of old, the gods and heroes were
that humans with special abilities existed long ago, and notorious for creating progeny to pass on their lineage,
their DNA remained hidden in the genetic code of and the researchers believed that this might account for
certain individuals from all over the world. the presence of the trace DNA in the modern
generations. Those who possessed the Godstrand were
Her claim was that this genetic material, which she quite literally descended from the ancient beings who
dubbed the ‘Godstrand,’ lay dormant for millennia, and were believed to be deities. However, the researchers
some external unknown factor caused it to reactivate still could not determine what led to the rise of the
and rewrite the bodies of those who possessed it. At the Godstrand millennia ago, or the resurgence of it in
time she was ridiculed by her peers, who saw her modern times.
theories as no better than the most outlandish
conspiracies presented on the internet. Even with a The discovery of the Godstrand caused fundamental
mountain of anecdotal evidence and hard science to changes in the world, both in the beliefs of the populace
back it up, Dr. Echidna’s work was dismissed and she and the way governments and laws dealt with powered
disappeared from the public eye. individuals. While it was difficult to determine exact
265
statistics, studies estimated at least 0.001% of the world
population possessed the Godstrand gene, although not
all of them were active. While some with active abilities
have limited levels of power and abilities that are not
considered dangerous, there were others who were
walking WMDs that could level buildings and even
cities if left unchecked. And while some Extranormals
decided to use their powers to benefit humanity, many
others saw them as a means to an end, or to make the
world work the way they wanted. The most powerful of
these superpowered criminals were more than normal
law enforcement and even some militaries could
handle, so some places began to embrace the heroic
Extranormals willing to fight against crime, and still
others actively recruited them into special units to deal
with dangerous X-Ns.

While research continues to explore the Godstrand,


there is also a push to find a way to control it, subdue it,
or even reproduce it in people who are not gifted with
the gene. Some of these experiments were done under
the best circumstances and conducted within the limits
of the law, but far more unethical and illegal research
has been performed, often without the consent of the
subjects. Some nations have no qualms vivisecting
innocent people in their quest to create an army of
powered soldiers. Research has also led to the creation
of technologies that could emulate special abilities,
allowing those without natural gifts to simulate those
with the Godstrand, and has created devices that could
Top geneticist Dr. Janet Echidna was the first limit or suppress the powers of Extranormals. With
to discover the origin of the outbreak of each passing year, more of those gifted with the
newly superpowered individuals. Dr. Echidna Godstrand manifest their abilities, and the world tries to
disappeared some years ago and her current adapt to the new paradigm that Extranormals have
whereabouts are unknown. created.

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.
266
10. Welcome to Gemelos City

Gemelos City Today The Godstrand and Origins


Gemelos City changed when the Godstrand
activated, and like everywhere else it suffered
growing pains while adapting to the presence of
D ue to the genetic nature of the Godstrand, it fits best
with heroes that have the Experimentation, Inherent,
and Mutation Origins. This does not mean that all heroes
Extranormals in its city limits. Some of the first in Gemelos City are required to have one of these Origins
people to manifest abilities did not have an easy if they want to have powers. As mentioned above,
rebirth, resulting in widespread destruction across technology in the setting has advanced to the degree that
the city before the police and military were able to devices that simulate powers have been created, allowing
take them down. At first the people were fearful of for Technology to be a viable option. ‘Normal’ heroes like
their powered neighbors, protesting officials to The Mortician demonstrate that people without the
incarcerate X-Ns or ban them from the city itself. Godstrand gene can be just as effective in fighting crime
Baffled about how to deal with the threat of as those with powers. The rise of the Godstrand has also
individuals who could level a city block with power altered the world in many strange and fascinating ways,
beams, the authorities turned to technological allowing things such as magic to re-emerge or come to the
firms within Gemelos City to help develop ways to Earth through the machinations of beings from other
suppress special abilities and to create tools to aid dimensions such as the villainous Xaal (see page 318). The
the police in stopping criminals with powers. This Godstrand is one option to explain how powered
led to the creation of the “Extranormal Response individuals get their fantastic abilities, but it should not
Unit,” an elite group of officers equipped with limit players from making whatever hero they want.
cutting-edge gear and special manacles that inhibit
abilities brought about by the Godstrand. The city
also cracked down on anyone who used their powers in fight against the crime threatening to overwhelm the
public, especially Extranormals trying to fight crime as Ossuary, but like the police there, it has not been
a vigilante. enough to turn the tide.

Like many large metropolitan areas, Gemelos City


has a substantial population of Extranormals residing A Guide to the City
within the city, and officials keep a database of anyone
with known powers to monitor their activity. Over the Please refer to the map of the Gemelos City urban area
years the laws softened to allow a few X-Ns to operate on page 325.
within the city to aid in stopping superpowered
criminals. The most well-known are a team of heroes
known as the “Fearless Force,” who are based in Force The Crown
Tower at the heart of the Crown. They are the only
officially sanctioned group of heroes in the city, And fearless minds climb soonest unto crowns.
deputized by the mayor’s office to act alongside the
police force in taking down exceptional threats. Henry VI Part 3, Act IV sc. vii William Shakespeare,
Another is the individually-sanctioned hero known as quoted on the plaque under the Crown mural in
Luminous, but recently the light-based crimefighter has Gemelos City Hall
not been seen as often as he was when he first started his
career. Originally known as Fort Crowne, the city section
known simply as the Crown encompasses all of the
The Fearless Force and Luminous worked to defend sections of Gemelos City that rest atop Mount Aguilero
the people of the Crown, but the Ossuary did not and the surrounding hillside regions. With the arrival
benefit from their assistance. Home to most of the city’s of Romulus Mattas, the Crown established itself as the
working class and its most poverty-stricken areas, the financial and cultural district of the city. Towering
Ossuary is a hotbed of crime. Formerly it was controlled skyscrapers dominate the skyline, and the old is
by the Dallo crime family, but in recent years a powerful frequently torn down to make room for taller and more
street gang known as the 52nd Street Hundred has elaborate structures. Some of the original buildings
established themselves as the head of the city’s remain, preserved as historical landmarks, and many of
underworld. There have also been incidents of strange them have architecture reminiscent of ancient Greece.
mutated Extranormals terrorizing the darker places of This is part of the legacy of the Mattas family, as
the Ossuary, although the source of these beings is Romulus Mattas was a scholar of Greek history and
unknown. A few brave individuals have taken up the mythology, and the buildings reflect his interests.
267
Destined

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
268
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
269
Destined

costs mounted, but several years ago an anonymous


The Extranormal donor pledged a small fortune to maintain the building;
Response Unit in their honor, a box seat is always kept empty for
whomever this mystery patron is.

F ounded five years after The Awakening, the


Extranormal Response Unit was created to help
deal with threats posed by dangerous or
• C.O.P. Alert: Box Seats: During a production of
La Bohème the Dionysus is sold out, even the most expensive
uncontrolled X-Ns. The unit was made up of elite box seats for the wealthiest patrons of the arts. At the end of
police officers trained to deal with the unexpected Act 3, as Mimi tells Rodolfo she is leaving, the stage lights
and the unusual, and a federal grant helped dim and when they come up the villainous Nocturne is center
Gemelos City purchase Military-Grade armaments stage. With a few sung notes he enchants the audience and
and vehicles to contain and subdue exceptional starts to steal their voices along with their life force, especially
beings. Over time the unit also started recruiting that of the star diva Chiara Bianchi. Nocturne plans to sap
X-Ns who were committed to helping preserve the enough of their life energy to leave them weakened, take
safety of the people of Gemelos City, although valuables from the wealthiest patrons, and leave with the diva
their inclusion in the unit is a closely guarded in tow to add her to his coven of brides. Perhaps the heroes
secret. In a city that largely fears X-Ns after several hear of his deadly plot via a C.O.P. Alert from one of the
high-profile attacks from dangerous supervillains, attendees who shrugged off the enchantment, or perhaps one
knowing there were powered individuals on the of them was running late to the show and arrives just as the
city’s payroll outside of the Fearless Force would malevolent master of music begins his deadly performance.
cause uproar among the populace. These secret X-
N officers are placed on special teams to deal with Force Tower: One of the largest skyscrapers in the
the most dangerous threats facing the city, ones Crown, Force Tower is both the main headquarters of
the Fearless Force can’t (or won’t, see page 284) the Gemelos Police Department and the operations base
deal with. of the Fearless Force. The decision to relocate the police
to the building came from Police Commissioner
The role of the Extranormal Response Unit in Rudolph, citing how advantageous it would be for law
your campaign depends on how the law views enforcement and the deputized protectors of the city to
powered heroes. If X-Ns are more accepted by the work together as one unit. The lower half of the
population of the city, the heroes might be building houses the police headquarters, holding cells,
recruited by the unit to serve on one of their and offices for the Crown’s emergency call center. The
special teams or may work alongside them against well-guarded upper part of the building is devoted to
villains. If powered heroes are illegal or highly the Fearless Force and their support staff, as well as
regulated, the heroes may find themselves hangars for their fleet of Fearless Falcon quick-response
pursued by the unit or they may have to face down craft. The city’s elite Extranormal Response Unit also is
one of the powered teams. housed in the upper levels, serving to help contain
superpowered criminals alongside the Force. Access to
the upper levels is highly restricted, and the building
home entertainment system, with the current iteration also contains defensive measures to help fend off attacks
approaching one hundred million units sold against Force Tower by the heroes’ enemies.
worldwide. Edwin remains the head of the company,
and he is known for his philanthropic endeavors all • C.O.P. Alert: Joy Ride: Watching the Fearless Falcon race
across Gemelos City, but some whisper it’s all just to across the sky in pursuit of some nefarious villain, brothers
distract people from the many sins he committed to get Larry and Russ Wendt dreamed that one day they would be
Archimedes where it is today. right alongside their heroes in the pursuit of justice. But life
didn’t work out the way they planned. Both men found
The Dionysus Playhouse: One of the oldest operating themselves working as janitors in Force Tower but never
theaters on the West Coast, the Dionysus Playhouse was encountering the Fearless Force. Bitter about their lot in life,
built shortly after the arrival of Romulus Mattas to the the two hatch a harebrained scheme: use their access cards to
city. He modeled it after the great Theatre of Dionysus the Tower to sneak up to the hangar level and take one of the
in Athens, constructing a vast indoor space of tiered Fearless Falcons for a ride. By their thinking, their ingenuity
seats surrounding a central stage. It was christened by a and daring will get them noticed and they will be advanced to
production of the Oresteia by Aeschylus, and each year work alongside the Force. Surprisingly, they manage to pull
the current theater troupe does a retelling of it to off their plan and gain access to one of the VTOL craft.
commemorate the playhouse’s anniversary. Over the Unfortunately neither has any flying experience outside of the
years the theater has fallen on hard times as restoration video games they play together, and soon they are tearing
270
through the city in a dangerous, heavily armed vehicle with
no way of actually controlling it. With the Fearless Force off
on a mission out of town, it is up to the heroes to ground the
two hapless joy riders before they cause serious damage to the
city or themselves.

Gemelos City Hall: Dating back to 1867, Gemelos City


Hall remains an important landmark in the city, even
though the many expansions have obscured large parts
of the original building. Once serving as the city
courthouse, currently it houses the Mayor’s offices and
the many municipal departments that keep the city
running. Mayor Casales (see page 272) spends a large
portion of her time in her offices there, and it is well
known that she keeps late hours trying to come up with
new ideas to better her city. Over the past several years
the security in City Hall has been beefed up
substantially after the former mayor was killed during
an attack by the extremist known as Watchdog. Rumors
suggest that the real reason Mayor Casales rarely leaves
her office is out of fear of being attacked, but she is
quick to dismiss such suggestions during her weekly
televised address from City Hall’s secure media center.

• C.O.P. Alert: Safe Room: Mayor Casales has become more


and more paranoid after an attempt on her life, and recently
she enlisted one of the city’s premier private security firms to
construct a safe room in her office. After construction is Specialist officers of the Gemelos City Police
complete, she decides to broadcast her testing of the room as a Department’s Extranormal Response Unit form
way of letting the city’s criminals know she will be safe from the city’s first line of defense against
their attacks. Unfortunately the villain Watchdog infiltrated superpowered evildoers.
the construction crew and added a few deadly modifications
to the security measures in her office. During the broadcast he more distant from his company, stock prices continue to
activates his traps and locks the mayor in her safe room while fall and there is speculation that Harper Labs could
it slowly fills with water. Outside, several automated traps gun shut down or be bought out within the year.
down the mayor’s guards and anyone who attempts to gain
entry. The heroes may be the only ones resourceful enough to Iaso Healthcare: Pioneers in healthcare and low-cost
get past Watchdog’s traps and reach the mayor before she insurance options, Iaso Healthcare is the dominant
drowns in the same room designed to protect her. force in medical care in Gemelos City and throughout
the West Coast. Owning several dozen hospitals,
Harper Labs: Once a rising star in the technology research labs, and home health agencies, Iaso
market, Harper Labs has fallen on hard times over the Healthcare continues to grow, and nearly every
past year. Founder Jonas Harper was considered one of physician in Gemelos City is associated with them on
the brightest minds in engineering, coming up with some level. While there have been accusations of poor
countless innovations in environmentally sound treatment of workers and a push to monopolize
engines, industrial machinery, and water treatment healthcare in the region, their outreach clinics in the
systems for impoverished countries. His marriage to Ossuary and affordable insurance options keep Iaso a
model Jennah Reese was well publicized, but not as popular choice among the city’s underprivileged and
much as their messy divorce two years ago. A few poor. The board of directors also approved a recent
months prior to their split a new hero named Luminous program to offer free emergency services to people
appeared on the scene and speculation was that it was injured as a result of Extranormal incidents, a growing
Harper himself using some secret technology. He concern for the populace of Gemelos City as more
denied the rumors and the gossip that Luminous led to heroes emerge.
his split from his wife (see page 289 for more
information on Luminous). Harper Labs continues to • C.O.P. Alert: Tripping Populace: Recently, medical
produce new technology, but as their founder grows professionals from Iaso are reporting an increase in stolen
271
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
272
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
273
Destined

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
274
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
275
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
276
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
279
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,
280
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.

282
11. The Righteous and the Irredeemable

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.

In the history of comics, the villains are often as


memorable as the heroes, sometimes even more so, so Heroes
taking the time to work out a suitable menace can serve
to enhance your campaign and motivate your players to
bring the foul fiend to justice. This chapter is all about The Superteam
the antagonists for your campaign, giving you an array
of supervillains and more routine threats to challenge Diverse in powers and personalities, the Superteam is
your players. There are also a few of the heroes of drawn together to defend against the greatest evils that
Gemelos City to serve as allies or rivals, or even threaten their chosen city, planet, or galaxy. The
modified to serve as supervillains. individual members are capable on their own and may
still do solo work in their hometown, but as a unit their
Each entry describes what comic archetype each seemingly disparate powers complement each other
hero or villain represents, and gives a specific example and make up for any gaps an individual member would
character from the included setting along with a short have. Superteams often have internal struggles related
introduction by the city’s resident “Extranormal to conflicts in ideologies and personalities, but the
expert” Kirby Kane. You are welcome to use these greater good keeps them together when they are
characters as presented, move them into your own needed the most.
283
*Kirby Kane was kind enough to allow reprints of certain sections in this chapter from his bestselling book Godstrand City: An Encyclopaedia of
Heroes and Villains in Gemelos.
Destined

The Fearless Force Hit Locations


1d20 Location AP/HP
I’ve had the honor of meeting the Fearless Force several times
1-3 Right Leg 2/7
over my career, and when you’re in their presence you know you
4-6 Left Leg 2/7
are in the company of greatness. Circumstance brought them
7-9 Abdomen 3/8
together at a time when Gemelos City was still grappling with
10-12 Chest 3/9
the presence of X-Ns, and they quickly became shining examples
13-15 Right Arm 2/6
of what good things powered heroes can do when working
16-18 Left Arm 2/6
together. The team formed during Doctor Vellaro’s first attack
19-20 Head 3/7
on the Crown, taking the fight to his army of combat drones and
protecting the good people of the city. Silver Beacon had
stopped a few petty crimes prior to that, and Azure Knight had Combat Style
just arrived from Portland. Dame Fortune was hiding her
Beacon’s Bulwark: 70% (Baton, Club, Powers, Shield, Staff)
powers but had a change of heart when she saw people in
Unarmed 60%
danger, and Steel Atlas was testing his prototype armor when
he was called into action. Five amazing heroes coming together
to risk their lives for strangers. It’s what true heroism is. Attacks
After years of working to save the city, the Fearless Force is Attack Size/Force Range Damage
Unarmed M - 1d3+1d2 (+2
now the first fully sanctioned superhero team in the country. As
with Energy
deputized agents of the Gemelos City Police Department, they
Field)
work alongside law enforcement to deal with all the threats that
Beacon Blast L 14/42/140 1d12
our courageous police force can’t handle on their own. Force
Tower itself is fantastic, and I was lucky enough to be given an
exclusive tour just after its opening. Now the Force has a Skills: Athletics 65%, Brawn 55%, Courtesy 75%,
central location that overlooks the entire city. Deceit 65%, Drive 45%, Endurance 60%, Evade 65%,
Influence 75%, Insight 60%, Knowledge (Law) 65%,
Of course the team has had its share of recent controversies, Perception 70%, Perform (Acting) 75%, Pilot 65%,
such as the replacement of the original Steel Atlas by his young Stealth 55%, System Ops 65%, Willpower 75%
ward and the addition of Scrapyard, one of Doctor Vellaro’s Passions: Be an Inspiration for the People of Gemelos
creations that the team reclaimed. I’ve also heard the talk that City 78%, God and Country Above All Else 67%, Help
the Force is nothing more than a public relations invention by the Helpless 62%
the police, but if you meet them in person or if they’ve saved Core Powers: Blast (Radiant Energy: Detonate),
your life, you know they’re the real deal. Elemental Control (Radiant Energy: Create Element,
Increased Area), Energy Field (Radiant Energy 1d6:
Silver Beacon (Epic, Mutation) Fast Field), Flight (Supersonic), Sensory Overload
(Vision, Hearing: Flashbang)
The leader of the Fearless Force, Silver Beacon was one of the Limits: Linked (Energy Field and Flight),
first public Extranormal heroes here in Gemelos City. Gifted Vulnerability (Hard Radiation)
with the power of flight and the ability to project beams of force Gear: Padded Leather suit, Lt. Combat Armor chest
from his hands, he’s the most powerful member of the team not plate and helmet, communicator
only because of his special powers, but also his keen tactical
mind. Silver Beacon has been a role-model for all the people of Azure Knight (Epic, Technology)
our fair city, and between his unwavering patriotism and his
dedication to the safety and welfare of others, he’s truly the hero Formerly a member of the Portland police, Foster Fernandez
we need in these tough times. was also well versed in engineering and science. On his own
time he developed compact machines capable of generating flat
Silver Beacon planes of blue-hued force, fashioning them into a special suit
that could create a field of energy armor around his body.
STR: 12 Action Points: 3
Wielding a lance capable of generating the same energy, he
CON: 14 Damage Modifier: +1d2
struck out as the Azure Knight in an effort to put his inventions
SIZ: 13 Power Points: 15
to good use. After moving to Gemelos City, he joined the police
DEX: 13 Movement: 6m, 14 m Flight (140MPH)
force and now works to develop new technologies to help his
INT: 13 Initiative Bonus: +13 (+11 w/ armor)
fellow cops as well as the city’s people.
POW: 15 Healing Rate: 3
CHA: 15 Luck Points: 3
Armor: Padded Leather with Lt. Combat Armor
284
The Fearless Force is Gemelos City’s officially sanctioned superhero team. Left to right, they are: Dame
Fortune, Steel Atlas, Silver Beacon, Scrapyard, and Azure Knight.

Azure Knight Attacks


STR: 12 Action Points: 3 Attack Size/Force Range Damage
CON: 13 Damage Modifier: +1d2 Unarmed S - 1d3+1d2
SIZ: 14 Power Points: 14 Azure Lance M 2/-/- 1d8+1d2
DEX: 12 Movement: 6m
INT: 15 Initiative Bonus: +14
Skills: Athletics 55%, Brawn 50%, Computers 70%,
POW: 14 Healing Rate: 3
Craft (Metalworking) 65%, Deceit 55%, Drive 65%,
CHA: 13 Luck Points: 3
Electronics 85%, Endurance 65%, Engineering
Armor: Polyweave and Azure Armor
(Electrical) 75%, Evade 60%, Influence 55%, Insight
60%, Mechanisms 70%, Perception 60%, Perform
Hit Locations (Acting) 55%, Pilot 70%, Research 80%, Ride 75%,
Stealth 45%, System Ops 70%, Willpower 65%
1d20 Location AP/HP Passions: Develop New Defensive Technologies 80%,
1-3 Right Leg 1 (7)/7
Put Myself in Harm’s Way Before Others 73%, Do
4-6 Left Leg 1 (7)/7
Better Than Silver Beacon 64%
7-9 Abdomen 1 (7)/8
Core Powers: Close Combat Attack (Azure Lance:
10-12 Chest 1 (7)/9
Quick Draw, Weapon Traits: Defensive, Reach x2),
13-15 Right Arm 1 (7)/6
Combat Expert (Reach: Expert Strike, Limit: Signature
16-18 Left Arm 1 (7)/6 Weapon, Azure Lance), Deflect (Azure Shield: Extra
19-20 Head 1 (7)/7 Parry, Fast Shield, Tower Shield), Inherent Armor
(Armor Up, Limits: Ablative, Activation Time),
Combat Style Summon (Azure Steed: STR: 13, DEX: 10, SIZ: 18,
Move: 5m, 14m Flight, 9 HP, Armor 2; Empowered
Blue Lancer: 75% (Lance, Shield, Spear, Staff, Sword), Unarmed
Creation: Flight, Limits: Limited Form, Limited Power:
55%
unable to attack)
285
Destined

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?

286
11. The Righteous and the Irredeemable

Steel Atlas Scrapyard (Epic, Created)

STR: 16 Action Points: 3


Even with his combat drone army, time and time again Doctor
CON: 16 Damage Modifier: +1d4 (+1d8)
Vellaro’s plans have been foiled by the might of the Fearless
SIZ: 15 Power Points: 13
Force. Looking for a new way to defeat his hated foes, the
DEX: 11 Movement: 6m
sinister robotics expert created a highly advanced android made
INT: 12 Initiative Bonus: +12 (+9 w/ armor)
out of adaptive ‘living metal’ and sent it out to slay the Force.
POW: 13 Healing Rate: 3
While the android proved a worthy foe, the one thing Doctor
CHA: 13 Luck Points: 3
Vellaro didn’t count on was his creation’s artificial intelligence
Armor: Steel Atlas Armor
developing a conscience. When the collateral damage of their
battle threatened some innocent bystanders, the android
Hit Locations heroically leapt in the path of the debris and was destroyed.
Feeling bad for the artificial being and inspired by its self-
1d20 Location AP/HP sacrifice, Azure Knight and Steel Atlas managed to rebuild the
1-3 Right Leg 6/8 (10)
android and reprogram it to serve as a new member of the
4-6 Left Leg 6/8 (10)
Force. They dubbed their creation ‘Scrapyard,’ and the android
7-9 Abdomen 6/9 (11)
now works to foil the schemes of his former master.
10-12 Chest 7/10 (12)
13-15 Right Arm 5/7 (9)
16-18 Left Arm 5/7 (9)
Scrapyard
19-20 Head 7/8 (10) STR: 18 Action Points: 3
CON: 18 Damage Modifier: +1d6
SIZ: 18 Power Points: 12
Combat Style DEX: 10 Movement: 6m, 12m Leaping
Power Lifter: 70% (Baton, Club, Shield, Staff, Thrown Weapons), INT: 10 Initiative Bonus: +10
Unarmed: 70% POW: 12 Healing Rate: -
CHA: 8 Luck Points: 2
Armor: Armored Chassis
Attacks
Attack Size/Force Range Damage
Unarmed L - 1d3+1d8
Hit Locations
1d20 Location AP/HP
1-3 Right Leg 6/9
Skills: Athletics 75%, Brawn 85%, Computers 65%,
4-6 Left Leg 6/9
Craft (Armorer) 70%, Deceit 45%, Drive 65%,
7-9 Abdomen 6/10
Electronics 70%, Endurance 80%, Evade 50%,
10-12 Chest 6/11
Influence 55%, Insight 50%, Mechanisms 65%,
13-15 Right Arm 6/8
Perception 55%, Pilot 55%, Research 65%, System Ops
16-18 Left Arm 6/8
65%, Willpower 65%
19-20 Head 6/9
Passions: Live Up to the Original Steel Atlas 75%,
Keep My Teammates Safe 87%, Mistrusting of Robots
and Androids 54% Combat Style
Core Powers: Durability (Shake It Off, Limited:
Killer Robot: 65% (Baton, Blaster Pistol, Blaster Rifle, Club, Thrown
Limited Power: No Healing Rate bonus), Enhanced
Weapons), Unarmed 60%
Strength (4 tons: Clobber, Ground Pound, Power Lift,
Super Leap, Limit: Bull In a China Shop), Heightened
Sense (Dark Sight, Esoteric Sense: Wi-Fi, Limit: Attacks
Overload), Inherent Armor (Armor Up, Nigh
Invulnerability, Stand Fast, Limit: Bulky), Life Attack Size/Force Range Damage
Unarmed S -/9m w/ 1d3+1d6
Support (Breathing, High Pressure, Intense Cold,
Stretching
Intense Heat, Vacuum)
Massive Fist L -/9 m w/ 1d10+1d6
Limits: External Power Source (Atlas armor),
Stretching
Vulnerability (Electromagnetic Pulses)
Gear: Integrated communicator, integrated wrist-
mounted computer Skills: Athletics 65%, Brawn 65%, Computers 65%,
Deceit 40%, Endurance 75%, Evade 60%, Influence
40%, Insight 45%, Perception 60%, Stealth 40%,
287
Destined

System Ops 65%, Willpower 45%


Fearless Frauds! Passions: Learn to Be More Human 65%, Don’t
Give In to Old Programming 75%, Serve the Fearless

H ello, Truth Believers! It is I, Jack Forte, the


purveyor of the genuine and the honest in a
world full of B.S. If you’re joining me, then you’re
Force 60%
Core Powers: Artificial Being, Close Combat Attack
(Massive Fist: Quick Draw, Ranged Parry),
tired of the lies and want to see the world as it Heightened Sense (Dark Sight, Enhanced Sight),
really is, so stay tuned to have your eyes opened. Inherent Armor, Stretching (Malleable, Slingshot,
On tonight’s show we’re tackling a homegrown Stretchy Evade, Limit: Weakened Limbs)
deception from our fair Gemelos City. I’m of course Limits: Physical Limitation (No sense of Smell, Taste,
speaking of the Fearless Frauds... I mean Force, the or Touch), Vulnerability (Electricity)
so-called defenders saddled on us by the powers Gear: Integrated communicator
that be and the corporate interests that fund them.
The Fearless Force
We’ve all seen Silver Beacon’s PSAs, watched
Steel Atlas’ ridiculous toothpaste commercials, and (Superhero Team)
looked at Dame Fortune’s spread in the swimsuit
issue. I’ll admit I’ve looked at that last one a few The premiere Superteam of Gemelos City, the Fearless
times. And if we go by the daily propaganda Force has grown from a band of Extranormal heroes to
pushed on us by GGN and the rest of the preening a large peacekeeping force that operates under the
patsies of the press, we should be throwing them auspices of the Gemelos City police. They are
parades, kissing their boots, and naming our headquartered at Force Tower, a skyscraper located in
children after them. We’ve all seen them fighting the heart of the Crown region of the city, ready to leap
the robot minions of Doctor Vellaro, especially into action if danger strikes.
since the cameras always seem to be right there
when it happens. We buy into the excuse that • Spheres of Influence: Control, Law Enforcement,
they’re always on some “space mission” when real Peacekeeping
danger strikes, like when Geryon rampaged
through the city. We’ve been told they’re the “true • Structure: The Fearless Force answers to Police
heroes” of Gemelos City. Sorry, first responders and Commissioner Reynolds and the mayor’s office of
members of the armed forces; guess you come Gemelos City, followed by the city council. The five
second these days… But are they really heroes? members of the Force are deputized agents of the law,
but also serve as commanders for Extranormal
The theory of the Fearless Frauds first gained hold Response Units that are housed in Force Tower.
on that online bastion of truth and justice, DAZL.
Someone going by the username “Archnemizez” • Requirements: Members of the Extranormal
posted some very revealing pictures, supposedly Response Unit and support staff for the Force are
taken of one of Doctor Vellaro’s flying killer drones, recruited from the Gemelos City Police Department or
recovered before the police could impound it. We’ll directly out of the police academy. Anyone recruited by
be reviewing that footage, especially the part that, the core members of the Force to join the team must be
according to truth seekers who’ve sent in vetted by the police commissioner and undergo full
comments, shows Silver Beacon being struck by training to become an active member of the police force
one of the drone’s lasers and not reacting to the before they can serve on active duty.
blast at all. Almost as if the “laser” was fake!
• Protocols: Members of the Force are bound by all the
We’ll also go over a deleted profile from IMDB same regulations and rules of law enforcement for
sent in by another one of our truth seekers of an Gemelos City, and violation of those regulations will
actor who looks remarkably like the so-called result in termination from the Force and possible
villain Doctor Vellaro. Supervillain or out-of-work incarceration, depending on the infraction.
failed actor? You be the judge! Get ready for your
nightly dose of truth straight into your earholes, • Benefits: Once accepted into the Force, members of
right after this word from our sponsors. Recruit or Common rank are granted access to Force
Tower (Facilities: Lower Levels 50%) only to perform their
Transcript from The Truth Upload, originally aired assigned job duties there. Members of Dedicated rank
May 2nd 2020 may be considered for the Extranormal Response Unit
if they have the right qualifications (Legal: Law
288
11. The Righteous and the Irredeemable

Enforcement powers: 60%). Members of Proven rank or The City Defender


above with appropriate powers or skill sets may be
considered for membership in the core Fearless Force In a world of heroes, cities often have a chosen defender
team, but they must be approved by all current that works tirelessly to protect the people of their home
members, the police commissioner, and the mayor turf. The City Defender may have the support of their
before full membership is granted. If accepted, they are neighbors, or they may not be accepted, but they do
given quarters within Force Tower and have full access what they do because it is right.
to all facilities there (Access: Fearless Force Facilities: Upper
Levels: 100%). The City Defender often has a wide array of powers,
allowing them many options when battling different
• Allotments: Members of the Fearless Force have threats. While they may seem nearly unstoppable when
access to basic sidearms and standard police gear up to compared to run-of-the-mill criminals, the villains they
the Restricted Level. If accepted to the Extranormal face are often of the same Power Level or greater. City
Response Unit, members are granted full access to all Defenders also have things that make them vulnerable
Restricted weapons, armor, and other gear available to no matter what their Power Level, such as weaknesses,
the city, and they may use Fearless Falcon craft for loved ones, or a code that their enemies can exploit to
assigned missions. Those of Proven rank or above who get away.
are members of the core team have access to select
Highly Restricted weapons and Super Gear if needed Luminous (Paragon, Experimentation)
for their given assignment.
Making his first appearance within the last two years,
Luminous is a new but welcome addition to the growing
The Truth about pantheon of heroes here in Gemelos City. He made his debut by
saving a train full of people when a bomb detonated on the
the Fearless Force Golden Bough rail line, using his astounding “solid
holograms” to create a temporary track to get them to safety.
The default assumption of the campaign setting is that Since that time Luminous has proven time and time again that
the Fearless Force are not the heroes they present to be, he is a noble soul willing to use his gifts for good.
and real heroes like the player characters are needed to
save the city. While all five members have powers and Luminous has the ability to create and control light,
are quite capable, the city considers their public image generating searing laser beams, visual illusions, and the
as role models for the populace. Thus it’s too important aforementioned “solid holograms” that can also be used as
to risk the lives of the core members of the team. The shields. How he gained these powers is unknown, but I theorize
Force is only sent out on missions where there is he is one of the Awakened that only recently made their abilities
minimal risk but sufficient press coverage to ensure public. Famously shy, he avoids public appearances and never
they are presented in the best light. The core members speaks to the press, but that won’t stop me from trying to get an
have accepted this role and the celebrity that comes exclusive with him.
along with it. Real dangers are handled by the highly
trained members of the Extranormal Response Unit, In the last year, sightings of Luminous have been few and
and the core team is conveniently “out of town” or “off far between. While he still appears when something threatens
on a mission in space.” the city, he is quick to disappear when the danger has passed.
No one’s sure why the hero is increasingly isolative, even
You are welcome to play the campaign setting with declining membership in the Fearless Force when it was offered
this version of the story in mind, possibly allowing your to him by Silver Beacon himself.
players to find clues that reveal the fraudulent nature of
the city’s premier Superteam. If they are complete The rumor mill links Luminous to Jonas Harper of Harper
frauds, who will try to keep that knowledge secret and Labs, and some people speculate that Harper is in fact the hero.
what length will they go to to protect it? Ultimately it is His limited appearances reinforce this rumor, since Harper
your setting, so you may prefer to make the Force actual himself has been secreting himself away after his very public
heroes that have the city’s best interests in mind. You divorce from his wife, although this is often debunked by the
could also take the core assumption a step further and fact that Harper has been seen alongside Luminous. I would
have the Fearless Force be a bunch of arrogant like to remind those people that Luminous can generate
celebrities who believe their own press, and their fame holograms, so personally I side with the people who believe
starts to corrupt them into darker versions who feel Harper is the man behind the light mask.
they are above the petty concerns of mere mortals.
Ultimately how you use the Fearless Force is up to you.
289
Destined

• 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.

Luminous The Grim Vigilante


STR: 12 Action Points: 3
In the darkest parts of the city, where crime seems
CON: 14 Damage Modifier: -
unstoppable, the Grim Vigilante emerges from the
SIZ: 13 Power Points: 20
shadows to try to beat back the tide before it completely
DEX: 16 Movement: 6m, 18m Flight
overwhelms the beleaguered people who live there.
INT: 17 Initiative Bonus: +17 (+16 w/ armor) Often lacking extensive powers, if they have any at all,
POW: 18 Healing Rate: 3 the Grim Vigilante learns to be resourceful and fearless
CHA: 17 Luck Points: 3 and often survives on skill, gear, and sheer willpower.
Armor: Polyweave with Padded Leather Grim Vigilantes usually battle “normal” criminals such
as gangs and mobsters, but sometimes they also have to
Hit Locations deal with a powered or colorful villain. While they
usually work alone, Grim Vigilantes sometimes take on
1d20 Location AP/HP
protégés and may even join teams to help deal with a
1-3 Right Leg 2/8
greater evil.
4-6 Left Leg 2/8
7-9 Abdomen 1/9
The Mortician (Epic, Training)
10-12 Chest 2/10
13-15 Right Arm 1/7
Criminals in the Ossuary talk about a patch of shadow with a
16-18 Left Arm 1/7
leering skull face haunting the back alleys and city streets. They
19-20 Head 1/8
say this phantom comes at them from the darkness with swift
and silent fury, retreating once they are beaten and subdued.
Combat Style The more superstitious of their ilk claim it is some vengeful
spirit, perhaps of the legendary Coachman himself, come back
Blinded By the Light: 70% (Baton, Blaster Pistol, Blaster Rifle, Powers,
to dispense justice and pull their souls down to hell. The more
Thrown Weapons), Unarmed 60%
rational ones I’ve interviewed say it’s no ghost, but a man in
black who fights like a demon with a skull-headed cane. Demon
Attacks or defender, this mysterious vigilante has done something few
have in the Ossuary: he’s made the criminals afraid. I’ve heard
Attack Size/Force Range Damage stories of drug dealers ignoring customers, robberies being
Unarmed S - 1d3
called off, and racketeers waiving their monthly visits for
Laser Blast L 14/42/140 2d8
protection money all out of fear of crossing paths with the man
the press has dubbed “The Mortician” for his grim
Skills: Acrobatics 70%, Athletics 60%, Brawn 50%, countenance. While I’ve encountered tales of paranormal
Courtesy 75%, Culture (High Society) 80%, Deceit beings and mystical powers in my years of research, I don’t
70%, Drive 45%, Endurance 60%, Evade 80%, believe that this Mortician is some demon from hell or spirit of
290
11. The Righteous and the Irredeemable

vengeance. I think he is actually a normal person pushed too Combat Style


far by the corruption of the Ossuary, taking up the mantle of the
Coachman’s legacy to strike fear into the gangs. He may possess Reaper’s Strike: 85% (Axe, Baton, Knife, Staff, Thrown Weapons)

powers of some kind, perhaps the ability to shroud himself in


darkness or travel through shadows, but he may have no powers
at all, only using his advanced combat training to fight back. Attacks
My personal, expert opinion is that The Mortician is former
Attack Size/Force Range Damage
Special Forces, looking for a new war to fight, or one of the few
Unarmed M - 1d4+1d2+3
honest cops in the Ossuary, trying something different since the
Fighting cane M - 1d6+1d2
system there is awash in corruption.
Throwing blade S 5/10/20 1d4+1d2

• C.O.P. Alert: Legacy of Cane: The few people who’ve seen


The Mortician in action talk about the silver skull-topped Skills: Acrobatics 75%, Athletics 70%, Brawn 65%,
cane he fights with. A similar cane was seen in the hands of Culture (Underworld) 70%, Deceit 65%, Drive 70%,
the Coachman over a century ago, and this has caused some Endurance 80%, Evade 75%, Influence 65%, Insight
to speculate that The Mortician is either emulating the 60%, Intimidation 75%, Mechanisms 70%, Perception
Victorian hero or is someone associated with him. The truth 65%, Sleight 65%, Stealth 85%, Streetwise 65%, Track
traces back to who The Mortician really is. Elijah Evans was 70%, Willpower 80%
born in Asphodel Park and learned quickly the only way to Passions: Battle My Inner Demons 60%, Fight to
survive was to never back down. He trained in multiple Protect the Ossuary 75%, Live Up to the Legacy of the
fighting styles to keep himself safe from the gangs, and as an Coachman 65%
adult he opened up a butcher shop in his old neighborhood. Core Powers: Combat Expert (Duelist, Grappling,
One day while renovating his store, he uncovered some old Throwing, Unarmed: Expert Strike, Precise Strike,
bones behind the wall. Clutched in the skeleton’s hands was Ready for Action), Enhanced Reactions (Additional
the original cane of the Coachman. Seeing the gangs growing Reactions, Parkour)
bolder and stronger, he vowed to fight back for his Limits: None
neighborhood and took up the mantle of The Mortician. Gear: Padded Leather suit with Lt. Combat Armor
Unfortunately, the essence of the supernatural foe that the chest plate, Brass Knuckles, Fighting Cane, 10
Coachman died fighting is still trapped in the cane. The Throwing Blades, Grapple Gun, Smartphone
Mortician is becoming more aggressive and has nearly crossed
the line and taken a life. Can the characters learn the true
cause of his growing violence, and will they be able to free The Villains
Mortician from the influence of the dangerous entity that lives
within the cane?
The Overlord
The Mortician
Capable and intelligent, the Overlord believes in his
STR: 14 Action Points: 3
innate (or learned) superiority, and that everyone
CON: 15 Damage Modifier: +1d2
should submit to his will. The Overlord sometimes has
SIZ: 14 Power Points: 12
powers, but more often uses his evil genius to craft or
DEX: 15 Movement: 6m
steal advanced technology to put himself on par with
INT: 12 Initiative Bonus: +21 (+19 w/ armor) 10–12
superpowered heroes. In many cases Overlords have
POW: 12 Healing Rate: 3
wealth or political clout that allows them to avoid
CHA: 11 Luck Points: 2
consequences for their actions or bribe their way out of
Armor: Padded Leather with Lt. Combat Armor
prosecution. They are often served by legions of
slavishly loyal goons and tormented servants who help
Hit Locations to reinforce the Overlord’s overinflated view of himself.

1d20 Location AP/HP Baron Malycer (Archvillain, Technology)


1-3 Right Leg 2/7
4-6 Left Leg 2/7
Hailing from the tiny European country formerly known as
7-9 Abdomen 3/8
Zlobastan, Baron Ular Malycer was the last of an ancient royal
10-12 Chest 3/9
bloodline that stretched back to the country’s roots centuries ago.
13-15 Right Arm 2/6
Zlobastan won its independence from the Soviet Union in the
16-18 Left Arm 2/6
late 1980s, becoming a democracy, and at that time the
19-20 Head 2/7
Malycer family was seen as little more than antiquated
291
deadly energy weaponry, he ended up vaporizing criminals
(and a few innocents) in his attempts to be a hero. The city
could not press charges due to his diplomatic immunity and
help from his high-priced lawyers, and over the years he has
continued his quest to prove himself superior to the actual
heroes that call Gemelos City home.

• C.O.P. Alert: Power Surge: Baron Malycer is always


looking for new ways to enhance his tech, and when he learns
of an experimental high-yield energy source being developed
at Harper Labs, he sends some of his best men there to obtain
it for him. The thieves are part of the Baron’s elite security
team and are highly trained and not above silencing anyone
in their way to get what their master wants. The heroes may
catch wind of this plot, or if they have an association with
Jonas Harper they may be asked to help with the project or the
security detail. If the Baron is able to obtain this potent power
source, he integrates it into his armor and immediately it
enhances the suit’s already formidable abilities. Flush with
power, the Baron decides to test his newfound boost in power
on any heroes that he can find, with the goal of eliminating
all the competition.

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

Chimaera Prime (Archvillain, Experimentation) Chimaera Prime


STR: 16 Action Points: 3
In intelligence circles, the name Animus makes even the
CON: 18 Damage Modifier: +1d8
most hardened agents quake in their boots. Originally believed
SIZ: 17 Power Points: 25
to be nothing more than a ghost story, we now know the secret
DEX: 18 Movement: 10 m
terrorist Organization to be a harsh reality. When I spoke to my
INT: 17 Initiative Bonus: +25 (+23 w/ armor)
contact in Omega, she told me even they don’t know where
POW: 20 Healing Rate: 3
Animus (the criminal Organization that Chimaera
CHA: 19 Luck Points: 4
leads), came from. Some believe they are a relatively new power
Armor: Padded Leather with Lt. Combat Armor
in the world, while others claim they date back to ancient
animist cults and have grown in power for years by keeping to
the shadows. Only Animus knows the truth, and the aggressive Hit Locations
bioterrorists are not very forthcoming about their origins. We do
1d20 Location AP/HP
know that Animus’ goals are linked to opposing the
1-3 Right Leg 2/11
extermination of lifeforms on the planet. While this seems like
4-6 Left Leg 2/11
a noble cause, they try to accomplish their aims through violence
7-9 Abdomen 3/12
and unlawful biotech experiments. Most of the rank- and-file
10-12 Chest 3/13
of Animus have been genetically altered with animal DNA,
13-15 Right Arm 2/10
granting them traits of the beast they share genetic material
16-18 Left Arm 2/10
with. This makes their soldiers stronger, tougher, and capable of
19-20 Head 2/11
surviving in extreme environments. I also suspect the enigmatic
leader, also known as Chimaera or Chimaera Prime, has also
been modified in some way like his fanatical followers. Animus Combat Style
is ruthless, well-funded, and single-minded in their goals.
Animus Commander: 85% (Blaster Pistol, Blaster Rifle, Sword,
Good thing for us we have some heroes to oppose their plans.
Thrown Weapons, Whip), Unarmed 85%

• C.O.P. Alert: Animal Farm: The origins of Chimaera


Prime are unknown to even his closest lieutenants, but most Attacks
assume he is either the product of scientific testing or an
Extranormal mutation. The truth is he was the result of a Attack Size/Force Range Damage
secret government experiment that took place in a secret Unarmed M - 1d4+1d8+1

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

clones. Unfortunately some of the human DNA they used


contained the Godstrand, and one of the clones gained 90%, Research 85%, Science (Biology) 85%, Science
tremendous power during The Awakening. Using his superior (Genetics) 110%, Stealth 75%, Survival 85%, System
abilities, he was able to kill all the guards and imprison the Ops 65%, Track 75%, Willpower 85%
scientists who birthed him, and he adopted the same moniker Passions: Preserve the Natural World at Any Cost:
his creators used to refer to him. He spent years learning all 85%, Unleash the Beast Within 75%, Wrest Power
he could about the science that created him and the world From Those Who Don’t Deserve It 80%
around him, and he began to gather a cult of followers who Core Powers: Close Combat Attack (Claws and Teeth:
saw him as the next step in evolution. The being now known Quick Draw Limits: Poor Defense), Combat Expert
as Chimaera Prime decided to declare war on humanity for (Duelist, Pistol, Unarmed: Ready For Action),
their cruelty against the animal world and turned his loyal Empathy (Emotion Control, Global Empathy, Limit:
followers into a vast army. Chimaera Prime still controls the Primal Empath), Enhanced Body, Enhanced Reactions
secret lab that gave birth to him, and he had his forces create (Additional Reactions, Nimble, Parkour, Superior
a top-secret level under the main facility where his forcibly Balance), Heightened Sense (Hearing, Sight, Smell,
mutated former creators slave away developing new and Night Sight, Tracking Sense), Precognition (Danger
terrible bioweapons for him. If the heroes learn of this lab, they Sense), Regeneration (Instant Healing, Reptilian
can deal a critical blow to Animus and learn some of Regeneration)
Chimaera Prime's most hidden secrets. Limits: None
Gear: Padded Leather suit w/ Lt. Combat Armor chest
Skills: Acrobatics 85%, Athletics 75%, Brawn 65%, plate, Blaster Pistol, wrist-mounted computer/
Deceit 75%, Drive 55%, Endurance 75%, Evade 90%, communicator
Influence 85%, Insight 105%, Intimidation 80%,
Knowledge (Tactics) 90%, Medicine 75%, Perception Gryphon (Villain, Technology)
295
Destined

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%

Deceit 65%, Drive 45%, Endurance 70%, Evade 65%,


Influence 60%, Insight 65%, Intimidation 65%, Attacks
Knowledge (Tactics) 65%, Navigation 70%, Perception
Attack Size/Force Range Damage
80%, Pilot 85%, Stealth 60%, System Ops 70%,
Unarmed S - 1d3+1d4
Willpower 65%
Tentacle Smash M 2m 1d8+1d4
Passions: I Prefer the Air to the Ground 70%, Loyalty
Blaster Pistol L 10/30/120 1d8+1
to Animus 65%, Prove my Division is the Best 75%
Acidic Ink L 15/-/- 1d12
Core Powers: Blast (Pulse Blaster:, Salvo), Close
Combat Attack (Talons: Quick Draw, Ranged Parry),
Flight (Dive Bomb, Supersonic), Heightened Sense
296
11. The Righteous and the Irredeemable

Skills: Athletics 70%, Boating 85%,Brawn 65%, Deceit Combat Style


60%, Demolitions 70%, Endurance 75%, Evade 70%,
Influence 60%, Insight 65%, Intimidation 65%, Lion’s Roar 70% (Blaster Pistol, Blaster Rifle, Club, Powers, Thrown
Weapons), Unarmed 80%
Knowledge (Tactics) 70%, Navigation 65%, Perception
60%, Stealth 55%, Survival 65%, System Ops 70%,
Willpower 65% Attacks
Passions: Loyalty to Animus 60%, Prove My Division
Attack Size/Force Range Damage
is the Best 70%, Stay Off the Front Lines if Possible
Unarmed M (L) - 1d4+1d6+1
75%
(1d4+1d12+1)
Core Powers: Blast (Acidic Ink: Armor Piercing,
Tail Blaster L 20/60/200 1d10
Ongoing Damage, Limit: Short Range), Close Combat
Attack (Tentacle Smash: Ranged Parry, Weapon Traits:
Entangle, Reach), Heightened Sense (Dark Sight), 50%, Influence 55%, Insight 45%, Intimidation 80%,
Inherent Armor, Life Support (High Pressure), Super Knowledge (Tactics) 55%, Perception 50%, Survival
Swimming (Surface Launch, Limit: Aquatic) 70%, Track 65%, Willpower 65%
Limits: External Power Source (Kraken Armor, all Passions: I’m the Toughest 75%, Loyalty to Animus
powers except Heightened Sense: Dark Vision and 80%, Prove My Division is the Best 65%
Life Support) Core Powers: Blast (Tail Blaster: Detonate, Limit:
Gear: Integrated communicator/computer Inaccurate), Combat Expert (Unarmed), Durability
(Shake It Off, Tireless), Enhanced Strength (Clobber,
Manticore (Villain, Technology) Ground Pound, Super Leap, Limit: Bull in a China
Shop), Inherent Armor (Armor Up, Nigh
In charge of the Thoon ground forces, Manticore is a massive Invulnerability, Stand Fast)
brute encased in near-impenetrable armor. He leads his troops Limits: External Power Source (Manticore Armor, all
from the front lines, has the strength to toss a car like a baseball, powers except for Durability)
and is armed with deadly energy weapons mounted in a Gear: Integrated communicator/computer
cybernetic tail. From all accounts he’s a merciless opponent, and
revels in the chaos of battle. His troops aren’t much better, and
they seem to have been infused with the DNA of the most vicious Animus (Villain Organization)
animals to further enhance their combat prowess.
Animus was founded with the principle that humanity
Manticore needs to be made aware of the ecological damage it is
doing to Earth, specifically the animal life living
STR: 19 Action Points: 3
thereon. Believing that grassroots activism and
CON: 20 Damage Modifier: +1d6 (+1d12)
education have failed, the Organization opts to take a
SIZ: 20 Power Points: 16
more militaristic stance to force the world into a new
DEX: 10 Movement: 7m
paradigm where they capitulate to the will of Animus
INT: 10 Initiative Bonus: +10 (+7 w/ armor)
and their vision for the future of planet Earth.
POW: 14 Healing Rate: 5
CHA: 10 Luck Points: 3
• Spheres of Influence: Bioterrorism, Control, Military
Armor: Manticore Armor

• Structure: The Organization is led by the man known


Hit Locations as Chimaera Prime, and he is the sole power in
determining their strategies and designating targets.
1d20 Location AP/HP
He is served by three field commanders who direct his
1-3 Cybernetic Tail 7/12
legions of loyal followers (see above), although the
4-5 Right Leg 7/12
commanders still ultimately follow their leader’s orders.
6-7 Left Leg 7/12
There are subcommanders who direct individual
8-10 Abdomen 9/13
divisions and squads of the Organization, but they must
11-14 Chest 10/14
still follow their superior’s directives to the letter.
15-16 Right Arm 7/11
17-18 Left Arm 7/11
• Requirements: The members of Animus are pulled
19-20 Head 7/12
from extremist groups from all around the globe,
specifically bio- and eco-terrorists that have similar views
Skills: Athletics 75%, Brawn 85%, Deceit 50%, about preserving the environment through aggressive
Demolitions 65%, Drive 70%, Endurance 80%, Evade action. All potential members are put through a
297
Destined

Using villainous Organizations

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

municipal building to get his revenge. Fortunately for the city


he launched his attack on the same day the Fearless Force came
together, and they were able to foil his plans before he caused too
299
Destined

Hit Locations are powerless, instead using their twisted knowledge of


science to craft their poisons. No matter what the
1d20 Location AP/HP source, Chemists are dangerous villains because of the
1-3 Right Leg 1/6
variety of effects they can produce with their creations.
4-6 Left Leg 1/6
7-9 Abdomen 1/7
Dust (Villain, Technology)
10-12 Chest 1/8
13-15 Right Arm 1/5
The villain known as Dust is the premier drug lord of the
16-18 Left Arm 1/5
Ossuary, creating new and terrible substances in his hidden
19-20 Head 1/6
labs to intoxicate and control the desperate and those looking to
escape their lives. He emerged on the scene 10 years ago,
Combat Style although law enforcement officials I’ve spoken to suspect he’s
been operating much longer than that. His first notable
Combat Style: Mr. Roboto: 55% (Baton, Blaster Pistol, Light Pistol,
creation was the stimulant known as “Crash,” a highly
Stun Gun, Thrown Weapons), Unarmed 45%
addictive amphetamine that became the rage in local clubs and
on college campuses. Crash remains a problem in Gemelos City
Attacks and beyond, but Dust continues to refine his products and
distributes them through the mob and the Hundred.
Attack Size/Force Range Damage
Unarmed S - 1d3
The few people who’ve seen Dust in person describe him as
Blaster Pistol L 10/30/120 1d8+1
a tall, thin man wearing a mustard-yellow lab coat, gas mask,
and long, thick safety gloves. His voice is filtered through the
Skills: Athletics 45%, Brawn 50%, Computers 75%, mask but is said to have a distinctive accent, and he never gets
Deceit 75%, Drive 45%, Electronics 85%, Endurance close to anyone except for his most trusted bodyguards,
55%, Engineering (Civil) 75%, Evade 50%, Influence colloquially called the “Dustmen.” One man I talked to (during
65%, Insight 85%, Perception 80%, Perform (Acting) a rare moment when he was able to talk coherently) told me that
95%, Research 85%, Science (Robotics) 95%, System he tried to attack Dust and was hit in the face with a cloud of
Ops 75%, Willpower 75% something sweet-smelling. Whatever it was permanently
Passions: Defeat the Fearless Force 75%, Develop New damaged his mind to the point where he needed to be
Robots 65%, Play the Role of the Villain 85% institutionalized. So not only is Dust dangerous for the poison
Core Powers: Savant (Computers, Electronics, he creates to pollute the streets, but apparently he is deadly in
Science: Robotics: Instant Specialization, Parallel person as well.
Knowledge), Summon (Mini-Drones: Empowered
Construct, Guardian Constructs, Legion, Limits: • C.O.P. Alert: Pretty Poison: While Dust has crafted some
Limited Form: Robots, Material Required: robot truly potent and dangerous substances, his most recent
parts), Technopathy (System Control, Wi-Fi Enabled, creation may be his worst yet. His “Dustmen” have begun
Limit: Limited Access: Robots only) peddling a powerful narcotic that not only delivers a
Limits: External Power Source (Technopathy, Robot- tremendous high, but also makes the user lash out at whatever
Control Helmet) they love the most. In truth, Dust recently acquired control of
Gear: Polyweave uniform, Blaster Pistol, wrist- a villainess known as Ecstasy after liberating her from a
mounted computer, belt of robot parts prison transport van on its way to Deimos Isle Penitentiary.
Able to control emotions through physical contact, Ecstasy has
been in an induced coma since she was captured during a
The Chemist crime spree in the Ossuary last year. Despite this, Dust
discovered a way to isolate and extract the mind-altering
Using toxins and chemicals as their primary weapon, chemicals her powers produce and use them in his latest
the Chemist is a master of poisons and mind-altering creation. Will the heroes be able to discover the source of this
concoctions. Some Chemists are nothing but killers, deadly new drug, and if Ecstasy wakes up, what will she think
injecting deadly venoms and filling rooms full of lethal of Dust using her for his own gains?
gases. Others are more subtle, using their knowledge of
chemistry to create drugs that sap away a person’s will
or give them vivid hallucinations that excite, confuse, or
terrify them.

In some cases, Chemists have powers that allow them


to create their toxins from their own body, while others
300

Combat Style
11. The Righteous and the Irredeemable

Dust Limit: Conditional: target must be hit by thrown dust)


Limits: External Power Source (Various dusts and gas
STR: 12 Action Points: 3
mask, all powers except for Savant), Physical
CON: 19 Damage Modifier: +1d2
Limitation (No sense of smell or taste)
SIZ: 14 Power Points: 16
Gear: Padded Leather suit and Light Combat helmet,
DEX: 13 Movement: 6m
Heavy Pistol, integrated rebreather, various dusts and
INT: 16 Initiative Bonus: +15 (+13 w/armor)
chemicals
POW: 14 Healing Rate: 4
CHA: 12 Luck Points: 3
The Mad Scientist
Armor: Padded Leather suit, Lt. Combat helmet

There are always those who want to push the


Hit Locations boundaries of science, even if the end results may be
more harmful than helpful. The Mad Scientist believes
1d20 Location AP/HP
herself above the moral constraints of normal society,
1-3 Right Leg 2/8
and her twisted genius is the only thing capable of
4-6 Left Leg 2/8
guiding humanity toward the future. Mad Scientists
7-9 Abdomen 2/9
have the intellect and knowledge to make their fevered
10-12 Chest 2/10
creations reality, and even when things go wrong, they
13-15 Right Arm 2/7
keep trying, shifting the blame to someone else, and
16-18 Left Arm 2/7
then diving back into their lab to create another
19-20 Head 3/8
abomination. Like the Technophile, Mad Scientists
often do not possess powers or fighting ability, unless
Combat Style they become a self-induced test subject. In many cases
the Mad Scientist doesn’t do her deeds out of malice or
Dust to Dust: 65% (Baton, Heavy Pistol, Powers, Shotgun, Thrown
revenge, instead believing she is bettering the world
Weapons), Unarmed 60%
with her genius.

Attacks Echidna (Archvillain, Experimentation)

Attack Size/Force Range Damage


Over the past year there’s been a rash of mutated and
Unarmed S - 1d3+1d2
malformed Extranormals appearing in the Ossuary. It all
Heavy Pistol H 50/100/200 1d8
started a few years back with the monster the press dubbed
Deadly Dust L 19/-/- 2d8
“Agony,” and since his rampage, several more have cropped up
to plague the overworked police and the few heroes that call the
Skills: Athletics 50%, Brawn 55%, Culture area home. While some have theorized that these mutations are
(Underworld) 85%, Deceit 60%, Demolitions 65%, another step in the evolution of the Godstrand, after digging
Drive 65%, Endurance 90%, Engineering (Chemical) around in the police reports and talking to witnesses, I
90%, Evade 60%, Influence 65%, Insight 70%, discovered an interesting thread tying all the stories together.
Medicine 75%, Perception 70%, Research 80%, Science There were rumors of a secret lab with mysterious doctors who
(Biology) 85%, Science (Chemistry, Pharmacology) never showed their faces, and all who entered came out as
90%, Sleight 85%, Stealth 65%, Willpower 85% monsters. These labs never stayed in one place for long, and
Passions: Avoid Danger 70%, Control the Drug Trade vanished without a trace. While some of the witnesses to this are
75%, Create New Drugs 85% not the most reliable sources, I’ve heard enough stories to
Core Powers: Blast (Deadly Dust: Armor Piercing, believe there is some kernel of truth to it all.
Detonate, Ongoing Damage, Toxic, Limit: Short
Range), Energy Field (Poison Residue 1d10, Limits: Who are these mysterious doctors? Are they activating the
Always On, Limited Power: does not gain bonus Godstrand in people prematurely or somehow making X-Ns out
damage to unarmed attacks), Empathy (Emotion of ordinary people? Whatever the truth, the monsters they
Control, Limits: Boosted Only, Conditional: living create are violent and dangerous, so their work is far away
target must be hit by thrown dust, Linked: Phantasm), from anything benefiting the people of Gemelos City or the
Phantasm (All Senses, Independent Illusion, fragile goodwill towards those with powers. I surmise that the
Psychosomatic, Limits: Psychic Illusions, Conditional: villainous Geryon may be another product of these labs, but
living target must be hit by thrown dust, Linked: that’s just my personal theory, and I have no intention of
Empathy), Resistance (Poisons: Immunity), Savant tracking him down to ask. My other theory involves Dr. Janet
(Engineering: Chemical, Science: Chemistry, Science: Echidna, the doctor who was the first to discover the Godstrand
Pharmacology), Sensory Overload (Sight, Flashbang, and was mocked by her peers for her work. She disappeared
301
horrible abomination with dangerous powers. The characters
might stumble upon one of these monstrosities and through it
uncover clues that could eventually lead back to Dr. Echidna.
Or perhaps one of the heroes is the success she has been hoping
for and manages to escape from one of her labs. If that is the
case, Dr. Echidna and her people will stop at nothing to find
and vivisect the hero to uncover what made that experiment
successful.

If the illegal experiments are linked back to her or Pandora


Pharmaceuticals, and if confronted, Dr. Echidna desperately
enacts a failsafe protocol. Her pacemaker contains a cocktail
of her Godstrand-derived mutagens, and it releases them on
her command or in the event she is seriously wounded. She
undergoes a terrible transformation, becoming a hideous
tentacled monster while tragically losing her amazing mind in
the process.

Dr. Echnidna (human form)


STR: 9 Action Points: 3
CON: 10 Damage Modifier: -1d2
SIZ: 10 Power Points: 22
DEX: 10 Movement: 6m
INT: 22 Initiative Bonus: +16
POW: 17 Healing Rate: 2
CHA: 16 Luck Points: 3
Armor: none

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 Faces of Geryon Attacks


Attack Size/Force Range Damage
Unarmed L - 1d4+1d10+1

G eryon’s Omnipower is meant to represent how


each of his three faces has its own personality
and a unique power (Blast, Enhanced Strength, Bioelectric Blast L 22/66/220
(1d4+2d6+1)
1d12

and Telepathy). When one face is dominant, he


can use the power associated with it but cannot Combat Style
access the other two. Each of his faces is also a
Faces of Death: 90% (Axe, Club, Powers, Staff, Thrown Weapons),
separate hit location as noted below, and if a face
Unarmed 85%
is incapacitated it also means the power
associated with it is inaccessible until the face
recovers. Geryon is not at risk of falling Unless he is stopped, Geryon will attempt to consume every
unconscious if one or even two of his faces is hero and villain in Gemelos City in his twisted quest for more
incapacitated, only needing to roll to remain power. Will the heroes be able to defeat him before it’s too late,
conscious when all three of his faces are disabled. and is there a way to free his victims or are they lost forever?
This makes him a formidable foe in combat.
Skills: Athletics 90%, Brawn 90%, Deceit 60%,
Endurance 85%, Evade 70%, Influence 60%, Insight
when three Godstrand-activated people were fused together 70%, Intimidation 90%, Perception 80%, Stealth 70%,
during an experiment by Pandora Pharma. He became one Survival 85%, Track 70%, Willpower 85%
being with three minds and all the powers of those involved, Passions: Destroy Gemelos City 75%, Make Everyone as
and after escaping he learned that if he consumed others with Miserable as I Am 80%, Ruin Anything of Beauty 70%
powers he would also gain their abilities. These unfortunate Core Powers: Blast (Detonate, Limit: Inaccurate),
victims can be seen as dormant visages on his twisted body, Combat Expert (Grappling, Improvised Weapons,
faces twisted in pain or terror. Once he gets his first gristly Unarmed, Expert Strike, Ready for Action), Durability
taste, Geryon will begin hunting other powered people to try (Shake It Off), Enhanced Reactions (Limit: Impulsive),
to cannibalize them and their abilities. The heroes might Enhanced Strength (Clobber, Ground Pound, Power
become aware of this when an Extranormal ally goes missing, Lift, Super Leap, Limit: Bull in a China Shop),
or a villain they are chasing gets pulled into the sewers. If the Inherent Armor (Armor Up, Nigh Invulnerability,
Game Master wants to use this option, consider adding some Stand Fast), Regeneration (Instant Healing, Reptilian
of Geryon’s listed powers during subsequent encounters with Regeneration), Telepathy (Mind Control, Mind Probe,
the villain or add new powers he previously never manifested. Limits: Oversharing)
Limits: Omnipower (Multiple Faces: Blast, Enhanced
Geryon Strength, Telepathy)
STR: 21 Action Points: 3
CON: 22 Damage Modifier: +1d10 (+2d6)
The Remorseless Killer
SIZ: 24 Power Points: 25
DEX: 14 Movement: 8m, 11m Leaping
While some villains use violence as a means to an end,
INT: 15 Initiative Bonus: +24
the Remorseless Killer uses violence to satisfy some dark
POW: 20 Healing Rate: 6
urge to end the lives of others. The Remorseless Killer
CHA: 11 Luck Points: 4
doesn’t care about wealth or power, and often ignores
Armor: Thick Skin
such things in the pursuit of his prey. Some of these
villains target specific individuals, such as those who
Hit Locations wronged them, or a particular category of victim such
as superheroes, law enforcement, or the wealthy. Others
1d20 Location AP/HP
target anyone unfortunate enough to cross their path,
1-3 Right Leg 8/15
and there is no rhyme or reason to their murders. They
4-6 Left Leg 8/15
either kill for the pleasure they get from taking a life, or
7-9 Abdomen 8/16
kill out of some twisted compulsion. In terms of powers,
10-11 Chest 8/17
many Remorseless Killers are normal people with
12-14 Right Arm 8/14
exceptional talent at taking lives and stalking their prey.
15-17 Left Arm 8/14
Some have powers that make them more effective at
18 Face (Blast) 8/13
combat or allow them to withstand inhuman levels of
19 Face (Strength) 8/13
punishment and ignore pain.
20 Face (Telepathy) 8/13
304
11. The Righteous and the Irredeemable

Kryptic (Villain, Inherent) Kryptic


STR: 13 Action Points: 3
A demon haunts the darkest places of the Ossuary. He’s said to
CON: 15 Damage Modifier: -
be nothing but a shadow by those fortunate enough to encounter
SIZ: 12 Power Points: 17
him and live to tell the tale. Most don’t survive. All that’s left
DEX: 15 Movement: 6m
behind is a body and a mysterious numerical cipher written in
INT: 16 Initiative Bonus: +16
the victim’s blood. The police have no leads on the killer, and
POW: 15 Healing Rate: 3
only a few of his strange puzzles have been solved. Each one
CHA: 15 Luck Points: 6
tells the supposed sins of the victim, and is signed with the only
Armor: None
name he’s known by: Kryptic. Based on the number of victims
found, Kryptic has been operating in the Ossuary for at least a
decade and his body count numbers in the dozens. He seemingly Hit Locations
disappears for months at a time, during which the Ossuary
sighs in collective relief, and then he re-emerges from the 1d20 Location AP/HP
1-3 Right Leg -/7
darkness to claim another soul.
4-6 Left Leg -/7
7-9 Abdomen -/8
I’ve spoken to several criminal profilers about the mysterious
10-12 Chest -/9
Kryptic, and they all say the same thing: he is a serial killer. He
13-15 Right Arm -/6
clearly knows his victims, because all the sins he reveals (and
16-18 Left Arm -/6
that have been decoded) appear correct. He has a profound ego
19-20 Head -/7
and his ciphers are a way of proving he’s smarter than those
who want to stop him. Now, I’m no criminal psychologist, but I
respectfully disagree on some of those points. I’ve talked to the Attacks
few people who got away from him, and their reports seem to be
Attack Size/Force Range Damage
conflicting. Some say he’s a man of slight build seemingly made
Unarmed M - 1d4+1
of shadow, while others describe the killer as obese or even
Knife S 5/10/20 1d4+1
female. Some profilers believe that Kryptic is actually a cult of
many assassins, but I believe that Kryptic is actually an
Extranormal who’s been a plague on Gemelos City for some Combat Style
time, maybe even as far back as the days of the Coachman!
Shadow Killer: 95% (Axe, Club, Knife, Spear, Thrown Weapons),
Whatever the truth, just be careful if you’re a sinner in a dark
Unarmed 85%
Ossuary alleyway. At best you may run across one of the 52nd
Street Hundred who wants your wallet, but at worst you may
see a shadow move out of the corner of your eye and it will be Skills: Athletics 70%, Brawn 65%, Culture (High
the last thing you ever see. Society, Working Class) 70%, Deceit 85%, Drive 65%,
Endurance 75%, Evade 75%,Forgery 75%, Influence
• C.O.P. Alert: Killing Fields: The blocks of Morning Fields 75%, Insight 90%, Intimidation 85%, Knowledge
in the Ossuary are already plagued by rampant crime, but in (Cryptography) 110%, Mechanisms 75%, Medicine
recent weeks something more sinister has been stalking the 60%, Perception 85%, Perform (Acting) 75%, Research
streets. Several bodies have turned up, each one with part of 75%, Sleight 80%, Stealth 85%, Streetwise 80%, Track
a cryptogram that appears to be part of a larger message. 85%, Willpower 95%
Immediately rumors surface that Kryptic is active again, Passions: Kill to Stay Alive 90%, Leave Ciphers About
sending the Ossuary into a panic. A blogger who studies the My Victim 75%, Remain in the Shadows 85%
mysterious killer contacts the heroes and believes there is Core Powers: Combat Expert (Bleeding Attack,
something wrong about the murders. He points out that Duelist, Grappling, Impaling Attack, Improvised,
Kryptic only ever kills a single time when he appears, and his Throwing, Unarmed, Expert Strike, Precise Strike,
ciphers are always specific to the victim. The truth is a local Ready for Action), Empathy (Read the Room), Life
cult is using Kryptic’s reputation to cover up a sinister ritual Support (Aging), Lucky (Bad Penny, Luck of the
they are using to try to gain the power of the villain. Kryptic Devil), Regeneration (Back From the Dead, Instant
is in reality a man who used the same dark rite over a century Healing, Reptilian Regeneration), Telepathy (Mind
ago to become functionally immortal by absorbing the souls of Probe, Limit: Oversharing, Side Effect: gains the
those he murders. If the cult succeeds, the members will all shadow of anyone he uses Mind Probe on)
gain his powers, but will their murders draw out the real Limits: Impaired Recovery (only recovers Power
Kryptic from hiding? Points for 24 hours after making a kill)
Gear: Knife, smartphone, various mementos from
past victims
305
Destined

The Night Creature Nocturne


STR: 14 Action Points: 3
Crimefighters are not the only ones lurking in the
CON: 14 Damage Modifier: +1d2
shadows of the city, and are by far not the most
SIZ: 15 Power Points: 20
fearsome. The Night Creature is a villain who haunts
DEX: 15 Movement: 6m
the darkest places, and some are actual supernatural
INT: 15 Initiative Bonus: +15 (+13 w/ armor)
beings such as vampires, demons, or fey creatures,
POW: 18 Healing Rate: 3
wielding potent magic or paranormal powers that rival
CHA: 19 Luck Points: 6
those of the heroes. While they might be monsters,
Armor: Padded Leather
Night Creatures often have an allure about them that
tempts heroes and civilians alike. They often draw
victims in with the promise of power, immortality, or an Hit Locations
escape from the mundane, but ultimately the Night
Creature serves its own needs before that of others. 1d20 Location AP/HP
1-3 Right Leg 2/7
4-6 Left Leg 2/7
Nocturne (Villain, Mutation)
7-9 Abdomen 2/8
10-12 Chest 2/9
If you hear lilting music drifting through the night skies, or
13-15 Right Arm 2/6
hear a song from a voice impossibly beautiful yet haunting at
16-18 Left Arm 2/6
the same time, it may be the last thing you ever hear. The villain
19-20 Head 2/7
known as Nocturne uses music to lure in his victims, soothing
them with a song before he saps away their life, all the while
singing a deadly tune. By his own account he claims to be a Combat Style
prince of the shadow court of the ancient faerie kingdoms, a
mythical being of powerful and seductive magic from another Night’s Dirge: 75% (Baton, Club, Knife, Powers, Sword), Unarmed
60%
age. His unearthly beauty and siren’s voice seem to back up his
claims, and countless people have been lured in, only to become
desiccated husks after his voice extracts the vitality from their Attacks
bodies. But here’s the rub: Nocturne is also a thief. For all his
claims of being an otherworldly being, his sinister songs are a Attack Size/Force Range Damage
Unarmed S - 1d3+1d2
cover for whatever heist he is planning. He has a special
Deadly Note L 14/42/140 1d12
affinity for valuable pieces of music, instruments, and even
musicians and singers who catch his fancy. For all his
pageantry and spectacle, he ultimately just wants to take things Skills: Athletics 55%, Brawn 60%, Courtesy 75%,
that don’t belong to him and doesn’t mind leaving a body count Culture (High Society) 70%, Deceit 85%, Drive 40%,
in his wake. Personally I don’t buy his whole story about being Endurance 60%, Evade 65%, Influence 85%, Insight
some mythical being; I suspect he’s just another X-N who has a 75%, Knowledge (Fairy Lore) 75%, Perception 70%,
flair for the dramatic. But whether he’s a faerie lord or a fraud, Perform (Acting) 80%, Perform (Music, Singing) 110%,
he’s still one of the more devious and dangerous villains in Stealth 65%, Willpower 85%
Gemelos City, and he should never be underestimated. Passions: All Music Should Be Mine 85%, I Am Above
Humanity 70%, Take Things of Beauty 75%
• C.O.P. Alert: Symphony of Destruction: A rare exhibit of Core Powers: Blast (Deadly Note: Armor Piercing,
original sheet music from the great masters is on display at the Detonate, Limit: Inaccurate, Conditional: must sing),
Gemelos Museum of Fine Arts, and it is a tempting target for Elemental Control (Soundwaves: Create Element,
Nocturne. The villain is smart enough to know the police are Increased Area), Empathy (Emotion Control, Global
expecting him to try to steal the exhibit, so he opts to create a Empathy, Read the Room, Limits: Empathic Mimic,
series of distractions to cover the theft. Using his vocal powers, Conditional: must sing when using Emotion Control),
Nocturne charms several criminal groups and has them enact Heightened Sense (Hearing, Vibration Sense), Lucky,
a crime spree across the city at the same time he plans to hit the Phantasm (Sound: Greater Phantasm, Psychosomatic,
museum. His goal is to spread both law enforcement and the Limit: Specific Phantasms: music and singing),
city’s heroes thin trying to prevent his decoy crimes while he Resistance (Sonic, Immunity), Sensory Overload
waltzes into the museum to nab his prize. Will the heroes be (Hearing, Flashbang, Limit: Partial Sensory Loss)
able to figure out that Nocturne is behind all the crimes, and Limits: Omnipower (Blast, Phantasm, Sensory
will they be able to stop him? Overload)
Gear: Padded Leather clothing and mask, conductor’s
baton
306
11. The Righteous and the Irredeemable

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.

Obake (Villain, Mutation) Hit Locations


1d20 Location AP/HP
Obake has become a legend in criminal circles, and most people
1-3 Right Leg 2/7
believe he (or she) is a ghost story and nothing more. As an
4-6 Left Leg 2/7
assassin who can appear to be anyone, his victims never see
7-9 Abdomen 3/8
their killer coming, and anyone who witnesses the hit is unable
10-12 Chest 3/9
to identify who did the heinous deed. Obake is also an
13-15 Right Arm 2/6
opportunistic assassin, and his (or her) methods change
16-18 Left Arm 2/6
depending on the situation. He (or she) shot a senator from a
19-20 Head 2/7
kilometer away with a high-powered rifle in the middle of a
parade, blew up a businessman with a shaped explosive that left
everyone else in a crowded elevator unharmed, and poisoned Combat Style
an entire table of mob capos with toxic tiramisu. A faceless killer
Assassin’s Strike: 85% (Knife, Light Pistol, Rifle, Sword, Thrown
who can murder with deadly pastry is truly a living nightmare
Weapons), Unarmed 80%
in my humble opinion. My contact in Omega told me they have
a thick file on Obake, but very little real information on him (or
her). They believe the assassin is either a single individual who Attacks
is an expert in disguise, or a team of assassins that operate
Attack Size/Force Range Damage
under a single code name. My contact questions these theories,
Unarmed M - 1d4+1d2+1
and subscribes to my idea that Obake is actually an
Short Sword M - 1d6+1d2
Extranormal that either has shapeshifting or illusory powers.
Sniper Rifle H 900/1500/5000 2d10+4
This makes more sense, as witnesses have talked about seeing a
Explosive Bola M 10/25/50 1d4+1d2, 2d6
man walk up to the victim and shoot them point
in 2m radius
blank, then a woman walk away as the body falls. The idea of
an assassin who can literally be anyone makes Obake even more
terrifying, and it certainly makes me think twice before I Skills: Acrobatics 85%, Athletics 85%, Brawn 65%,
order tiramisu. Craft (Poison) 75%, Deceit 85%, Demolitions 75%,
Drive 65%, Endurance 70%, Evade 85%, Insight 75%,
• C.O.P Alert: A Clean Kill: A killer is as only as good as Mechanisms 75%, Perception 70%, Perform (Acting)
her reputation, and Obake has a near-perfect kill record. She 90%, Research 70%, Sleight 80%, Stealth 85%, Track
has managed to walk away from every hit she’s ever done, and 75%, Willpower 70%
her powers allow her to ensure no one ever sees her true face. Passions: Always Honor a Deal 75%, Kill For the
Unfortunately, during a recent job where she killed an overly Highest Bidder 75%, Never Let My True Face Be Seen
ambitious mobster for the Dallo family, an innocent bystander 90%
caught a picture of her entering the restaurant and Obake is Core Powers: Combat Expert (Archery, Bleeding
concerned the image will show the tattoo of a kitsune on her Attack, Duelist, Impaling Attack, Improvised,
arm. The authorities could use the tattoo to link her true Longarm, Pinning Attack, Throwing, Unarmed:
identity to the crime, and dozens of other hits, so Obake plans Expert Strike, Ready for Action, Speed Load),
to locate the bystander and retrieve the image at any cost. The Enhanced Reactions (Additional Reactions, Nimble,
hapless man, a local delivery driver named Kit Farber, has Parkour), Morph (People, Doppelganger, Quick
307
Change, Limits: Persistent Flaw: tattoo on right arm), quickly discovered a very different world. He began to rebuild
Precognition (Danger Sense) his gang from the dregs of the Ossuary, and even though his
Limits: None clockwork tech was still very advanced, he struggled to grasp
Gear: Padded Armor w/ Lt. Combat Armor chest the advances of the last century. Professor Poe and his Brass
plate, Short Sword, Sniper Rifle, 3 Explosive Bolas Band remain a force to be reckoned with in the criminal
underworld, working as mercenaries for the Dallo mob and
committing thefts to acquire new tech to advance their archaic
The Gang Boss cybernetics, an advancement that could prove a powerful
opponent to all the heroes of Gemelos.
Even in a world of superheroes there is ordinary crime,
and the Gang Boss sits at the head of some criminal • C.O.P. Alert: Upgrades: Through his contacts in the mob,
faction within the city. This villain may have lofty Professor Poe learns about a shipment of experimental
ambitions, but his sights aren’t set on world domination cybernetics coming to Iaso Healthcare’s R&D branch in the
or rampant destruction. The Gang Boss instead seeks to Crown. He sends his five lieutenants along with several rank-
rule his own section of the city, or wants to sit at the head and-file members of the Brass Band to retrieve the shipment
of all of the underworld within his turf. Gang Bosses are so he can try to integrate the technology into their steampunk-
clever and they are capable leaders, able to draw in era replacement parts. The R&D department is part of one of
other criminals to their Organization. They are also Iaso’s hospitals, and the Brass Band is not known for their
often cruel and ruthless, willing to destroy their foes and caution when it comes to civilian casualties. Can the heroes
crush anyone who dares oppose their plans. While most stop the gang from stealing the shipment, and what will the
of them are ordinary people, some Gang Bosses have Brass Band do to the innocent staff and patients to ensure the
special powers or abilities that aided in their rise to the heroes won’t be able to stop them?
top and help to keep them there. The “ordinary” Gang
Boss makes for an interesting change of pace for games Professor poe
that focus almost entirely on supervillains.
STR: 6 Action Points: 3

PROFESSOR POE (Villain, Technology) CON: 10 Damage Modifier: -1d2


SIZ: 12 Power Points: 22

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

esteemed professors there. A genius in engineering and design,


he was at the forefront of medical technology for his day, and Hit Locations
pioneered some amazing clockwork devices to replace lost or
damaged body parts. What few knew was that the good 1d20 Location AP/HP
Professor was also one of the most devious criminals in Gemelos 1-3 Right Rear Legs 3/6

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

his brilliant brain in a special device of his own creation. While


Professor Poe still technically lived, the trauma of the ordeal Combat Style
snapped his mind and he became obsessed with turning his
Brain Damage: 55% (Baton, Blaster Pistol, Blaster Rifle, Club,
gang into clockwork creations like himself.
Swords), Unarmed 45%

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)

The nefarious Professor Poe and his Brass Band minions


Poe’s Henchmen have been a threat to the city since the 19th century.
Though now reduced to a brain in a jar, Poe has lost none
Bowery Boy (Minor Villain, Technology) of his cunning and malice.

As the second-in-command of the Brass Band, Bowery Boy Hit Locations


serves as the field leader for the gang. Like all the original
members of the gang who followed Professor Poe into the 1d20 Location AP/HP
present, not much is known about who Bowery Boy was in the 1-3 Right Leg 2/6

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

crossing his path. 16-18 Left Arm 2/5


19-20 Head 3/6

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

Skills: Athletics 60%, Brawn 55%, Culture Attacks


(Underworld) 65%, Deceit 60%, Drive 55%,
Endurance 70%, Evade 60%, Gambling 65%, Attack Size/Force Range Damage
Unarmed S - 1d3+1d4
Influence 65%, Insight 60%, Intimidation 60%,
Cannon Shot M 14/42/140 1d8
Perception 70%, Ride 70%, Stealth 60%, Streetwise
Cannon Club M - 1d8+1d2
65%, Willpower 65%
Passions: Follow Professor Poe 70%, Let People Know
I’m in Charge 75%, Protect Short Tail 60% Skills: Athletics 75%, Brawn 70%, Deceit 45%,
Core Powers: Blast (Lightning Blast: Armor Piercing, Demolitions 70%, Drive 50%, Endurance 70%, Evade
Ongoing Damage, Limit: Short Range), Energy Field 50%, Influence 40%, Insight 45%, Intimidation 60%,
(Shock Field 1d4, Energy Weapons, Limit: Reactive Perception 50%, Stealth 55%, Willpower 50%
Field), Resistance (Electricity: Absorption, Immunity, Passions: Follow Professor Poe 75%, Blast Anything in
Limit: Living Bomb) My Way 70%, Act Before Thinking 65%
Limits: Vulnerability (Water) Core Powers: Blast (Cannon Shot: Detonate, Limit:
Gear: Copper Plated Armor with padded leather, Inaccurate), Close Combat Attack (Cannon Club,
Metal Pipe (Club) Quick Draw, Limit: Slow)
Limits: Physical Limitation (No use of right hand)
Plug Ugly (Minor Villain, Technology) Gear: Brass-plated armor with padded leather

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

Attacks Combat Style


Attack Size/Force Range Damage Brigadier Butcher: 80% (Axe, Cleaver, Club, Shotgun, Thrown
Unarmed S - 1d3+1d2 Weapons), Unarmed 75%
Ball & Chain L 2m 1d6+1d2
Sawed-off Shotgun H 20/-/- 3d6
Attacks
Skills: Acrobatics 65%, Athletics 70%, Brawn 65%, Attack Size/Force Range Damage
Unarmed S - 1d3+1d6
Deceit 60%, Drive 60%, Endurance 65%, Evade 70%,
Cleaver L - 1d10+1d6
Influence 60%, Insight 60%, Perception 60%, Ride
65%, Stealth 65%, Track 60%, Willpower 60%
Passions: Follow Professor Poe 65%, No Mercy to My Skills: Athletics 75%, Brawn 85%, Deceit 40%, Drive
Foes 75%, Keep Bowery Boy Safe 70% 40%, Endurance 75%, Evade 50%, Influence 45%,
Core Powers: Close Combat Attack (Ball and Chain: Insight 45%, Intimidation 75%, Perception 55%,
Quick Draw, Weapon Traits: Entangle, Reach x2, Stealth 50%, Survival 65%, Willpower 65%
Limit: Poor Defense), Combat Expert (Reach, Expert Passions: Follow Professor Poe 85%, Never Flinch or
Strike, Limit: Signature Weapon: Ball and Chain) React 75%, Destroy Anything in My Way 65%
Limits: Physical Limitation (No use of left hand) Gear: Core Powers: Combat Expert (Bleeding Attack),
Brass plated armor with padded leather, Sawed-off Enhanced Body (Limit: No bonus to movement),
Shotgun Inherent Armor (Stand Fast, Limit: Bulky)
Limits: Physical Limitation (Mute)
Slaughter House (Minor Villain, Technology) Gear: Giant Cleaver

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.

STR: 18 Action Points: 3


CON: 16 Damage Modifier: +1d6
Swamp Angel
SIZ: 16 Power Points: 12 STR: 13 Action Points: 3
DEX: 11 Movement: 6m CON: 12 Damage Modifier: -
INT: 9 Initiative Bonus: +10 (+7 with armor) SIZ: 11 Power Points: 13
POW: 12 Healing Rate: 3 DEX: 15 Movement: 6m
CHA: 8 Luck Points: 2 INT: 13 Initiative Bonus: +21 (+20 with armor)
Armor: Integrated Steel Plating POW: 13 Healing Rate: 2
CHA: 13 Luck Points: 3
Armor: Padded Leather Armor
Hit Locations
1d20 Location AP/HP
1-3 Right Leg 6/8
Hit Locations
4-6 Left Leg 6/8 1d20 Location AP/HP
7-9 Abdomen 6/9 1-3 Right Leg 2/5
10-12 Chest 6/10 4-6 Left Leg 2/5
13-15 Right Arm 6/7 7-9 Abdomen 2/6
16-18 Left Arm 6/7 10-12 Chest 2/7
19-20 Head 6/8 13-15 Right Arm 2/4
16-18 Left Arm 2/4
19-20 Head 2/5

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

Skills: Athletics 45%, Brawn 50%, Computers 90%,


Culture (Online) 80%, Deceit 75%, Drive 55%,
Electronics 90%, Endurance 50%, Evade 50%,
Influence 85%, Insight 80%, Mechanisms 70%,
Perception 70%, Perform (Acting) 65%, System Ops
85%, Willpower 80%
Passions: Archimedes Computing Must Pay 80%, My
Will Trumps Free Will 75%, Prove How Clever I Am
75%
Core Powers: Empathy (Emotion Control, Global
Empathy, Read the Room, Limit: Conditional: target
must be in proximity to technology), Heightened Over millennia, the Superslayer has hunted
Sense (Esoteric: Cellular, Wi-Fi), Savant (Computers, many of humanity’s greatest champions. Even
Electronics, System Ops; Instant Specialization), the mightiest heroes fear this horror of the
Telepathy (Gestalt Mind, Mind Control, Mind Probe, ancient world, and few stand a chance against it.
Party Line, Limits: Mental Overload, Conditional:
target must be in proximity to technology)
Limits: Omnipower (Empathy & Telepathy) The Superslayer (Archvillain, Inherent)
Gear: Polyweave uniform, wrist computer
Many of my theories have been discounted by other researchers
into the Extranormal phenomenon, just like how many
The Adversary institutions don’t acknowledge the online degrees I offer
through my website. But what I have uncovered about the
Standing above other villains, the Adversary is a threat source of the destruction of the ancient Extranormals may
on a scale far beyond common bank robbers or evil change how we view the history of our powered ancestors. The
geniuses. The Adversary seeks domination or last account of an Extranormal in ancient times was
destruction on a vast scale, serving some goal that often approximately 1,400 years ago, but prior to that they had been
only makes sense in the supervillain’s twisted mind. disappearing at an alarming rate. As many of them have fallen
Unfortunately, the Adversary has the power and into the realm of myth and legend, it has been difficult to piece
resources to make good on his threat, and often is together what exactly happened to them. Some theorists believe
capable of taking on and defeating multiple foes without that the genes that gave them their gifts had a “half-life” of
breaking a sweat. The Adversary often serves as the sorts, leading to terminal genetic abnormalities that eventually
ultimate villain of the campaign, manipulating events killed them. Others believe that the rulers of the world grew
behind the scenes until he is revealed or emerging to jealous of their gifts and had the great heroes of legend slain to
upend everything else in his bid for total domination. prevent them from being a threat. While I believe some of the
313
Destined

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

Typhon of pure greed, out of obsession for a particular type of


prize, or simply for the thrill and the challenge.
STR: 17 Action Points: 3
Whatever the reason, the Thief is good at what she
CON: 18 Damage Modifier: +1d12
does, possessing skills and powers that enhance her
SIZ: 20 Power Points: 18
ability to avoid detection and slip into the most secure
DEX: 15 Movement: 48m
locations. Some of them are criminals through and
INT: 14 Initiative Bonus: +23
through, willing to do whatever it takes to get what they
POW: 16 Healing Rate: 3
want. Others have personal codes of honor or more
CHA: 14 Luck Points: 3
altruistic motivations, such as stealing to help the
Armor: Scaly Hide
impoverished, or working to take down a corrupt
corporation. Even if their motives are true, Thieves still
Hit Locations break the law to accomplish their goals, which often
puts them at odds with the heroes.
1d20 Location AP/HP
1-3 Right Leg 8/12
Vagabond (Villain, Mutation)
4-6 Left Leg 8/12
7-9 Abdomen 8/13
It embarrasses me to admit this, but I have a bit of a crush on
10-12 Chest 8/13
a supervillain. The first time I saw Vagabond, it was during
13-15 Right Arm 8/11
her legendary robbery of the museum where she managed to
16-18 Left Arm 8/11
disarm all the guards, dance with three patrons, and make off
19-20 Head 8/12
with one of the most valuable diamonds in the world, all while
dodging the police officers trying to nab her. Not a single person
Combat Style was hurt in her heist, and the museum’s insurance policy
Monstrous Fury: 85% (Axe, Blaster Rifle, Club, Powers, Thrown
covered the loss. Now, I know that doesn’t justify her actions,
Weapons), Unarmed 90% but her frivolity and laughter during the whole thing was
infectious. In fact every job she has pulled has been done with
the same panache and sense of fun, and aside from some
Attacks bruised egos, no one is ever harmed. I know I’m not alone in
Attack Size/Force Range Damage my crush, and I’ll be a little sad the day she’s finally captured.
Unarmed L - 1d4+1d12+1
Laser Eyes L 18/54/180 1d12 Vagabond has the ability to create short-range portals,
allowing her to access nearly anything as long as she can see it.
Skills: Acrobatics 65%, Athletics 75%, Brawn 75%, She’s very skilled at using these portals, dodging out of the way
Deceit 65%, Demolitions 75%, Drive 65%, Endurance of bullets as easily as she jumps across the room with her prize.
80%, Evade 70%, Influence 60%, Insight 65%, I’ve even seen her use them offensively, sending guards away if
Intimidation 75%, Perception 65%, Pilot 65%, Stealth they get too close, or redirecting bullets fired at her by the police.
70%, System Ops 65%, Track 70%, Willpower 60% She is also a highly skilled acrobat, and at times tries to commit
Passions: Advance Godstrand Research By Any Means her thefts without her portals just to prove her skills. It seems
70%, Loyalty to Echidna 90%, Let No Harm Befall My that her heists are done more for the thrill than for the actual
Master 85% objects she steals. I know it’s still not right, but I can’t help but
Core Powers: Adhesion (Expert Grappler, Sudden feel excitement when I hear of her latest appearance.
Stop), Blast (Laser Eyes: Armor Piercing), Combat
Expert (Grappling, Unarmed), Durability, Enhanced • C.O.P. Alert: Thieves in the Night: The heroes get word
Reactions (Additional Reactions, Parkour), Enhanced from one of their street contacts that there is a glitch in the new
Speed (Hyper Action, Speed Charge, Limit: Jogger), security system at the Mattas Museum of Natural History; the
Enhanced Strength (Super Leap, Limit: Focused glitch shuts down the alarms for one minute at 2AM each
Strength), Inherent Armor night and for another minute at 2:15AM. While this limited-
Limits: Fatal Flaw (Must have injections of mutagen time window would not be opportunistic to most thieves,
serum every 4 hours), Impaired Recovery (Can only Vagabond would have no trouble taking advantage of the
recover in Echidna’s lab) glitch and sees it as a fun challenge. Unfortunately, a crew of
expert burglars also learns about the glitch and plans to hit
the museum on the same night as Vagabond. These criminals
The Thief have no objections to violence, so the heroes will need to
contend with them while also worrying about Vagabond
The motivations of the Thief are simple: take whatever taking what she wants from the museum’s valuable collection
they desire from those who own it. They may do it out of rare gems.
316
Vagabond
STR: 12 Action Points: 3
CON: 15 Damage Modifier: -
SIZ: 12 Power Points: 18
DEX: 22 Movement: 6m, 20m Portal
INT: 18 Initiative Bonus: +29
POW: 16 Healing Rate: 3
CHA: 20 Luck Points: 6
Armor: Polyweave Costume

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

Xaal (Archvillain, Mystical) Hit Locations


The existence of magic in the world is hotly debated by other 1d20 Location AP/HP
1-3 Right Leg 6/8
scholars of the Extranormal phenomenon, and I was once
4-6 Left Leg 6/8
among the ranks of the disbelievers. I’d meet so-called wizards
7-9 Abdomen 6/9
who used high-tech chicanery or sleight of hand, or sorceresses
10-12 Chest 6/10
who believed their Godstrand-invoked gifts were paranormal.
13-14 Right Upper Arm 6/7
Then I had the misfortune of being present when the villain
15 Right Lower Arm 6/7
Xaal emerged into our world, and my beliefs were shaken to the
16-17 Left Upper Arm 6/7
core. Xaal allegedly crossed over from another dimension where
18 Left Lower Arm 6/7
he was a would-be conqueror of his own people. Unsuccessful
19-20 Head 6/8
at gaining power in his own world, he found ours while fleeing
from the heroes of his realm. On Earth he found a new place to
reshape into his own kingdom, but unfortunately for us that Combat Style
place is Gemelos City.
Arcane Strike: 70% (Baton, Knife, Powers, Staff, Whip), Unarmed
55%
Xaal wields an array of potent abilities that appear to be
some form of magic, and he casts his deadly spells through a
series of gestures that trace glowing symbols in the air. I Attacks
personally saw him shoot a blast of lightning at a police car
before floating into the sky on a platform of energy, and I’ve Attack Size/Force Range Damage
Unarmed S - 1d3+1d2
heard accounts of him summoning demons, disappearing into
Blast H 14/42/140 2d10
thin air, and creating solid matter from nothing at all. His
alien and unnerving appearance sends shudders down the
spine of anyone who sees him; his extra set of arms and skull- Skills: Athletics 55%, Brawn 55%, Craft (Arcane
like visage clearly identify him as something not from this Implements) 90%, Culture (Occult) 95%, Deceit 70%,
world. Thankfully his dreams of conquest have been thwarted Drive 35%, Endurance 65%, Evade 60%, Influence 75%,
so far, but Xaal is crafty and stubborn and I suspect he’ll not Insight 75%, Knowledge (Mythology) 85%, Knowledge
rest until our world is under his control. (Occult) 95%, Perception 80%, Willpower 85%
Passions: All Arcane Power Must Be Mine 70%, I
• C.O.P. Alert: Strange Magic: Xaal detests the modern Deserve to Rule 85%, Obtain Power at Any Cost 75%
world of Earth, wishing it was more like the simpler realm he Core Powers: Blast (Arcane Blast: Detonate, Salvo),
originally hailed from. In his secret lair he begins toying with Creation (Complex Creations, Durable Creations, Large
ancient rituals to try to make Gemelos City more like his home. Creations), Deflect (Extra Parry, Fast Shield, Ranged
Initially the effects are subtle, with buildings briefly taking on Redirect, Tower Shield), Elemental Control (Electricity,
the appearance of medieval structures or weird creatures of Fire: Increased Area, Limit: Crude Shapes Only), Force
mythology manifesting only to disappear a short time later. Field (Bolster, Fire Point, Mobile Field, Shapeable Field),
The heroes may be present when one of these strange Heightened Sense (Esoteric: Magic), Inherent Armor
occurrences happens, or they may have to wrangle a (Armor Up, Nigh Invulnerability, Limits: Activation
fantastical beast to prevent it from causing undue harm. As Time), Precognition (Remote Viewing), Summon
Xaal keeps enacting his rituals, these changes become more (Guardian Constructs, Legion), Telekinesis (Distance
common and more dangerous. The heroes must discover what Manipulation, Fine Manipulation, Size Matters Not,
is going on and stop Xaal before all of Gemelos City is Telekinetic Shove, Limit: Visible Force), Teleport (Full
transformed into something out of a Tolkien book. Stop, Long Jump, Quick Jump, Teleport Other)
Limits: Conditional (requires gestures and
Xaal incantations), Omnipower (Blast, Creation, Elemental
Control, Summon)
STR: 13 Action Points: 3
CON: 14 Damage Modifier: +1d2
SIZ: 15 Power Points: 27
The Misguided Vigilante
DEX: 14 Movement: 6m, 16m Teleport
INT: 21 Initiative Bonus: +17
Sometimes the quest for justice goes off the rails and
POW: 22 Healing Rate: 3
someone who intended to be a hero starts down a dark
CHA: 16 Luck Points: 4
path. Other times, someone believes that the system has
Armor: Arcane Armor
failed the people it was meant to protect, and only by
going against the system can true change occur. The
318
11. The Righteous and the Irredeemable

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

Supporting • For large creatures, increase Damage Bonus and Hit


Points and add an Armor Rating to represent thick
Characters hide, scales, or natural armor plating. Use the armor
types in the Tools of the Trade chapter as a gauge for
While the most dramatic battles occur when how tough the creature’s armor should be. Larger
superheroes and supervillains clash, fights against animals also have a greater Brawn skill to represent
ordinary criminals can be just as dangerous to seasoned their mass or natural strength.
and green heroes alike, and should never be taken
lightly. This section provides statistics for common foes • Change the movement type to represent flying or
for the characters to face during their adventures, aquatic creatures. For example, the statistics below
either as threats on their own or as minions of a villain. could also represent a small species of shark by
switching the ground movement to swimming.
Each entry gives general statistics for the type of
supporting character and how they are typically used in • Adjust the Hit Locations of the creature to represent
a scenario, and many of the entries also provide some different forms and body types. Some example Hit
examples to modify them to serve a different role or Locations for non-human opponents are given below.
increase their challenge for more powerful heroes.
Note that the entries for supporting characters are • Lower the base damage for attacks to represent
simplified and only include the information required to creatures with weaker attack forms, or increase it for
use them in adventures. more dangerous predators. For example, a
Tyrannosaurus Rex would inflict greater damage with
its massive jaws, while a tiny Compsognathus might
Beasts inflict only 1d2 damage with its bite.

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.

Beasts Hit Locations


Action Points: 2 1d20 Location AP/HP
Damage Modifier: +1d2 1-3 Right Hind Leg 1/4
Power Points: 7 4-6 Left Hind Leg 1/4
Movement: 8m 7-9 Hindquarters 1/5
Initiative Bonus: +12 10-12 Forequarters 1/6
Traits: Thick fur, does not end up prone after Evade 13-15 Right Front Leg 1/4
Core Powers: Heightened Sense (Enhanced Smell, Night Vision) 16-18 Left Front Leg 1/4
Skills: Athletics 60%, Brawn 45%, Endurance 60%, Evade 55%, 19-20 Head 1/4
Perception 60%, Stealth 60%, Track 65%, Willpower 45%, Unarmed
60%
Passions: Growl and Snarl 85%
Combat Style (Pain on Four Legs) 60%
Attacks: Tooth and Claw (Size: M, Dam: 1d4+1d2)

320
11. The Righteous and the Irredeemable

Bystanders here could easily be used for a clockwork member of the


Brass Band, but most of the gang would be represented
The bystander is anyone the heroes encounter who is a by the Goon below by adding a few points of armor to
non-combatant and is either in peril, stands in the various Hit Locations.
characters’ way in a non-combat situation, or is an
innocent under the control of a villain who uses them as
unwitting pawns. Bystanders can represent ordinary Cyborgs
citizens, a demanding bureaucrat who tries to stymie
Action Points: 3
the heroes with paperwork, or an allied friend or family
Damage Modifier: +1d4
member. Bystanders can vary wildly, and switching
Power Points: 11
around or adding trained skills and Passions can be the
Movement: 8m
simplest way to modify them to suit the story’s needs.
Initiative Bonus: +12 (+11 w/ armor)
Gear: Padded Leather, Assault Rifle
Bystanders Core Powers: Close Combat Attack (Power Claw), Heightened Sense
Action Points: 2 (Dark Vision), Inherent Armor (Limit: Partial Coverage)
Damage Modifier: - Skills: Athletics 60%, Brawn 75%, Endurance 65%, Evade 55%,
Power Points: 9 Insight 45%, Perception 55%, Unarmed 60%, Willpower 55%
Movement: 6m
Initiative Bonus: +10 Passions: Act Cold and Emotionless 75%
Gear: Varies by role Combat Style (Cyborg) 60%
Core Powers: - Assault Rifle (For: H, Dam: 2d6), Power Claw (Size: M, Dam:
Skills: Any four Standard skills at 40%, any two Standard or 1d6+1d4)
Professional Skills at 50%
Passions: Varies by role, but most who live in superhero cities have
Hit Locations
Panic and Run When Danger Strikes 70% 1d20 Location AP/HP
Combat Style (Everyday Hero): 45% 1-3 Right Leg 2/7
Unarmed (Size: S, Dam: 1d3) 4-6 Left Leg 2/7
7-9 Abdomen 4/8
Hit Locations 10-12 Chest 4/9
1d20 Location AP/HP 13-15 Right Arm 4/6
1-3 Right Leg -/4 16-18 Left Arm 2/6
4-6 Left Leg -/4 19-20 Head 4/7
7-9 Abdomen -/5
10-12 Chest -/6
13-15 Right Arm -/3
Goons
16-18 Left Arm -/3
19-20 Head -/4
Goons are the rank-and-file criminals that serve as
punching bags for the heroes. They could be gang
members, Mafia button men, low-level mercenaries, or
Cyborgs any random street toughs in the employ of a villain.
Goons serve the role of cannon-fodder for more potent
Part machine and part living being, cyborgs often foes and are often treated as Rabble (see page 182), so
appear as minions of mechanically-inclined villains or as the heroes can take on a large amount of them at a
enemies on far-future or alien worlds. In comics most single time. Some goons are outfitted with better
cyborgs have artificial parts designed for combat, and weaponry or armor to make them a little tougher, but
the included example below serves this role. Adding ultimately their main advantage should be in their
powers to the existing template alters the cyborg and its numbers and not their skill levels or equipment.
role, such as giving it Flight to represent aerial
combatants or Enhanced Speed for cyborgs with
cybernetic legs or wheels. Also note that while most
cyborgs have technological replacement parts, the same
supporting character could also represent a character
that has bio-organic modifications, or mystical artefacts
grafted to their body, or someone infected with some
alien techno-virus that alters their biology. The cyborg
321
Destined

Goons Hit Locations


Action Points: 2 1d20 Location AP/HP
Damage Modifier: +1d2 1-3 Right Leg -/5
Power Points: 8 4-6 Left Leg -/5
Movement: 6m 7-9 Abdomen 3/6
Initiative Bonus: +10 10-12 Chest 3/7
Gear: Light Pistol, Knife 13-15 Right Arm -/4
Core Powers: - 16-18 Left Arm -/4
Skills: Skills: Athletics 55%, Brawn 55%, Drive 55%, Endurance 55%, 19-20 Head -/5
Evade 45%, Unarmed 50%, Willpower 45%

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

Robot Hit Locations


Artificial beings that either have no independent 1d20 Location AP/HP
1-3 Right Thruster 3/5
intelligence, or some form of artificial intelligence that
4-6 Left Thruster 3/5
dictates their actions, robots serve many different roles,
7-9 Power Core 5/6
acting as assistants, performing menial tasks, or serving
10-12 Chassis 5/7
as combatants. The robot presented here is a combat
13-15 Right Weapon 3/4
robot, specifically the drone-like minions of the villain
16-18 Left Weapon 3/4
Doctor Vellaro. These statistics can also represent any
19-20 Sensor Mount 4/5
basic combat robot and are easily modified by switching
out the weaponry, adding more armor, or changing
modes of movement. Like beasts above, robots have
many different forms and the base template given Soldier
here can be quickly modified to represent a wide variety
of them. Soldiers are well-trained and well-equipped combatants
who often work for a larger Organization or for a
• Add and remove skills to represent the primary government. Soldiers' lives are based around being
function of the robot. battle-ready, and they serve on the front lines of
• Modify Damage Bonus, Movement, Hit Point, and conflicts in defense of whatever ideals are most
Armor Value for robots of different sizes. A massive important to the entity they serve. Soldiers benefit from
battle bot would have higher values, while a smaller the resources of their Organization and often have
maintenance bot would have much lower statistics. better arms and armor than other types of combatants.
• Add or remove weaponry to make different types of The following entry is for a soldier who serves in the
combat robots. A deadly ninja bot might have Close armed forces of a nation, but it could also represent the
Range attacks (and higher values in skills like Evade troops of a villainous Organization, mercenaries
and Stealth), while a gun-toting battlefield drone working for a private security firm, or members of a
might be outfitted with machine guns and rockets. SWAT team for a large metropolitan area. To represent
• Movement modes can alter what the robot can do the agents of the villainous Animus (see page 297), swap
and where it can go. Ground based robots of roughly out the assault rifle for a blaster rifle and give them
human size have a similar Base Movement Rate, while powers such as Life Support to represent their genetic
flying drones might have faster movement modes. adaptations.
• Add powers to make robots unique. A high-tech
android assassin with an invisibility field will force Soldier
players to change their tactics when fighting them.
Action Points: 2
Damage Modifier: +1d2
Robot Power Points: 10
Action Points: 2 Movement: 6m
Damage Modifier: - Initiative Bonus: +12 (+10 w/ armor)
Power Points: 10 Gear: Combat Armor Helmet and Vest, Knife, Assault Rifle, 2 Frag
Movement: 4m, 12m Flight Grenades
Initiative Bonus: +11 Core Powers: Combat Expert (Longarm)
Gear: Integrated Blaster Pistol Skills: Athletics 60%, Brawn 55%, Drive 60%, Endurance 60%, Evade
Core Powers: Artificial Being, Flight, Heightened Sense (Night Sight), 60%, First Aid 55%, Insight 55%, Perception 55%, Stealth 55%,
Inherent Armor Survival 55%, Unarmed 60%, Willpower 60%
Skills: Athletics 50%, Brawn 50%, Endurance 65%, Evade 55%,
Insight 35%, Perception 50%, Unarmed 50%, Willpower 40% Passions: Duty and Honor 75%
Combat Style (Soldier) 60%
Passions: Follow Programming 85% Knife (Size: S, Dam: 1d4+1d2+1), Assault Rifle (For: H, Dam:
Combat Style (Robot) 55% 2d6+1), Frag Grenade (Dam: 3d6+2, 4 m radius)
Manipulator Claw (Size: S, Dam: 1d3), Blaster Pistol (For: L, Dam:
1d8+1)

323
Destined

Hit Locations Syndicate Boss


1d20 Location AP/HP Action Points: 2
1-3 Right Leg -/6 Damage Modifier: +1d2
4-6 Left Leg -/6 Power Points: 13
7-9 Abdomen 4/7 Movement: 6m
10-12 Chest 4/8 Initiative Bonus: +12
13-15 Right Arm -/5 Gear: Lt. Combat Armor vest, Heavy Pistol, many goons
16-18 Left Arm -/5 Core Powers: Savant (Culture: Underworld, Knowledge: Crime,
19-20 Head 4/6 Streetwise)
Skills: Athletics 55%, Brawn 65%, Culture (Underworld) 70%, Drive
60%, Endurance 65%, Evade 60%, Influence 70%, Insight 65%,
Syndicate Boss Knowledge (Crime) 70%, Perception 65%, Streetwise 70%, Unarmed
60%, Willpower 70%
At the head of a criminal Organization sits the syndicate
Passions: Large and In Charge 75%, Never Betray the “Family” 70%,
boss, who directs the actions of their underlings to serve
Respect Above All Else 65%
the goals of the group. The boss is usually the one
Combat Style (Boss) 65%,
calling the shots, but depending on the structure of the
Unarmed (Size: S, Dam: 1d3+1d2), Heavy Pistol (For: L, Dam: 1d8)
Organization they may answer to a greater power or
consult with other bosses before making any decisions
for the group. Syndicate bosses may be fair combatants, Hit Locations
but most often they rely on their underlings to do the
fighting while they direct from a place of safety. The 1d20 Location AP/HP
1-3 Right Leg -/6
following represents a typical mob boss, but it could also
4-6 Left Leg -/6
serve as a gang leader, an officer in the military, or the
7-9 Abdomen 3/7
over-boss in a villainous Organization.
10-12 Chest 3/8
13-15 Right Arm -/5
16-18 Left Arm -/5
19-20 Head -/6

324
325
Player Age
Hero Name Culture
Hero Sheet Secret Identity Career

Origin
STR CON SIZ DEX INT POW CHA Power Points

Power Point Recovery/Hour

Action Damage Experience Healing Initiative Movement Rate


Points Mod Mod Rate Mod & Types
Allotments
Allotment Rating Slots

Luck Points

Standard Skills Professional Skills Hit Locations & Protection


Athletics (STR+DEX) % %
19-20 Head
Brawn (STR+SIZ) % % AP HP

Conceal (DEX+POW) % %

Deceit (INT+CHA) % % 13-15 R. Arm 10-12 Chest 16-18 L. Arm


AP HP AP HP AP HP
Drive (DEX+POW) % %

Endurance (CON x2) % %


7-9 Abdomen
Evade (DEX x 2) % % AP HP
First Aid (INT+DEX) %
Super Powers
Influence (CHA x2) % 1-3 R. Leg 4-6 L. Leg
Core Power Boosts Limits
Insight (INT+POW) % AP HP AP HP

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

Wearied Form -2m -2 6 hrs


Languages Combat Styles Exhausted Form Half -4 -1 12 hrs
Native Language ( ) Name, Weapons, Traits Debilitated Herc Half -6 -2 18 hrs

% % Incap. Herc None -8 -3 36 hrs

% % Coma Herc No Activity Possible 48 hrs

% % Dead
Weapons
Weapon Size/Force Reach/Range Damage AP/HP Load/Traits

Equipment Family Connections

Additional Allotments Experience Rolls

Unspent Rolls

Notes
Player Age
Hero Name Culture
Hero Sheet Secret Identity Career

Origin
STR CON SIZ DEX INT POW CHA Power Points

Power Point Recovery/Hour

Action Damage Experience Healing Initiative Movement Rate


Points Mod Mod Rate Mod & Types
Allotments
Allotment Rating Slots

Luck Points

Standard Skills Professional Skills Hit Locations & Protection


Athletics (STR+DEX) % %
19-20 Head
Brawn (STR+SIZ) % % AP HP

Conceal (DEX+POW) % %

Deceit (INT+CHA) % % 13-15 R. Arm 10-12 Chest 16-18 L. Arm


AP HP AP HP AP HP
Drive (DEX+POW) % %

Endurance (CON x2) % %


7-9 Abdomen
Evade (DEX x 2) % % AP HP
First Aid (INT+DEX) %
Super Powers
Influence (CHA x2) % 1-3 R. Leg 4-6 L. Leg
Core Power Boosts Limits
Insight (INT+POW) % AP HP AP HP

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

Wearied Form -2m -2 6 hrs


Languages Combat Styles Exhausted Form Half -4 -1 12 hrs
Native Language ( ) Name, Weapons, Traits Debilitated Herc Half -6 -2 18 hrs

% % Incap. Herc None -8 -3 36 hrs

% % Coma Herc No Activity Possible 48 hrs

% % Dead
Weapons
Weapon Size/Force Reach/Range Damage AP/HP Load/Traits

Equipment Family Connections

Additional Allotments Experience Rolls

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

Combat, Close 84, 169–171. see also dice 6 goons 321–322


specific attacks Differential Rolls 56–57 Grappling 177
Combat, Ranged 178–179 Doctor Vellaro 299–300 Group Rolls 55
Combat Actions 152–155 Drive 60 Growth 98–99
Combat Expert 85–86 duality 237 Gryphon 296
Combat Mechanics 156–158 Duplication 88–89
Combat Rounds 151–152 Durability 89 H
Combat Special Effects Dust 300–301 Healing 191–192
about 158–159 Healing Rate 17–18
Critical 162–163 E Height and Weight 18
descriptions 159–162 Echidna 301–303 Heightened Sense 99–100
Combat Style 59 Electronics 65–66 Helicopters 146–147
comic books Elemental Control 89–90 hero sheets 326–330
Bronze Age 241–242 Empathy 90–91 heroes. see also specific heroes
Golden Age 239–240 Endurance 60 advancing 70–72
Iron Age 242–243 Energy Field 91–92 Characteristics 4 14–16
Modern Age 243–244 Engineering 66 in combat 258–260
reality 237–238 Enhanced Body 94–95 concepts 12
Silver Age 240–241 Enhanced Reactions 92 creating 7–8
Computers 64 Enhanced Speed 92–93 dependents and loved ones 216–218
Conceal 59 Enhanced Strength 93–94 history 263–264
Constitution (CON) 14 Entertainment 280 Limits 77–78
Controllers 312–313 Entrap 95 Origins 12–14
Core Powers. see also Power Templates; Evade 60–61 Power Levels 9–12
specific powers Experience Modifier 17 quick generation 50
about 73–74, 81–82, 208–209 Extended Tasks 57–59 responsibilities of 209–213
advancing 72 Extranormal Response Unit 270 Hit Points 18–19
choosing 28
in Combat 155–156 F I
customizing 249–251 Falling 189–190 Important People 35 44–46
Items of Power 138 Fatigue 186–189 Inanimate Objects 192
Limits 75–76 Fearless Force 284 288–289 Incapacitated 180
list 20 Feats of Strength 190–191 Influence 61
outside of combat 80–81 First Aid 60–61 Inherent Armor 100–101
purchasing 80 Flight 95–96 Initiative Bonus 19
using 80 Force Field 97–98 Injuries and Wounds 179 191–192
Courtesy 64 Forgery 66 Insight 61
Cover 173–174 Intelligence (INT) 14
Craft 64–65 G Interrogation 192–194
Creation (Power) 86–87 Gambling 66 Intimidate 66
Crown, The Games Masters 238–239 Investigation 194–197
about 267–269 Gang Bosses 308–309 Invisibility 101–102
businesses and locations 269–272 Gear Iron Age 242–243
NPCs 272–273 about 135 Items of Power 138
Culture (Skill) 65 Hero Gear 135–136
Cultures 21–24 purchasing 33 K
cyborgs 321 Super Gear 136–138 Kill Shots 181
Gemelos City. see also specific locations Kinetic Control 102
D early history 262–263 Knockback 174
Damage Modifier 17 entertainment 280–281 Knowledge 66
Dame Fortune 286 map 325 Kraken 296–297
death 248 nearby cities 282–283 Kryptic 304–305
Deceit 59–60 today 267
Deflect 87–88 Geryon 303–304 L
Demolitions 65 Godstrand 265–267 268 Language 61–62 67
Dexterity (DEX) 14 Golden Age 239–240 law enforcement 322
331
Destined

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

superheroes. see heroes fatal flaws 257–258


Superslayer, The 313–314 motivations 253–254
Superteams 228–231, 283 Power Levels 253
supporting characters 320 schemes 258
Surprise 176 and secret identities 215
Survival 70 Visibility 206
Sweep Attacks 177
Swimming 96 W
syndicate bosses 324 Warlocks 317–318
System Ops 70 Watchdog 319
Weapons
T about 130–133
Tanks 147–148 in Combat, 156–157
Team Maneuvers 163–165 custom 133
Team Rolls 55–56 enhanced 94
Technopathy 116–117 improvised 133
Technophiles 299–300 trick 133–135
Telekinesis 117–118 Vehicle 145–146
Telepathy 118–119 Weather 206–207
Teleport 119–120 Willpower 63
themes 236–238 world building 239
Thieves 316–317 Wounds 180–181
Track 70
Tractor-Trailers 148 X
Transform 120–121 Xaal 318
Trucks 148
Typhon 315 Y
Yachts 146
U
Unarmed 63
Unarmed Combat 177
Underlings 182

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

Who are you destined to be?


If you were given fantastic powers, who would
you be? Would you try to save the world -
Or conquer it? Would you promote peace and
justice, or foster fear and demand blind
obedience? Would you strive to be the world’s
greatest hero or its most infamous villain?

Destined is a game of super-powered role


playing. You take on the roles of individuals
with amazing abilities and try to find your
place in a world inspired by comic books and
other superheroic media. Using an extensive
array of superpowers you create whatever
hero you can imagine and take to the mean
streets to mete out justice using your trusty
1d100 and a well stocked utility belt.

Based on the acclaimed Mythras rules,


Destined is an easy to learn and action-packed
game system. Destined gives you all the rules
you need to create the superhero stories you
want to tell. From four colored tales of
spandex and capes, to gritty stories of real
world crime, Destined allows you to play as
whatever superhero (or villain) you want to
be.

Destined is a complete roleplaying game. All


you need are some friends, dice, and your TDM800
imagination...

You might also like