Destined Preview
Destined Preview
Introduction
          This special preview of The Design Mechanism’s forthcoming superhero game, Destined, is here to
          give you a sneak peak at its scope and mechanics. These pages are taken from our pre-proofing files,
          and so contain some ‘page XX’ references, and will likely also include a few typos. We hope you enjoy
          this look inside the epic world of Destined!
    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 the 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
                                                                                                  Introduction
At their core, the rules of Destined are simple. The            This chapter explains how the skills system in Destined
referee, known as the Games Master, presents obstacles,         works, including how and when to make rolls to
problems, challenges, and situations to the Players. The        determine if you are successful. It gives detailed
players then use the dice to resolve the situation to see       descriptions of the various Skills used in the game, from
if they succeed or fail.                                        Standard Skills that everyone knows, to Professional
                                                                Skills that represent specialized training and education.
    Normally this is accomplished by rolling against the
percentage value of the best skill that applies to the          Chapter 3: Powers
situation on percentile dice (here, two 10-sided dice are
rolled together with one being designated as the Tens           Laser beam eyes, invisibility, and super speed can all be
result, and the other the Units) - if the roll is equal to or   found here, along with many other powers to customize
under the value of the skill, the Action is successful. This    the fantastic abilities of your hero to suit your needs.
mechanic is the most common way to resolve tasks and            This chapter also includes Boosts and Limits for
deal with conflicts in the game.                                powers, allowing you to further customize your abilities
                                                                through added perks or limitations.
   Sometimes an action might be more challenging
than normal, or another person might oppose what                Chapter 4: Tools of the Trade
your hero is trying to do. The rules cover how to handle
these circumstances in a straightforward manner so you          Superheroes love their toys, and this chapter details
can carry on with your collaborative story as quickly and       armor, weaponry, gadgets, and vehicles to further aid
easily as possible. Destined also has rules for handling the    the heroes in their war on crime. It also introduces
superheroic battles that are part of comics, using a            Allotments, a new rules system to allow heroes to
tactical and dynamic system that makes every punch              choose their gear each session without having to worry
count and ensures that combat tells its own narrative           about tracking money or other resources.
that adds to the story.
                                                                Chapter 5: Combat
    While we’ve tried to make the rules simple and
intuitive, ultimately they are your rules to do with as         When words fail, fists (and energy blasts) might be
you please. If you find something is not working to your        traded. This chapter covers the rules for combat,
liking, or there is a variation or house rule you read          including close combat and ranged attacks, ways heroes
about on an online forum and would like to add to your          defend themselves, and specialized forms of attack such
game, you can change and alter the game to match your           as grappling opponents or charging headlong into
preferences. Destined is also part of the Mythras line of       battle. It also includes Special Effects that allow heroes
games, which builds upon the long standing legacy of            to perform extra maneuvers when they are successful in
d100 games that go back to the earliest days of the             combat that can give them the advantage or impair
hobby. There are many resources out there to add and            their enemies.
expand your game as you see fit, and within these pages
we offer suggestions to tweak the rules and systems to          Chapter 6: Spot Rules
make the game your own.
                                                                The chapter details the other important rules of the
                                                                Destined system, such as handling Fatigue, conducting
Overview of the                                                 investigations, and all the special forms of movement
                                                                heroes have access to. It also has a system for Perils,
Contents                                                        noncombat threats that can be just as dangerous as
                                                                rampaging supervillains.
Chapter 1: Hero Creation
                                                                Chapter 7: The Life of a Hero
All the rules to start creating your own hero can be
found here. Decide on a Power Level for your stories,           The life of a superhero has its own unique
generate Characteristics and Attributes that define             complications, and this chapter talks about the specific
your core abilities, then pick your skills, powers, and         challenges of playing comic book heroes. It also details
gear before heading out into the dark streets of the city       Organizations, special benefactors and groups the hero
to bring villains to justice.                                   can belong to, and how the heroes can create their own
                                                                super team and establish a base to call home.
                                                                                                                             5
    Destined
    Game Conventions
    There are a few standard conventions to keep in mind
    while playing Destined, and no matter how you
    customize the game to suit your needs you should
    always try to keep these aspects part of the game system.
                                                                              Epic
                                                                              A young hero enrolls at an academy for powered
                                                                              individuals to learn how to control his special
                                                                              gifts.
• Example heroes: Dark Horse’s Hellboy, DC’s Teen                            Paragon heroes are beyond human, capable of amazing
Titans, Marvel’s X-Men.                                                      feats, and of facing threats that endanger whole cities or
                                                                             even the world itself. They often have a wide array of
                                                                             abilities to call upon, or a few Powers that are versatile
Paragon Campaigns                                                            and formidable. While the heroes are more capable, the
                                                                             people they care about are not, so heroes must work
A stranger from a strange world arrives on Earth looking to                  diligently to separate their ‘super’ identity from their
protect her adopted home from forces of evil.                                civilian one to keep their loved ones safe. To them street
                                                                             crime is still a plague, but their adventures focus more
With super-crime on the rise, a secret government organization               on super-criminals who endanger far more innocents
creates a powerful champion in a secret lab to fight back.                   than the average drug pusher or mob enforcer. In some
                                                                             cases the heroes must battle cabals of supervillains bent
The elite of the city’s heroes form an unbreakable bond to face              on destruction and chaos, or vast secretive
any threat together, no matter what the cost.                                Organizations that seek to dominate the world.
Determining
Characteristics
In Destined, a normal person has a range of
Characteristics rated from 3 (for someone with
severely limited ability) to 18 (for someone at
the peak of human potential), with a rating of
9 to 10 representing an average score. Heroes
are cut from different cloth than ordinary
people, and the Power Level of the campaign
provides a pool of points, used to assign
numerical values to the seven Characteristics,
which determine their ratings.
 * Standard: 14, 13, 12, 11, 11, 10, 9                       * Standard: 18, 16, 14, 14, 13, 13, 12
 * Balanced: 12, 12, 12, 12, 11, 11, 10                      * Balanced: 15, 15, 15, 14, 14, 14, 13
 * Focused: 16, 13, 13, 11, 10, 9, 8                         * Focused: 20, 17, 16, 13, 13, 11, 9
                                                                                                                     15
     Destined
   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.
                                                                                                                        29
     Destined
                                                                hero, but they also have mechanical effects that can both
           The Secret Origin of                                 aid the hero when someone tries to force them to
         Shadowstalker, Part 12                                 compromise their values, or hinder them when they
                                                                need to act against their true nature.
    When thinking about your Origin, think about how         Starting Passions
it would have affected someone if it had occurred to
them, or internalize it and think how it would affect you.   Beginning heroes can choose up to three Passions, each
If you were given fantastic powers after a strange event     based on two Characteristics in the same way as skills
or tragic accident, would you want to use those powers       are calculated. The most important Passion gains a
to protect others or for your own gain? If there are         bonus of +40, the next gains +30, and the last adds
mysteries around that event, would you seek out              +20 to the base value. As mentioned above, Passions
answers? How would it change the way you see the             should be tied to some aspect of the hero, such as their
world and yourself? Would it make you value certain          Origin, their Career, Background, or the important
people in your life more, or would you want revenge on       people in their life. They can also represent ideals that
someone who was responsible for what happened?               guide their actions, such as morals, a code of conduct,
Tying your hero’s Passions to their Origin cements its       or deep rooted fears and phobias. Refer to the table
importance in their life and helps you build from those      below for some suggested starting values for Passions.
events as they develop and grow.
                                                                                                                         47
     Destined
     modifiers involved. If all the modifiers are of the same           • An Augmenting skill increases the rating of the active
     type, simply use the best or worst applicable one for the          skill by twice its Critical range (i.e. 20% of the skill), but
     roll. For example, a hero who is attempting a Mechanisms           the chances of a Critical Success and Fumble remain
     check to repair her motorcycle is using poor quality tools (Hard   unchanged from the base skill. For example, Captain
     difficulty) and she is trying to do it in a garage at night with   Monarch is attempting to pick a biometric lock to gain entry
     no good light source (Formidable difficulty), so for her final     into a villain’s lair. He has Mechanisms at 64%, and the
     check she would make her check at Formidable difficulty. If        Games Master rules he can use his Electronics of 54% to
     there is a mix of positive and negative modifiers, count           Augment the attempt. His final skill rating for the check is
     the number of steps the negative modifier is from                  76%, but he still only scores a Critical Success on a result of 07
     Standard difficulty, and then calculate the final                  or less.
     difficulty using the positive modifier as the base. For
     example, if in the example above the hero had good quality tools   • To aid another hero, the assisting hero must be
     (Easy difficulty) instead, she would change the Formidable         trained in the skill in question and have some means of
     difficulty for the poor lighting to two negative steps from        communicating or interacting with the person they are
     Standard and modify the Easy check for a final difficulty of       aiding. This is treated as Augmenting as normal, but
     Hard for the roll.                                                 uses the twice the Critical range of the aiding hero. The
                                                                        person being aided gains the bonus to their next check
                                                                        with the active skill. If the aid occurs in combat, the
     Retrying Skills                                                    hero providing the aid must use an Action Point to
                                                                        grant the bonus. For example, if Captain Monarch is aiding
     There are times when a hero is in a situation where they           an ally in picking the lock instead, he would increase their skill
     failed at a task but could potentially try again because           rating by 14%.
     there is no serious, immediate consequence of Failure,
     such as climbing over a fence or picking a lock with no            • When a Core Power can be used to Augment a skill,
     risk of being seen. The Games Master may permit a                  the skill check is one Difficulty Grade easier. For example,
     second attempt at the check, but at one Difficulty Grade           Shadowstalker is attempting to cross a trapped floor in a hidden
     harder to reflect a lack of confidence on the hero’s part          temple under the streets. His Enhanced Speed would aid him
     from the first Failure. If this second attempt fails, the          in crossing the pressure plates fast enough to be past the dart
     hero is assumed to have tried their best and needs to              launchers before they activate, so the Games Master allows him
     find a different solution to the task at hand.                     to make an Athletics check at one grade easier to attempt to
                                                                        bypass the trap.
     Augmenting Skills
                                                                        Capping Skills
     Sometimes knowledge in one skill can help with the use
     of another, and in game terms this is referred to as               To ‘cap’ a skill with another means that for a particular
     Augmenting.The skills in question must either be                   roll, the primary skill is restricted by the value of a
     related to each other, or the player must give good                secondary skill, providing the latter is lower. This is
     reason why one skill can help with another. The Games              normally done in situations where a hero’s full
     Master has final say if the Augmenting is allowed and              knowledge or ability is limited by unusual
     should be careful to not allow it to be used to the point          circumstances.
     of abuse. The active skill can only be Augmented by a
     single other skill, and heroes can also try to Augment                 Capping is a useful alternative to applying a
     the action of another hero who is visible and able to              difficulty modifier, especially in circumstances where
     hear the aiding ally. This also includes a scenario where          the hero is limited by their own capability. For example,
     the hero is assisting another over a communicator or via           the hero Torc has pursued Baron Malycer all the way to Peru
     telepathic contact, as long as the task is something that          in an effort to stop the villain from discovering a powerful
     someone could guide someone through via voice (or                  weapon left behind by an ancient civilization. In a small
     thought) alone. There are also times a hero may use                mountain village he attempts to persuade the elder to tell him
     their Core Powers to Augment a skill check if the power            the location of a lost Incan temple using his Influence skill of
     in question could provide a benefit to that skill’s use. In        66%, but the woman only speaks Spanish and Torc’s skill in the
     most cases the Power description itself details how it             language is only 24%. While normally Torc is pretty
     can be used to enhance certain skills, but additional              persuasive, the Games Master rules his limited command of the
     rules are provided below for creative usage of powers to           native language will hamper his charms and his Influence roll
     help with skill checks. Augmenting and aiding work                 is capped at the value of his Language (Spanish) skill.
     as follows:
54
Shadowstalker is being chased across the roofs of the Ossuary slums by Jade Tiger ninjas who are after
his head. He makes a death-defying leap across the chasm between two buildings in an attempt to
shake off the pursuing assassins.
In Team Rolls, success is cooperative, with everyone            Normally Team Rolls are used by the Games Master
involved reaping the benefits of a single success roll.      for groups of supporting characters in the story, but
After the skill needed is determined, one roll is made       they can also be used when several heroes need to make
using the highest value of all members of the group. If      the same check and it could affect the group as a whole.
                                                                                                                                 55
                                                                                                                 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 XX), 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,              page XX. 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
     • 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 yards 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
                                                                                                             Powers
96
Sky Raven uses the wings of her costume to glide down to battle from a high ledge on City Hall..
                                                     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.
hero who is normally 64 inches tall would be 6.4 inches         • Quick Shrink: The hero is able to reduce their size
tall with a divider of 10, or a little over an inch high with   in an instant. The hero spends 2 Power Points to
a divider of 50. The hero’s weight can be calculated in         reduce their size as a Free Action.
the same manner.                                                • Shrinking Dodge: The hero can reduce their size to
                                                                make them harder to hit. When the hero is attacked at
                                                                normal size, they can spend 2 Power Points as part
Boosts                                                          of a Reaction to shrink down to avoid the attack,
                                                                and their Evade or Parry check is two Difficulty
 • Growth Punch: The hero is able to deliver a                  Grades easier.
 powerful strike while returning to normal size. While
 already shrunk, the hero spends 2 Power Points to              Limits
 quickly grow to normal size while simultaneously
 making a melee attack. The quick shift in size increases       • Disorienting Reduction: The Shrinking process
 the hero’s normal size Damage Modifier by two steps,           disorients the hero. Any subsequent rolls they make
 and if the target attempts to Evade or Parry, the              the Turn after Shrinking or returning to normal size
 attempt is one Difficulty Grade harder.                        are one Difficulty Grade harder.
 • Microscopic: The hero is able to shrink down to a            • Growing Pains: While Shrinking is easy, returning
 truly minuscule size. The hero spends 2 Power Points           to normal size can harm the hero. When they return
 to increase their size reduction factor by ten times the       to their normal size, they must make an Easy
 normal number for a single Action in combat, or a              Endurance check or suffer 1 Hit Point of damage to
 single task or Extended Task outside of combat. After          1d4+1 random locations, ignoring armor.
 the task is complete, the hero returns to normal size          • Stressful Reduction: The hero has limits when they
 and must make an Endurance check or suffer 1d3+1               shrink, and if they push past them it taxes their body.
 Levels of Fatigue.                                             When the hero shrinks to a size smaller than half their
                                                                                                                          113
      Destined
      thrown. The bomb creates a cloud that heavily obscures              Super Gear
      a radius of 5 yards and lightly obscures out to 10 yards
      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 yards
      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
                                                                          refueled or recharged. See the Movement section on
                                                                          page XX 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.
                                                                      Leaping in Combat
                        Sonic Boom!
                                                                      Leaping and bounding around the battlefield can be an
      Other Forms of
                                                                      Teleportation in Combat
      Movement in Combat
                                                                      Teleporting in combat (most often from using the
      While ground and aerial movement are the most                   Teleport Core Power, see page XX), 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 XX).
      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 XX). 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
                                                                                                             Combat
                                                                                                                              169
      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
                hanger. 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 was getting harder          powers? Did they tell anyone? How did those people
      and harder to come up with plausible excuses. Sighing, she           react? How did they learn to master their powers, or do
      drives her beat-up sedan out of her lair through the fake            they have Limits that represent their continuing effort
      storefront disguised as a mechanic’s shop, driving toward a          to learn to control their abilities? Were they tempted to
      completely 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
                                                                                        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 oint to use their abilities for the benefit
are those out there who will inevitably see those gifts as   of others. Some make their choice because they have a
a valuable commodity. Corporations, media outlets, and       strong moral base, while others are shaped by tragic
governments may want to find a way to gain access to,        events and vow to use their powers to prevent tragedy
or to gain control of, a hero’s special powers for their     from occurring to others. Some heroes start out with
own benefit. A nearly invulnerable hero would serve as       selfish motivations, but after they see the good they can
a great pilot for experimental vehicles, while a hero        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 put 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
      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. Comics
      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 XX),
      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
                                                                                                   The Life of a Hero
  O     ne of the worst things that can happen to a hero is for one of their enemies to learn their true identity. This
        puts a target on everything and everyone the hero holds dear, and gives a villain leverage that can bring
  the greatest heroes to their knees. It is a real possibility, especially if the hero finds themselves at the mercy of
  a villain after being knocked out or captured.
   Games Masters must work closely with the player to see how they feel about this possibility, and how they
  would like to handle it. If a villain learns the hero’s true identity, here are a few possible outcomes to consider.
   • Who Is This?: Unless the hero is easily identifiable or famous, or carries their driver’s license in their utility
  belt, chances are the villain will have no idea who the person is under the mask. If their civilian identity is just
  another ordinary citizen, seeing the hero’s face may not even compromise their true identity.
    • The Identity Is Inconsequential: For some villains, the heroic identity is the only one that matters and
  learning who is under the mask is not even something they would consider. In their cat and mouse game, only
  the costumes matter and knowing the truth will only ruin the mystique of their never-ending conflict.
    • The Identity Is Leverage: If the villain knows who the hero is, revealing it to the world is potent leverage
  over their hated enemy. While this will complicate the hero’s life, the villain may consider the information too
  valuable to squander and the hero may need to find a way to even the odds with their foe, or find a way to
  induce plot convenient selective amnesia in the villain (a comic book staple).
   • The Honorable Rogue: Not all villains are absolute evil, and some even follow their own code of honor,
  no matter how twisted. The villain may strike some sort of bargain with the hero in exchange for honoring 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
of 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
      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 maintain 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
                                                                     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:
      Silver Age Shadowstalker has left the legacy of the The Silver Age
      Pulps behind and is recognisably 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
                                                                                     Creating your comic
world change when people expect powered champions               regulatory board that established a set of
to swoop down and save them? How would it affect                guidelines for what was and wasn’t permitted in
things like businesses and governments?                         comic book stories. Although the CCA was
                                                                primarily established due to the backlash against
                                                                graphic horror comics, it also filtered into more
Playing in the Silver Age                                       traditional superhero stories thanks to books like
                                                                Fredric Wertham’s Seduction of the Innocent
If you want to set your stories during the Silver Age of        (1954). While some publishers continued to create
comics, here are a few common traits of that era to keep        books outside of the CCA, most agreed to the
in mind when developing your campaign:                          guidelines to avoid the rowing public outcry about
                                                                the “corrupting” influence of comics. Superheroes
• Heroes are still noble souls who fight for the good of        became paragons of law and order while
the world, and they have strong moral values that guide         criminals were portrayed as irredeemable
their actions. Heroes of this era run the gamut of Power        malcontents and in the end good always
Levels, but even the most powerful have relatable               triumphed over evil. While many see this era of
human flaws and foibles that challenge them just as             comics as more childish and kitschy, some of the
much as villains and criminals.                                 themes that arose during the Silver Age have
                                                                filtered back into comics during the Modern Age,
• The common criminal is still part of the hero’s world,        and a game set in this era can be a nice change
but this era saw the rise of the garish supervillain to         of pace from grim and gritty stories typical of some
serve as a foil for the hero.                                   roleplaying games.
• The Silver Age saw a rise in team-based books, and          Theme - Deconstruction of Heroes: With this theme,
while the individual members often clashed, they              heroes are a known commodity of the world but
always came together when danger loomed.                      attitudes about them are starting to change. Where they
                                                              may have been viewed as great champions at one point
                                                              in the world’s history, something has caused both the
The Bronze Age                                                heroes and the populace to have a change in attitude.
                                                              Maybe a terrible crisis occurred and the heroes failed
Starting in the early 1970s comics started to move away       the people, or maybe it’s simply the changing views of
from the sterile environment imposed by the Comics            new generations. Whatever the cause, people have
Code and began tackling more of the issues of the day.        become jaded or apathetic towards their champions
Heroes dealt with the growing dangers of illegal drugs,       and the heroes themselves start to question their own
battled against social injustice, and tackled political       motivations and roles in society. While this theme may
scandals and civil unrest. Villains returned to their         seem a bit grim, taking time to explore how heroes
darker roots as true criminals and murderers, although        would fit into the world, especially when it seems the
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