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50% found this document useful (2 votes)
654 views39 pages

Destined Preview

Uploaded by

Mike Bohner
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Destined

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

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 two hundred pounds of
Chapter 10: The Righteous and the muscle land on him, and his eyes widened as he was face-to-
Irredeemable face with the vigilante’s skull mask. The man fainted dead
away before The Mortician could say a word, and under the
Heroes need villains to fight, and this chapter contains mask he smiled. As distant sirens grew closer, he launched a line
a section of nefarious ne’er-do-wells ready to wage war up to the rooftops. He knew there was still a lot of work to be
against all that is right and good. It also includes several done, but someday the city’s criminals would be too afraid of
example heroes from Gemelos City and statistics for him to ever 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
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 clan of ninjas that criminals they fight. There may be a few sympathetic
seek 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
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-clan 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

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 strong but


not especially tough, and he has a quick mind
and body as well as a strong will. Looking over the
Step 4: Determine
options for the Epic Power Level (and with his your Characteristics
Games Master’s approval), he decides the
Standard Array will work well and assigns the Characteristics represent your hero’s raw potential,
values as follows for Shadowstalker: STR 13, CON outlining their base physical, mental, and social abilities
15, SIZ 11, DEX 15, INT 14, POW 10, CHA 12. that they build upon with training and experience.
Shadowstalker has above average strength, Characteristics form the basis for the hero’s Attributes
speed, and fortitude, and his willpower is about and initial levels in their skills, so they are an integral
average. He’s quite a talker, and has the smarts to part of the hero creation process. Destined uses seven
keep his foes on their toes. Standing at just above Characteristics to define a hero’s capabilities:
average height, he doesn’t intimidate with his size,
but his toned and muscular body is enough to • Strength (STR): Strength represents a hero’s raw
make the average villain think twice. physical power and how well they use their muscles to
carry, lift, and strike. It helps determine how much they
can lift (see page XX) 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 a hero’s agility
the creator of the technology, or if they gained it from as well as their balance and reaction time. It helps to
someone else (and if the creator is aware the hero determine how often the hero can act during a conflict
has it). and how quickly they react when danger arises. If a
hero is reduced to 0 DEX, they lose the ability to move
• Training: The hero has no powers, but has honed their 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 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: Street 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: Street 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

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 ower, thus requiring more effort to use. For example, that same
Shadowstalker needs to enter a meditative state to telepath may accidentally share his own deepest, darkest secrets
recover. He also likes tying his powers to the lunar when he’s in the mind of his foe or the teleporter may come out
cycle to emphasize his ties to the night, so he takes the other side disoriented and nauseated. Some Limits affect
Impaired Recovery, so Shadowstalker can only the hero as a whole, inflicting physical limitations, or
recover Power Points while in moonlight and can’t altering how they use their powers. Taking Limits
recover any during the New Moon. With four allows heroes to add additional Boosts or even more
Limits he opts to add the Teleport Core Power Core Powers, but players should consider the effects
and add the Fast Task Boost to his Enhanced of Limits before they decide to modify their powers
Speed and Stealth Strike to his Invisibility. with them.
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 instant to Power Slots
reappear somewhere else. He can also enter a
meditative trance learned from one of his mentors Heroes gain a number of Power Slots based on their
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
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

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.

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, and 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 a 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 event serves as a central theme for his character, and even
both a roleplaying tool to help guide how you play your 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

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 to 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 XX), 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
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

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 XX).
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
Description below, starting on page XX.

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 generally, or to their Core Powers specifically.
structures or are they made from the glowing force of Perhaps the flying hero can barely maneuver when they
their will made real? The descriptions of Core Powers fly, an armored hero must take time to activate their
are intentionally left vague, allowing players to personal Force Field before the bullets start flying, or
customize what their power does and what it looks like, the most powerful defender of the city can be laid low
even if mechanically it functions the same way for every by 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
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 (see Powers Descriptions,
starting on page XX). Perhaps the power is unable to
affect certain materials, or it does not function at the
N ormally in comics heroes always remain true
to their theme, and their powers always
manifest in a specific way throughout their
same level as someone who has the power without careers. This is not true for all heroes, especially
the Limit. those who have Origins that may account for
variation in how their powers manifest. For
In addition to the Power Limits listed for the Core example, a sorcerer may conjure spears of ice one
Power they apply to as mentioned above, listed here are minute, then blast away with gouts of fire the next.
general Core Power Limits that can affect any specific If you would like your hero to be able to have
Core Power of a hero. These generic Core Power Limits different manifestations of their powers, and if
can be applied to nearly any Core Power available, with your Games Master allows, you may apply the
Games Master permission. following Boost to a Core Power to allow the
manifestation to be altered.
• Activation Cost: The hero’s Core Power saps more of
their reserves to use. The Core Power requires the • Variable Manifestation: The hero can alter
expenditure of 1 Power Point to activate, and any how their Core Power manifests when they use it.
Boosts applied to it cost 1 additional Power Point to use. When the hero takes this Boost, they may choose
If the hero’s Power Points are reduced to zero, that a second manifestation for the power and may
Core Power becomes inactive until they can regain their switch how the power manifests by spending 2
Power Points. Power Points as a Free Action. For example, the
hero Flashfreeze has Elemental Control of ice and
• Activation Time: The hero’s Core Power requires adds this Boost so he can also use the Core Power
some time before it can be used. A power that normally to control fire. The hero may take this Boost
takes a single Action or Reaction to activate requires a multiple times, adding a new manifestation for the
full Combat Round to use, or a Core Power that power each time.
requires a Free Action takes an Action. If activating the
Core Power takes longer, multiply the activation time by
a factor of 10. For a Core Power that does not normally use. This Limit normally can’t be applied to powers with
require activation or is Always On, such as Inherent the Always On Trait unless that Core Power also has the
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
75
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 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

Boosts • Primal Empath: The hero is only able to read and


affect the emotional states of animal life. Unless
• Emotion Control: The hero is able to manipulate the controlled, animals still act according to their nature
emotional state of their target. The hero spends 2 but the Core Power makes any checks to Influence
Power Points and attempts to dictate the emotional them easier than normal.
state of a target that they are in empathic contact with. • Specific Emotion: The hero can only read and
The hero makes an Opposed Willpower check against influence one specific emotional state, such as fear,
the target, and if successful imposes the desired anger, love, or peace.
emotional state as long as they maintain
Concentration. The emotional state is treated as a
Passion with a rating equal to the hero’s Willpower, ENERGY FIELD
and it supplants all other Passions the target has. For
example, if The Empath imposes feelings of fear on someone, INT
they would gain a Passion of “Be Afraid of Everything” equal
to the hero’s Willpower and would need to make a Passion The hero generates a field of damaging energy around
check to take any action except running away in terror. If the their body as an Action, projecting it a few inches out
target travels outside of the hero’s line of sight, it can from the skin. This includes energy like cold, fire,
make an unopposed Willpower check to regain electricity, and radiation, and it does no harm to
control of its emotions. If this check fails, the anything they are wearing or carrying. Anyone who
emotional state lasts for 1d3 hours. comes into contact with the hero suffers damage as
• Empathic Healing: The hero is able to use their listed below, and they inflict additional damage when
empathic abilities to ease the mind of another. The making unarmed attacks. Sustained contact with the
hero spends 2 Power Points to attempt to counter a hero inflicts the damage each Turn, and they can
target’s negative emotional state related to a Passion or perform mundane tasks related to the element such as
to end someone else’s unwanted control of the target. igniting flammable objects with fire or freezing water
If the emotional state is from a Passion, the hero makes with a cold field. The field does damage based on the
an Opposed Willpower check against the value of the INT of the hero as detailed in the following table.
Passion and if successful the target is restored to a
normal state of being. If the target is being influenced Boosts
by another, the hero makes an Opposed Willpower
check against the one who is controlling the target, • Energy Flare: The hero can cause their Energy Field
even if they are not present. Success breaks the control to expand out into a deadly sphere. The hero expands
over the target, but a Fumble results in the hero also the field from their body in all directions out to a
being controlled. radius of one yard for every 1 Power Point spent,
• Global Empathy: The hero expands their empathic affecting anything in that range. Targets can attempt
range to cover a wide area. The hero spends 3 Power an Evade check as a Reaction to avoid the damage,
Points to increase the range of Empathy to their CHA which affects 1d3 random Hit Locations.
in miles instead of yards. Additionally, the empath can • Energy Weapons: The hero can channel their
use their powers on targets that can be seen through energy into a weapon they are holding. The hero
any live visual medium, such as 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
yards. The hero is able to distinguish each individual’s an instant. The hero spends 2 Power Points to
emotional state, and gains the Core Power bonuses in generate the field as a Free Action.
any interactions with specific targets or with the group • Selective Field: The hero has mastered their field
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
POW+CHA+ half of its Willpower.
91
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
XX 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 miles per hour. The hero is able to move quickly and naturally under
The hero can 50x this speed for 2 Power Points for the water, and is capable of greater speeds than normal
every hour of increased flight time, or 100x it for 3 people. The hero gains a swim speed equal to their
Power Points, but afterwards they must make a Hard DEX while submerged and they are able to breathe
Endurance check or suffer 1d3 Levels of Fatigue. underwater normally. Note that while the hero can breathe
underwater, they are still subject to the effects of pressure if they
Limits dive too deeply and require special gear or the appropriate form
of Life Support to survive in the depths of the ocean.
• Gliding: The hero loses altitude as they fly, and
cannot gain altitude without using thermals or other Boosts
air currents. Under normal circumstances the hero
loses 1 yard of the altitude the Flight started at per 10 • Surface Launch: The hero is able to launch their
yards traveled, so launching from a higher position body out of the water so they are ready for action.
will produce a longer Flight. After taking a Move Action near the surface of a body
• Levitate: The hero’s Flight is limited to a slow, of water, the hero can spend 2 Power Points to launch
hovering speed. The hero only gains half the out up to a maximum height/distance equal to their
base combat flying speed, and may not take the DEX in yards and land safely.
Supersonic Boost.
• Sky Rider: The hero “flies” by riding on another Limits
medium specified when taking this Limit, such as long
ice slides or while standing on power lines. Altitude of • Aquatic: The hero is adapted to life under the water,
their flight depends on the amount of the medium and they can only remain on dry land for a short time.
available or the physical location for pre-existing The hero can remain out of water a number of hours
objects. If a substance is required to fly, the hero must equal to one-fifth their CON before they start to dry
have the ability to create it if none is present, often out and have trouble breathing. For every 30 minutes
linking Flight to Creation or Elemental Control with outside of water past their limit, the hero must make a
the Linked Limit (see page XX). For example, Rock Rider Hard Endurance check or suffer a Level of Fatigue.
can “surf ” on earth and stone using his Flight power and he The hero can only recover from this Fatigue by being
has a POW of 15. When he’s in a location with ample fully submerged in water for the time needed to rest.
amounts of soil and stone he can use his Linked Elemental The Games Master may rule that arid environments
Control to raise up a pillar of earth up to 8 yards high to “fly” such as deserts and extreme heat or cold can cause the
at a movement speed of 15 yards. hero to dry out more quickly.

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 yards 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

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 shrunk down,
armor, the hero might have to dodge gears, avoid the hero’s STR, SIZ, and Movement Rate are reduced
electrical surges, and deal with the nanobot self- by 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 XX). 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 of 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. All targets in the area relative to his new “normal size,” and he would use his
must make Opposed Endurance checks against the standard statistics when dealing with them. Returning to
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
yards, or 3 Power Points to triple the range. Shrinking can reduce a hero’s SIZ well below a value
of 1 but if you refer to the Height and Weight Table on
Limits page XX you’ll see 1 is the lowest value. The SIZ
Characteristic does not go into negative values, so how
• Feedback: If the hero fails to disable their target’s do you determine how small your hero is once they go
sense, they suffer feedback from the attempt. Anytime below the lowest values presented? The simplest way to
the hero fails the Opposed Roll to disable a sense, they determine the hero’s new height is to divide their
suffer a partial loss of the same sense. Any skill rolls height in inches by the Shrinking divider above. So a

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.

• 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 yards
of line in the spool and a powerful winching
mechanism that can pull up to 350 pounds 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 XX). Choose a base piece of gear from Shadowstalker has received information that Baron
Weapons or the Hero Gear list (page XX). 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

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 great distance or to 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 unimpeded line of sight to the target. The optional Velocity Based Damage rules (see page XX)
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 yards,
cover. If attempting an unexpected attack, the process or the throwing hero’s maximum lift in pounds, divided
is the same but the target’s checks to Evade or Parry are by the launched hero’s weight in yards. 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
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 XX), 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 yards away has the advantage against slower
• Set-Up Strike: After successfully attacking or moving heroes, but a speedster can be on them in
defending against a foe, a hero allows an ally to take an instant. Speedster heroes also take advantage
advantage of the situation to exploit an opening created of the Charge Attack (see page XX), especially the
by their Action. If the hero setting up an ally gains a option of Charging Through Contact so the hero
Special Effect from their successful attack or defense, can strike and be long gone before their foe can
then instead of using it themselves, they may declare an react. Normally speedsters gain no special
appropriate effect and grant it to an ally. The ally must advantage for their velocity prior to striking
be in range or an appropriate position to use the enemies except for the normal bonuses for
Special Effect granted, and must take an Action or Charge Attacks, but refer to the optional Velocity
Reaction that would normally grant the effect. If the Damage rules listed on page XX if you would like
action is successful, it gains the Special Effect even if one to allow fast-moving heroes to turn themselves
would not normally be granted. For example, two heroes into living bullets. They can also utilize Special
are battling criminals in an alley. One of them is having Effects such as Withdraw to strike and move away
difficulty, so after a successful attack, his friend decides to use before enemies can retaliate. When using the
his Special Effect to grant his ally the Trip Opponent effect. Bash Special Effect, the Games Master should also
When the ally manages to Parry an attack by his opponent, he allow them to use the values for shields and
uses the granted effect to drop the thug to the ground and get a Enhanced Strength if the speedster moved prior to
quick respite. making the attack. Fast-moving heroes should
always be in motion, and can be hard to pin down
• Stalwart Defender: A hero with a defensive Core as long as they remain on the move. To reflect
Power uses that power to protect an adjacent ally from this, when a hero with Enhanced Speed runs or
harm. If they are next to each other, the hero with a sprints, the Situational Difficulty Modifiers (see
defensive Core Power (Deflection, Inherent Armor, or pages XX and XX) to target them are one grade
Resistance) or Boost can use Delay Action to prepare to more difficult. This applies to both close combat
leap to the defense of their ally. By taking the Interrupt and ranged attacks while the speedster is moving.
Action, the defender grants whatever benefit the Core For 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 movements heroes might have at
Free Action, although certain powers and skills afford their disposal.
165
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 XX) 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 XX), 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 Bonus
Reaching that speed causes a shock wave behind is increased by one step (see page XX). If the hero fails
the hero in a cone shape and the change in to hit with a jumping attack, they are subject to falling
pressure can be damaging to people and objects damage from the height they jumped from.
in the immediate area. This is treated as a Peril
(see page XX) with an Intensity equal to one-third
of the hero's SIZ, inflicting Immediate damage on Swinging in Combat
anyone within a number of yards 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 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

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 XX 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 targeting 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

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

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 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:

• 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 starts,
heroes are 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 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
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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 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.

• 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 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
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