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Superheroes · d20 rulebook

Zenith

  • 3–5 players
  • Difficulty 2 of 3
  • Not recommended under 12
  • Available in: Français, English, Español, Deutsch, Italiano

Every night, Mister Midnight switches off one more district — lights, memories, hope. Zenith has no heroes left. It will have to make new ones, fast: you.

The rulebook at a glance

  • d20 + attribute
  • 4 attributes
  • The signature power
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Choose an adventure

  • Campaign

    Zero Hour

    4 sessions · team, memory, a city to save

    Cost: 4 Dice for the whole table

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By the Icotale team

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll 1d20 and add the attribute modifier: 11 or more succeeds at a normal action, 15 at a heroic action, 18 at a feat.
  2. A natural 20 makes the front page of the morning papers; a natural 1 succeeds at the action but breaks something in the city.

Initiative : 1d20 + Speed modifier

Attributes

Power POW
Striking, lifting, taking hits: the raw force of the power.
Speed SPD
Moving, dodging, arriving in time.
Mind MND
Understanding a plan, improvising, keeping a cool head.
Radiance RAD
Inspiring the crowd, reassuring, standing up to the night.

Special rules

The signature power
Every hero has a unique power, described in one sentence on their sheet. Once per scene, using it in a spectacular way lets them roll two d20s and keep the better one.
Collateral damage
When a hero fails a Power or Speed roll in the city, the Narrator describes some collateral damage. The crowd remembers: too much damage, and the residents turn away from the heroes.
The team
When two heroes combine their powers on the same action, the second one adds +2 to the first one's roll. The combination must be described: that is what makes the legend.

Character creation

Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3

Origins

The accident
A lightning bolt, a vat, a meteorite: the power arrived without warning; +1 to Power.
The heritage
The power runs in the family, and people only whisper about it; +1 to Radiance.
The training
No gift: years of hard work and homemade gear; +1 to Mind.

Vocations

Colossus
The team's shield, always between the danger and everyone else.
Flash
Everywhere at once, never where you aim.
Tactician
Sees the big picture, speaks into the earpiece.
Standard-bearer
The voice that rekindles the crowd when all seems lost.

Derived values

Hit points
10 + Power modifier
Defense
10 + Speed modifier
Initiative
1d20 + Speed modifier

Starting equipment

  • A hand-sewn costume
  • A phone with earbuds
  • An object from before the power

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • sexual violence
  • civilian deaths
  • realistic terrorist attacks