ICOTALEOfficial
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
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
The world
- PlaceZenithA vertical metropolis, proud of its motto: "The city that never sleeps." For three weeks now, it has been falling asleep one district at a time.
- PlaceThe Clock TowerThe oldest building in the city, its clock stopped at one minute to midnight ever since the fire in the old Lantern District.
- PlaceThe Dark DistrictThe first district hit: not a single light left, not a single memory. Its residents wander, polite and empty, unable to remember their own names.
- PlaceThe Cape CaféThe back room where the heroes of the old days used to meet. The walls are covered with photos — one of them has been turned around.
- FactionThe Lighthouse NewsroomZenith's big newspaper. Its front page makes and breaks heroes; its photographer, Nadia Vance, is everywhere things blow up.
- CharacterMister MidnightHe walks the streets at midnight, and behind him the streetlights go out forever. No one has seen his face; his pocket watch chimes an hour that doesn't exist.
- CharacterCommissioner AbaraThe last authority still standing. She doesn't like capes, but she no longer has the luxury of choosing.
The rulebook
Resolving actions
- Roll 1d20 and add the attribute modifier: 11 or more succeeds at a normal action, 15 at a heroic action, 18 at a feat.
- 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