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Stalwart - Superpowered Heroes For The Black Hack
Stalwart - Superpowered Heroes For The Black Hack
Superpowered Heroes 4.
Choosing Powers
for The Black Hack Any Power has a Grade and Usage Die.
Mark one stat as your Primary Stat. You get to reroll ● Add a new power at Grade 1, UD6.
your d20 when leveling up. ● Upgrade a power by 1 Grade.
● Upgrade a power's UD by 1 tier
(D6>D8>D10>D12)
Hit Dice, HP, Damage Dice, Protection Points
Your hit die determines your HP at the start (HD+4) This means you can
and on level up (+HD).
● Choose 5 different powers
Your damage die determines the damage you do ● Choose 1 power and be really good at it
when performing basic attacks. ● Everything in between
Protection Points represent your heroic luck, Powers are purposefully abstract. Use your creativity!
nimbleness, your 'plot armor', comic-book skill. A Hero with Grade 2 Flight, Grade 2 Blast, Grade 1
When you fail to defend against a threat or attack Superstrength could be an Iron Man-like character in
and would take damage, you can use a Protection a powered suit, a Human Torch, a Captain Marvel,
Point to ignore the attack (explain how you do it!). etc. etc.
You regain your Protection Points at the end of the
adventure. Blast alone can be interpreted as lightning powers, a
repulsor beam, a high-powered rifle, a compound
A default hero has the following stats: bow with explosive arrows and so forth.
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● Transformed: You were normal once until Leveling Up
you were cursed/experimented upon/caught
up in that freak accident. Stalwart uses an experience and level system.
● Visitor: You're not from around here; Generally, you gain experience by
perhaps from another dimension, planet, or
● Being a Superhero and being Heroic. This
plane of existence.
means you get experience points by
○ Completing Issues (game
Motivation sessions). It doesn't matter
Finally, think of a Motivation for your character. This whether you were successful or
is used to gain extra XP and level up. Your first not; the greatest teacher, failure is.
Motivation is generally assumed to be "to be a ○ Particularly heroic acts, such as
superhero"; acting like a hero and saving people. Your self-sacrifice and protecting the
second Motivation could be something like: innocent.
● Following your character's Motivation.
● Knowledge - to gain a deeper ○ A scientist motivated by
understanding of the world Knowledge might gain XP by
● Vengeance - to get even making discoveries.
● Fame - to become loved by the public ○ A fame-seeking youngster might
● Fortune - to become rich gain XP by giving a press
● Justice - to stick to the letter of the law conference.
● Freedom - to not be limited by anyone or ○ A violent vigilante might gain XP
anything by getting his vengeance.
A Motivation gives you XP but can also be a You require an amount of XP equal to your current
hindrance, for instance when it pits you against other level to level up. Your XP resets when you level up.
heroes' agendas. You cannot gain more than 1 level per Issue.
Playing The Game So, completing your first issue will give you 1 XP and
cause you to level up. In your second issue, you'll
want to complete it (for 1 xp) and follow your
The bulk of Stalwart plays exactly like The Black
character's motivation (for 1 xp) to end up at 2 xp,
Hack. Note these exceptions:
your current level.
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Powers
Only one 'charge' of Protection can be active at a
time.
Some powers use Power Grade Dice. This refers to You can easily move Nearby using your acrobatic
the following: ability, ignoring verticality and obstacles. You can add
your current grade in this skill to DEX Tests to avoid
damage from ranged attacks. Acrobatics maxes out
Grade Power Grade Dice
at Grade 5.
1 d4
2 d6 Flight
3 2d4 Be it through teleportation, leaping, web-swinging or
a hoverboard, you are extremely mobile.
4 d10
5 d12 Flight allows you to move freely to Nearby areas
during movement while carrying up to 1 person,
6 d6+d8
ignoring verticality. At Grade 2, you can move freely
7 2d8 to Faraway areas during movement, and carry up to 2
people. At Grade 3, you can move freely to Distant
8 3d6
areas, and carry up to 3 people.
9 2d10
10 d10+d12 Superspeed
You can freely move between Close and Distant. As
Boosting Powers part of your Action, you can make an extra number of
Boosting Powers aid and enhance yourself or your attacks equal to half your Grade, rounded up. You
allies. make Initiative checks by rolling under
WIS/DEX+Grade.
Allies
You are accompanied by allies, or duplicates/
summons/ grown copies. You can have a maximum of Offensive Powers
Grade HD of allies. For example, at Grade 3, you can
have 3 allies of 1 HD. Blast
As an Action, you can attack anyone Nearby with a
Each moves/act independently on your initiative.
ranged attack (DEX Test). Attacks made Faraway or
Close are made at Disadvantage. This can take the
Boost
form of blasting some form of energy (fire, light, pure
You supercharge your own body, through mental energy) or some form of weaponry. The attack deals
power or physical training. You can add your Grade to Power Grade Dice in damage.
your HP as an Action. It can exceed your Max HP,
and will lower to your Max HP when the fight is over. Magic
As an Action, you can create illusions or magic
Heal
effects that do Power Grade Dice of damage to a
You can heal, inspire or motivate your teammates. As target Nearby. Your attack requires an INT Test.
an Action, you can add your Grade to the HP of
others. It cannot exceed their Max HP. Marksmanship
You know how to hit your target. You can add the
Protection
Grade of this power to your DEX when making
You are heavily armored, extremely nimble, lucky, or ranged attacks.
just very, very hard to hit or damage. You can add
your Grade to your Protection Points as an Action.
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Martial Arts Make perception and investigation-related actions
with a Test under WIS + Grade. You can also make
You know how to throw down. You can add your Initiative rolls through WIS + Grade.
Grade in this skill to your STR when making unarmed
melee attacks (STR) or defending against melee Survival
attacks (STR).
You can survive in any environment (space, heat,
Superstrength cold).
You can add your Power Grade Dice when dealing Make a Test against CON + Grade, where the GM
melee damage. You can also use STR to pick up might modify based on environment.
objects to throw them at things Nearby. You can lift
items weighing roughly Level * Grade tons. Utility Belt
You have a trick up your sleeve. This may take the
Psionics
form of a utility belt, tools built into your suit, or
You can attack opponents Nearby by making an INT magic.
Test. This deals your Power Grade Dice in damage.
This damage can be physical or mental. If this Explain what you want to do and make a Test under
defeats an enemy, they may now be under your INT + Grade to see whether you packed this item (or
mental control. whether you know a fitting spell).
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