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Rules: Super Heroes

 

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Chapter Links

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blackdot.gif (109 bytes) Superheroizing Stats Chart blackdot.gif (109 bytes) --
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whitedot.gif (109 bytes) Many people like to take their favorite comic book hero out to defeat their most despised comic book villain, and many more like to invent their own heroes to do battle with villains that are more dangerous than any that ever trod the pages of the comics.

Generally there are three possibilities to be considered with superheroes. The first is that the character has some wierd power from which he or she derives abilities. The second is that the character has one of the normal statistics increased to inhuman proportions. The third is that the character has neither wierd power nor inhuman statistics, but merely an unbelievable wealth of experience. There could also be a combination of these three possibilities.

It is suggested that these possibilities be divided into thirds. That is, the character could take a weak power, raise his or her statistics somewhat, and take some extra experience. The character could take a medium-sized power and some extra experience, or it could all be pumped into gaining increased statistics, and nothing else.

If the character decides to take the extra experience only, it is suggested that the starting amount of experience for the character should be 60,000 experience points. This is why the skill point chart is included; it is much easier to use it than it is to calculate how many skill points can be bought at that level.

If the character decides to increase a statistic only, it is suggested that the character be given three rolls on the following chart. The character could apply all three rolls to one statistic, put one roll each to three different statistics, or two rolls to one statistic and one to another. The character may decide after each roll what statistic the next roll will apply to.

Roll Effect
01-20 Increase stat 1 D6
21-40 Increase stat 2 D6
41-50 Increase stat 50%
51-60 Double stat
61-68 Triple stat
69-70 Quadruple stat
71-80 Increase stat 1 D6; free roll
81-90 Increase stat 2 D6; free roll
91-95 Double stat; free roll
96-99 Triple stat; free roll
00 Quadruple stat; free roll
   

The effects of stats above 18 will be obvious in most cases simply by applying the rules for statistics in the Character Generation section to the new statistic. It should be pointed out however that the bonuses for statistics above eighteen should continue to increase by one for each point above eighteen. Initiative times for all actions, regardless of speed class, are one segment when the character's agility is above 30.

We have left the discussion of the "wierd powers" to last because this is, and should be, the most arbitrary part of the rules. The referee should decide whether the power is to be classed as a major power, a medium power, or a weak power. Generally the uses will determine what sort of power the one described is.

Any power that has the potential for large degrees of destruction, such as most energy manipulation powers, should be classed as major. A major power should be the only one the character has. The character may then buy skills which can be used in the operation of that power. The referee and player should get together and discuss what would effect the operation of this skill, therefore what multipliers would be used.

The area of medium power is where most powers would fall. This generally refers to powers that involve a change in the nature of the character, such as characters with animal powers, shape changers, etc. The ability to manipulate relatively small amounts of energy would fall here.

The category of weak powers is where most purely defensive powers would fall, such as the character being bulletproof, or an ability to regenerate, etc. Weak attack capabilities, such as the character having claws to increase damage, would fall here.

A consideration should be made whether or not the power will have any effects beyond the immediately apparent ones. Some powers might give extra bases, or increase bases already there. A character with wolverine powers (medium) might have 4 more base points in awareness, due to increased smell and hearing. He might also have a base in tracking.

The characters have the option then of taking all 60,000 extra experience, or three rolls on the statistic increase chart, or a major power. The character might opt instead to take a medium power (or two weak ones) and 20,000 experience points. Or the character could take one weak power, 20,000 experience points, and one roll on the statistic increase chart. Or any combination thereof. You get the idea.

Whatever the character decides he or she wants to do, there should be some discussion of the "origin" of the character. This should be a basic explanation of how the character gained these advantages over ordinary men and women, and the results should be kept in line with this origin.

The superhero scenarios are free to draw from the science fiction and fantasy campaign suggestions, also. There is nothing wrong with character running a wizard in a superhero scenario, though at first this may seem "Strange" (wink- wink, nudge-nudge), and no superhero blinks at encountering someone with a piece of equipment from the 25th century. Many superheroes (or villains) who have passed 150% in a scientific skill might be MAKING equipment that would normally only be found in the 25th century.


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