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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 |
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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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Magic
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