SUPERS Quick Start

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Text of SUPERS Quick Start

  • Darcy Dettmann Junior (order #5952768)

  • Quick Start Rules

    SUPERS!Comic Book Role Playing Game

    Writing BySimon Washbourne

    Writing and Compilation Brad White

    Art and Layout ByWalt Robillard

    SUPERS! Comic Book Role playing Game 2013 by Andrew Collas and Walt Robillard. All rights reserved. SUPERS! Quick Start, Arachne (SUPERS! Edition), Ares (SUPERS! Edition), Grey Guardian, and Solarhawk were created by Brad White and are 2013 Walt Robillard and Andrew Collas. Some

    images provided by Shutterstock and were used under license.

    For more information about SUPERS! Visit http://hazardstudio.net.

    Darcy Dettmann Junior (order #5952768)

  • SUPERS!COMIC BOOK ROLE PLAYING GAME

    Whats IT ABOUT?Supers! is a game all about playing costumed heroes the kinds of heroes you see in good old-fashioned comic books. These heroes are larger-than-life; they have high ideals and they know right from wrong. Their world is black-and-white; they are good and the villains are bad. There are no real grey areas. Their cause is justice, liberty and freedom. They seek to protect the weak and defend the common man. Most are loved by all; some are misunderstood and dont get the adoration they feel they deserve. But regardless, they strive to do the right thing and aim to make a difference.

    This quick-start introduction will give you a taste of Supers! Comic Book Role Playing Game. If you enjoy this quick-start, you should check out the full Supers! game, which includes complete rules for character generation, a comprehensive list of powers, more combat options, dozens of pre-generated characters and even more ways to have fun.

    WHAT DO YOU NEED?So you know what the game is all about; now what do you do to play it? Ideally, you need a couple of players and a space to sit and be comfortable without too many distractions. You need at least one copy of this quick-start, dice, a great imagination and a sense of adventure.

    THE DICEIn Supers! dice are used to determine the result of actions taken by the player characters (PCs) and some non-player characters (NPCs). Supers! uses 6-sided dice, generally referred to as D6 or Xd6, where X is the number of dice to be rolled. The numbers on the dice are added together and higher numbers are better.

    SIMPLE RULESThe philosophy behind the design of this game is to keep it simple. The basics of the rules are very straightforward roll a few dice and try to beat a number. As long as you remember that, you cant go too far wrong. Enjoy!

    Darcy Dettmann Junior (order #5952768)

  • SET THE SCENEWhen a combat is about to begin, the Judge should describe the scene so that everyone understands how it appears at the start of the fight. Important details should be mentioned, as well as where the characters are positioned relative to their opponents. Check with the players to make sure that their understanding matches your own. Once the scene has been set, the action can begin!

    PLAYING THE GAME

    WHO GOES FIRST?At the beginning of each combat, determine which character acts first by rolling Reaction. The combatants take their actions in order, from the highest to lowest. Any character that suffered a loss of Reaction during the previous round must reroll Reaction (at the reduced value) for his new position in the order of combat.

    HOW TO RESOLVE ATTACKSChoose a Power to attack with or use an Aptitude (fighting or shooting) if attacking with a mundane weapon.

    Some Powers cannot really be used to attack someone you need to apply common sense. If a player can convincingly describe how a Power can be used to attack, then it should be allowed. For example, a character that flies using a jetpack might use his flight to ram an opponent, or even use the jet blast to try to burn his foe.Defending Villains or PCs get to choose an Aptitude or Power to defend with. They roll the number of dice in the attribute selected. The result is the Target Number the attacker must overcome. Instead of using an Aptitude or Power, a character can use a Resistance to defend against an attack. The Resistance chosen should make sense against the type of attack being made. Just roll the dice that you have in the selected Resistance.

    What constitutes a Power that can be used for defense depends on the attack being made and how the defender sees his defense working. Some defensive Powers are obvious, like Armor. Other defensive Powers are less apparent for example, a character might use Super Strength to punch a car that was thrown at him, or the character could use his Flight to dodge the attack. Most Powers can be used defensively in some way or another. Rather than look for reasons for why they cannot be used defensively, try to find ways in which they can be used.

    WHO WINS?If the attackers roll is greater than the defenders roll, then the attack got through and will harm the target. If the defender wins the roll or the result is a tie, the attack missed or otherwise failed to cause any damage.

    Darcy Dettmann Junior (order #5952768)

  • HOW MANY ATTACKS CAN I MAKE?A character can attack only once per round, and can only attack with a Power he hasnt already used that round. So, if the character already defended against an attack using his Flame Powers that round, he could not use Flame Powers to attack when it is his turn to take an action.

    HOW MANY TIMES CAN I DEFEND?Defenders get one (and only one) defense roll against each attack made against them per round. In most cases, Aptitudes, Powers and Resistances can only be used to defend once per round. The only exceptions to this rule are Armor and Mental Shield, which can be used for defense multiple times per round. Each subsequent use of either Armor or Mental Shield in the same round, however, is made at 1D lower than the previous attempt. These powers reset to their full dice at the start of the next round.

    Measure the success levelAn attacks level of success is determined by calculating the success roll as a multiple of the defense roll/Rating:

    Succeed by up to x2 = 1 damageSucceed by up to x3 = 2 damageSucceed by up to x4 = 3 damageSucceed by up to x5 = 4 damageSucceed by up to x6 = 5 damage and so on.

    Here are some example results, assuming that the targets defense roll is 6:A roll of 1-6 is a miss or failure to harm the target7-12 = 1 damage13-18 = 2 damage19-24 = 3 damage25-30 = 4 damage31-36 = 5 damageand so on

    OUCH!Each point of damage caused is subtracted as dice from the targets Resistances. Which Resistance is reduced depends on the nature of the attack and the players description of how that attack affected his character. Damage can be spread out among several Resistances. Ultimately, the Judge decides if the explanation given makes narrative sense. The following are guidelines for what Resistances are usually be reduced as a consequence of the most common types of attack:

    Physical Harm: The defaults are Composure, Fortitude or Reaction. Mental Harm: The defaults are Composure or Will. Social or Emotional Harm: The default is Composure.

    Darcy Dettmann Junior (order #5952768)

  • WHAT EFFECT DOES DAMAGE HAVE?

    If Composure is reduced to 0D or below, you have lost it completely. You cannot talk properly, you cannot face anyone; you might fly into a rage or burst into tears. The actual effect is up to you, depending on the situation and your character. However, you are effectively out of action and cannot do anything worthwhile until Composure is restored to a positive number.

    If Fortitude is reduced to 0D or lower, you are injured, battered and bruised, knocked senseless or unconscious (or even dead). The actual description of your injuries and condition is up to you and the situation, but you are completely out of action and unable to do anything until Fortitude is restored to a positive number.

    If Reaction is reduced to 0D or less, you are paralyzed, winded, exhausted or fighting for breath. Effectively, this puts you out of action until Reaction is restored to a positive number.

    If Will is reduced to 0D or below, you are shocked, afraid, temporarily insane or suffering some sort of mental trauma. The actual effect is up to you and the situation, but this effectively puts you out of action until your Will is restored to a positive number.

    Darcy Dettmann Junior (order #5952768)

  • CONFLICT AT THE CONVENTION

    This short adventure is designed for a quick combat to showcase the Supers! system. Included in this adventure are three new heroes and a new super-villain. The explanation of the characters powers and abilities are detailed on the character sheets. The complete game rules include many more powers and abilities, allowing you to create your own hero.

    Setting the Scene

    The annual Emporium City Comic Book Convention is in full swing. This once a year event is unique in that costumed heroes can be found alongside cosplay maids and anime characters. These year, the high flying hero Solarhawk will be answering questions and signing autographs. Among the convention attendees is Arachne, a gifted young heroine that has yet to emerge on the heroic scene. Meanwhile, Paul Saunders, aka the Grey Guardian, is at the convention, hoping to sell some of his art to one of the comic book companies.

    The convention hall is a large room set up with a multitude of booths and displays. In one booth, Lex Weston, the writer of the hit TV show, Ares, God of War, is signing copies of his latest book. A large display from Zenith Comics showcases their latest releases.

    As the heroes greet their adoring public, the scene is interrupted by the raising of voices over by where Lex Weston is seated. A very large man is standing over him. In one ham -fisted hand is a large battle axe. Fi