From: [Teknolog 2] at [aol.com]
Date: Sat, 3 Aug 1996 08:29:16 -0400
Subject: Re: HeroGame

CONTENTS
Hero World


I. Character Generation
        A. Hero Races and Natural Powers
        B. Ability Scores and How to Handle Them
        C. Money and Equipment
        D. Powers
        E. Group Affiliation ( Optional )
        F. Experience
II. Combat
        A. Initiative
        B. Short Range Combat
                1. Body Weaponry
        C. Long Range Combat
        D. Hand Weapons 
III. Gamesmaster Information
        A. World Creation
        B. Groups and How to Handle Them







PART 1: CHARACTER GENERATION



Hero Races and Their Natural Powers


Human: Humans are the most common race. They have no natural powers.


Elf: Elves are very powerful but rare creatures. They have
        natural flight and a Fire Beam From Hands as their natural
        born powers.


Giant: Giants are giant humans. They get a +1 to strength but 
 have no natural powers.


Sigmus: Sigmi are energy-beings that live only on Mercury. They must be in
    the sun at all times or fall dormant. They have Energy Beam From
    Hands and Shape Energy as their natural powers.


Homo Sigmus: Homo Sigmi, or Human Energies, are the incarnations of 
             human brainpower. They have no physical form, so are
             often placed in robots so as to give them a body. If the 
             body is destroyed, then the Homo Sigmus simply leaves
             to find another one. They have no natural powers other
             than the ability to command machines.


Galaga Creature: The Galagas are highly intelligent beings that can 
                 assume other forms at will. They have Fire, Mist, 
                 and Water Transformation as their natural powers. 
                 However, there is only a 30% chance that a 
                 player can be a Galaga(Roll 1d100 vs 30).







Ability Scores And How To Handle Them


Strength: This ability score determines if players can bend bars,
      lift cars, etc. A high strength score can result in the
      ability to shatter an opponent in one hit. See critical
      damage in the Combat section.


Agility: This ability score determines how quick on their feet players
  are. A high agility score results in the player always attacking
  first during battle.


Speed: This ability score determines how fast players are. A speed
  score of 18 results in the player's ability to travel back through time.


Perception: This ability score determines how sharp eyed players are.
A high perception score results in the ability to always hit
during combat.


Hit Points: Not really an ability score, this is how much damage a character
can take.


To determine ability scores, roll a 3d6 for each one. These ability scores are used in a manner suitable to the situation. For example, if Swiftwind has a speed score of 16 and is attempting to run across water, chances are that he'll be able to; that is, to determine actions you roll a d20, and if the result is lower than the player's ability score, he's able to do that action. If a player has no high ability scores, he can either be a superhero trainee or reroll the ability scores. When players advance in levels, they gain 1 in any ability score of the GM's choice. See Experience for more information on level advances.


MONEY


To find out how much money you have at the start, roll 1d4 and consult
this table:


1       Poor, 1d10 x 10
2       Lower Middle Class, 1d10 x 100
3       Upper Middle Class, 1d10 x 1000
4       Rich, 1d10 x 10000


VEHICLES


Besides weapons(see Combat), you can buy vehicles and modify them.


Vehicles
--------
Motorcycle    - Max Speed 100 mph, $2000
Compact Car   - Max Speed 80 mph, $3000
Sports Car    - Max Speed 120 mph, $25000
Jeep          - Max Speed 85 mph, all terrain, $10000
Helicopter    - Max Speed 150 mph, aerial, VTOL, $100000
Plane         - Max Speed 350 mph, aerial, $125000
Jet           - Max Speed 500 mph, aerial, $5 million
Combat Fighter- Max Speed 500 mph, aerial, $50 million
Space Shuttle - Max Speed 5000000 mph, space, $125 million
Combat Fighter- Max Speed 2000000 mph, space, $200 million


Modifications
-------------
Air-recycler, $100
Anti-missle chaff, $500
Ejection Seat, $5000
Fusion Generator, $50 million, RARE
Loudspeaker, $75
Night sight camera, $1000
Pontoons, $200
Smoke Screen, $750, RARE
Airtight Cockpit, $50000
VTOL(aircraft only), $500000


OTHER BUYABLE STUFF


Cybernetics
-----------
Arm-+3 Strength, $500,000
Leg-+2 Speed, $550,000
Chest-+4 Hit Points, $300,000
Full Body-All of the above, $1,500,000


Miscellaneous Equipment
-----------------------
50' Rope                $10
50' Chain               $50
Grappling Hook          $25
Smoke Bombs(5)          $15
Gas Bombs
        Sleeping(1)     $40
        Poison(2)       $80
        Tear(4)         $30
Armor-+2 Dodge roll     $100



SUPER POWERS



Flight
Eye Beams- 1d6 damage
X-ray Vision
Heat Vision- 1d6+1 damage
Transformation:
        Metal
        Stone
        Energy
        Water
        Fire
        Cloud
        Mist
Beam From Hands:
        Fire- 1d6 damage
        Energy- 1d8 damage
        Water- 1d4 damage
        Air Burst- 1d6-1 damage
Magnetic Field
Shaping:
        Ice 
        Fire
        Metal
        Energy
Sonic Scream- 1d8 damage
Control:
        Machines
        Weather
        Volcanic Activity
        Earthquakes
        Air ( Can compress it, causing 1d4 damage to a target )
        Water
        Animals
        Plants
Increased Strength- 1d6
Increased Agility- 1d4+1
Increased Speed- 1d6+1
Increased Perception- 1d8-1
Charge Object With Explosive Energy- 1d10-1 damage
Steel Claws- 1d4+2 damage
Psionic Projection ( Duplicate Self )
Teleport
Telekinesis
Animal Attribute(claws, wings, etc.) Note: Cannot fly without Flight power.
Chameleon(change form, but must remain human)
Metamorphosis(change form into ONE other kind of creature)
Bend Light
Impervious to Fire and Heat
Underwater Breathing
Energy Resistance
Ultraviolet and Infrared Vision
Invisibility
Gravity Manipulation
Control Others
Darkness Control
Intangibility
Growth(can alter size of self)
Create Force Field
Stretching
Invulnerability
Disruptive Touch(affects nervous system, min. 1d6 dmg., max. Kill)




Group Affiliation ( Optional )


A group of players can decide to put their characters in a 
Supergroup, such as
the X-Men and the Justice League. The groups must have a leader, 
who will be chosen by the players. If a player wants to join 
an existing group, then the members of that group must consent 
to his/her offer. A majority vote will allow him/her in. 
Here are two groups that beginners can join right away, if the
groups' characters have been created:


X-Men: Gambit, Storm, Nightcrawler, Wolverine, Cyclops, Colossus
Justice League: Ice, Fire, Blue Beetle, Bloodwynd, Guy Gardner


If the leader of a group is destroyed, then another leader 
must be chosen. 



Experience


Superheroes gain experience for each crime they stop, 
villain they capture, and mystery they solve. The experience 
points they receive for each is given here.


Small Crime ( Bank Robbery ): 100 Experience Points ( EP )
Large Crime ( Murder, Kidnapping ): 150 EP
Easy Mystery: 175 EP
Hard Mystery: 200 EP
Weak Villain: 300 EP
Strong Villain: 350 EP
Supervillain: 500 EP
Hostile Alien: 750 EP


For every 500 EP a character can receive 1 more point in any 
ability score of the player's choice. 



PART 2: COMBAT


Initiative


When a superhero(s) encounters a villain, then a battle ensues. 
The ability to attack or reason first, or initiative,  
is determined by the roll of 1d6. The villain and hero rolls, 
and the higher number gets the initiative. 


Short Range Combat


Both sides roll 1d20. If the attacker's roll is higher,
then he successfully hits. If the defender's roll is
higher or equal to the attacker's, then the defender
dodges successfully. For every point of agility above
15, the defender/attacker gains a +1 bonus to his
dodge/hit roll. The Short Range Combat system is also
used to determine if a power affects its target or not.


BODY WEAPONRY


The use of bare hands to pummel your foes is 
called body weaponry. There are two styles: 
Karate and street fighting. Street fighting often 
uses punches to KO your opponent. It does 1d4-1 damage, 
except when you have a strength score of 16 or more. 
Then it does 1d6 damage. Karate is a hard technique 
to master; only 40% of the heroes can master it(roll 1d100 vs. 40).
It allows the use of speed and strength together, 
creating a whirlwind of power against your foes, 
doing 1d8 damage.  Your style of fighting is 
recorded on your character sheet.



Long Range Combat


Long range combat is handled the same as short range, except there are no fighting styles, and beam powers can be used.
Hand weapons


Yes, even superheroes use guns. The following weapons and damage are used by this game:


.45 Colt: 1d6 damage, $50
Laser Gun: 1d8-2 damage, $5,000
Meteorite Ray: 1d10+1 damage ( can't be used by heroes )
Anti-Hero Ray: 1d10 damage ( can't be used by heroes )
Katana: 1d4 damage ( +2 if you have Karate fighting style ),$500
Broadsword: 1d6 damage ( must have 15+ strength ),$30
Battle Axe: 1d8 damage ( must have 16+ strength ),$45
Iron Glove: 1d8 damage ( must have street fighting style ),$50,RARE
Scythe: 1d6 damage, $20



PART 3: GAMESMASTER INFORMATION


World Creation


The worlds upon which you play can be created in a few easy steps. Here they are:


1. Roll 1d10 x 1,000,000,000 for world population.
2. Decide what type of world it is:
Earth-like
Desert
Water
Mountainous
Volcanic
3. Choose a game scenario:
Rescue operation
Investigate a mystery
Destroy a supervillain's base
Stop a war
Investigate a cosmic object( meteor, asteroid, spaceship ) crash landing
4. Create a map of the game area.
5. Write a brief description of what the players must do.
6. Write a description of the game play area.
7. You're done!



Groups And How To Handle Them


So there we were, the Justice Squad face-to-hideous-face 
with the Black Horde. I immediately unleashed my Fire Beam 
power, spraying the Red Demon with flames. He shook it 
off and advanced, murder in his eyes...


That's what it's like to have a battle between groups. 
Basically, you try to get the bad guys before they get you. 
The bad guys' groups are constantly growing and developing. 
Take the Hydra from the S.H.I.E.L.D. comics, for example. 
They are always gaining new members. The main idea behind 
groups is that, when banded together, heroes and villains 
become extremely powerful. If you GMs out there have 
groups in your games, great. If not, fine.