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.