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Simple Supers RPG for the 1km1kt 2007 character sheet challenge

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Well, I've learned to expect the unexpected with these 1km1kt challenges... Though working on two different one pagers, I suddenly had the desire to make a third character sheet RPG independent of my other ideas. Basically, I opted for an unexpected 24 hour RPG challenge to myself. I believe I was inspired by the other one pagers that have already been made for this challenge.

What I ended up creating was a super simple one page superhero roleplaying game called Simple Supers RPG. Usually when I make these character sheet RPGs, I make a solo RPG that is somewhat close-ended. I decided this time to opt for a standard RPG that includes a Game Master and Player Characters, and is open-ended. I always loved superheroic RPGs like Champions and Villains & Vigilantes, but this is the first time I've submitted a superhero RPG to 1km1kt and/or RPG Lab. I've always been a big fan of Jeff Moore's Hi/Lo Heroes, so Simple Supers RPG is an homage to that and a thank you to it's creator, as Jeff will see if he reads the fine print!

Anyway, here is Simple Supers RPG available for download. It will also be in the 1km1kt.net collection very soon. If you like, give the game a playtest and give me some feedback. I'll also be using this blog to denote *examples of play* so as to better demonstrate how the game is played.

Enjoy!

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Newly corrected pdf of Simple Supers RPG

I just had to add a correction to Simple Supers RPG concerning a flaw in the Lose Points rule. That rule has now been fixed and I have uploaded the new pdf here in place of the old one, plus have sent the new pdf over to 1km1kt to replace the old one there.

Enjoy!

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Cool!

I love Supers Games myself! I have toyed around with trying to make another Supers Game separate from hi/lo (maybe inspired by the work I've been doing with Prometheus Blade.) I used to play City of Heroes and there is a lot about the way that game and it's game play is structured that I'd love to "borrow" for a table-top game. Supposedly a COH RPG is in the works... but I don't think it ever came out, and I tried the Quick-Play sampler they released and I didn't like it. I felt like much of the "feel" of the game had been sucked out and that the system was a poor fit. Still want to try it if the game ever comes out officially though. Oh, and you weren't kidding about "fine" print. Wow! How small is that type down there at the bottom... 4pts?

Anyway, great work Erin!

Thanks!

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

Super Cool!

Glad you like Simple Supers, Jeff! I thought it was a nice way to say thank you for that congrats you gave me in your Phantasy Star game. Plus, I still remember how EZ Supers was one of the first games I checked out when I initially discovered 1km1kt, and I really loved it's simple system, which then evolved into Hi/Lo Heroes. Simple Supers truly is an homage to those games... and it's about time I made a game reflective of my love of super RPGs as well.

As for the fine print, I could not get below 8 pt with the Textedit program I use for making pdfs. I had used up the whole page for Simple Supers rules, so I thought I'd try a line of the smallest size print to see if I could get in a credit to myself and a shoutout to you. It ended up working fantastically, and from now on I'll probably include a fine print line in each of my one page RPGs I make this time around. My next one pager will be based on a BBC radio horror show called 'Fear On Four', and I will include in fine print within the RPG a link to a webpage with all the Fear On Four shows in mp3 form. It should come out real cool.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Example of Simple Supers RPG gameplay: Character Creation

Here is an example of how characters are created in Simple Supers RPG:

Four friends decide to play Simple Supers RPG. One chooses to be the GM, and the other three opt for being PCs. Each PC decides to create one hero character each, which should be the norm, though PCs are free to have more than one hero character each.

The first PC creates his hero. He rolls two dice and gets an 8 for his hero's initial amount of Power Points (or PP). The PC decides he wants a hero that is a master of martial arts. He spends 8 PP on the following Powers... Super Strength: 2, Super Agility: 3, Super Weaponry: 2, Super Senses: 1. Note that Super Weaponry in this case means the hero's hands are weapons, plus he may be proficient in martial arts weaponry. With all the PP spent, the PC underlines 'Hero' on their character sheet, names the hero as "Silver Crane", then names the Silver Crane's secret identity as "Lee Bruce". The Silver Crane is now ready to adventure!

The second PC creates her hero. She rolls two dice and gets a 4 for her heroine's initial amount of PP. Due to the low roll, the PC decides she wants a heroine who has the power to become invisible. She spends 4 PP on the following Power... Super Stealth: 4. Note that Super Stealth in this case means the heroine's ability to turn into an invisible form. With all the PP spent, the PC underlines 'Hero' on their character sheet, names the hero as "Inviso Lass", then names the Inviso Lass's secret identity as "Ann Visible". The Inviso Lass is now ready to adventure!

The third PC creates his hero. He rolls two dice and gets a 6 for his hero's initial amount of PP. The PC decides he wants a superhero with magic spells at his command. He spends 6 PP on the following Powers... Super Sorcery: 3, Super Psionic: 2, Super Flight: 1. Note that Super Psionic in this case means the hero's ability to cast mystic bolts of power or to manipulate the elements. With all the PP spent, the PC underlines 'Hero' on their character sheet, names the hero as "Doctor What", then names Doctor What's secret identity as "Jason Who". Doctor What is now ready to adventure!

With all their heroes finished, the PCs adopt the name 'The Terrific Three' as a hero group name, then eagerly await their first adventure.

To start the first adventure, the GM decides she wants to have an equal amount of villains as the ones just made by the PCs, though she could also opt to have more than 3 villains or less than 3 villains in an adventure if she so chooses. As it were she will make three villains to be known as 'The Troublesome Trio'.

The GM creates her first villain. She rolls two dice and gets a 9 for the villain's initial amount of PP. The GM decides she wants a villain with mental powers to lead the villains in this adventure. She spends 9 PP on the following Powers... Super Psychic: 3, Super Psionic: 3, Super Mastermind: 3. Note that Super Psychic in this case represents the villain's ability to telepathically read minds. With all the PP spent, the GM underlines 'Villain' on their character sheet, names the villain as "Mind Meddler", then names the Mind Meddler's secret identity as "Noah Tall". The Mind Meddler is now ready for the adventure!

The GM creates her second villain. She rolls two dice and gets a 7 for the villain's initial amount of PP. The GM decides she wants a villainess that is a mercenary in high tech power armor. She spends 7 PP on the following Powers... Super Weaponry: 3, Super Gadgetry: 2, Super Speed: 2. Note that Super Speed in this case represents the villainess's ability to turbo charge her high tech power armor. With all the PP spent, the GM underlines 'Villain' on their character sheet, names the villainess as "Widow Maker", then names the Widow Maker's secret identity as "Loca Motiv". The Widow Maker is now ready for the adventure!

The GM creates her third villain. She rolls two dice and gets a 5 for the villain's initial amount of PP. The GM decides she wants a villainous henchman that is part rat, part human. She spends 5 PP on the following Powers... Super Strength: 2, Super Stealth: 2, Super Senses: 1. Note that Super Senses in this case represents the villain's advanced sense of smell and ability to see in the dark. With all the PP spent, the GM underlines 'Villain' on their character sheet, names the villain as "Rat Boy", then names the Rat Boy's secret identity as "Ben Willard". The Rat Boy is now ready for the adventure!

With all the heroes and villains ready to play, the adventure will then begin... but not in this post. Hope this example of character creation helped make Simple Supers a little more understandable to players. Next up, I'll give an example of gameplay for how adventures work in Simple Supers RPG, using the characters I made in this post.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Example of Simple Supers RPG gameplay: Designing Adventures

In the last example, it was shown how characters are created in Simple Supers RPG. Here is an example of how adventures are made and conducted in Simple Supers RPG:

The GM decides she will have a simple first adventure for the heroes Silver Crane, Inviso Lass, and Doctor What (a.k.a. 'The Terrific Three'). In this starter adventure, the villains Mind Meddler, Widow Maker, and Rat Boy (a.k.a. 'The Troublesome Trio') will be on a crime spree that the heroes must put an end to.

The GM decides to have the adventure be somewhat freeflowing. It will begin with the heroes patrolling the city trying to catch the villains in the act of committing their criminal deeds... this will be represented by a Non-Combat interaction. If the search for the villains leads to them being found (i.e. a winning Non-Combat interaction on behalf of the heroes), then the heroes and villains will do battle for the first time... this will be represented by a Combat interaction. If the super fight leads to the villains fleeing, a Non-Combat interaction will ensue wherein the heroes track down the villains; If the super fight leads to the heroes retreating, a Non-Combat interaction ensues wherein the villains hunt down the heroes. The heroes and villains can continue hunting/combatting each other until a final hunt for either's headquarters or a final combat between the heroes and villains occur. As a side adventure, the GM plans to have Widow Maker and/or Rat Boy flee if Mind Meddler has fallen at any point. Should that occur, Widow Maker will try to escape via a high speed street chase with the heroes, while Rat Boy will try to escape the heroes via the sewer system beneath the city streets. If this side adventure occurs, the heroes will have to successful catch up to the villains in a Non-Combat interaction, then defeat the villain in a Combat interaction.

Once the GM decides on how this adventure will unfold, her next step is to think of where Average, Acute, and All-Out Actions will occur during the adventure. She decides that the first Non-Combat resolution and the first Combat resolution should have Average actions since the heroes and villains would be feeling each other out and individually trying their powers in different ways to see which work best. Most actions in this adventure will be Average, with the exception that the GM may start having the later interactions be All-Out as the heroes and villains do all they can to find each other's hidden HQs, then have a final slugout wherein one side or the other will fall. If the side adventure occurs should Mind Meddler have fallen, then Acute actions will occur in that chasing Widow Maker would be a Non-Combat interaction wherein only Super Speed or Super Flight could be used for Detect and Avoid actions. Also, tracking down Rat Boy in the sewers would mean a Non-Combat interaction wherein only Super Senses and Super Stealth may be used. Should Widow Maker or Rat Boy be tracked down, then a Combat interaction would ensue wherein All-Out actions would be taken by those involved. Of course, the GM will be free to improvise and call in an Average, Acute, or All-Out action at any point in the adventure, but it is best to map out how certain types of actions will define specific interactions, and for which heroes and villains.

Besides actions, the GM also decides what heroes and villains will take part in which interactions. For the most part in this adventure, all heroes and all villains will be included in each interaction, except of course for those who have fallen before the adventure ends. In the side adventure, the GM decides that the only heroes that may partake in a Combat interaction with Widow Maker or Rat Boy are those heroes that successfully chased down Widow Maker or tracked down Rat Boy in a Non-Combat interaction.

Now that the adventure has been thought out, it's time to get it started with it's first interaction... but not in this post. Hope this example of adventure design helped make Simple Supers a little more understandable to players. Next up, I'll give an example of gameplay for how a Non-Combat interaction is resolved in an adventure.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Example of Simple Supers RPG gameplay: Non-Combat Interactions

In the last example, it was shown how adventures are made in Simple Supers RPG. Here is an example of how Non-Combat interactions are conducted in Simple Supers RPG:

It is the start of a new adventure. The villains known as The Troublesome Trio have started a crime spree. It is up to the heroes known as The Terrific Trio to stop them. The adventure begins with a Non-Combat interaction wherein the heroes will patrol the city in search of the villains, and the villains will commit their crimes while keeping an eye out for any heroes.

The Non-Combat interaction starts with the determination of initiative. The GM decides each hero and villain will take an Average action when they take an Attack or Defend action for initiative purposes in this Non-Combat interaction.

For his Average initiative action, Silver Crane chooses to use Super Agility to take an Attack action. The PC rolls a die, getting a 5 which is added to Silver Crane's Super Agility value of 3 for an action sum of 8.

For her Average initiative action, Inviso Girl chooses to use Super Stealth to take an Attack action. The PC rolls a die, getting a 2 which is added to Inviso Girl's Super Stealth value of 4 for an action sum of 6.

For his Average initiative action, Doctor What chooses to use Super Sorcery to take a Defend action. The PC rolls a die, getting a 1 which is added to Doctor What's Super Sorcery value of 3 for an action sum of 4.

For his Average initiative action, Mind Meddler chooses to use Super Psionic to take an Attack action. The GM rolls a die, getting a 4 which is added to Mind Meddler's Super Psionic value of 3 for an action sum of 7.

For her Average initiative action, Widow Maker chooses to use Super Weaponry to take an Attack action. The GM rolls a die, getting a 2 which is added to Widow Maker's Super Weaponry value of 3 for an action sum of 5.

For his Average initiative action, Rat Boy chooses to use Super Stealth to take an Attack action. The GM rolls a die, getting a 1 which is added to Rat Boy's Super Stealth value of 2 for an action sum of 3.

Initiative has now been determined... first Silver Crane with an action sum of 8, then Mind Meddler with an action sum of 7, then Inviso Girl with an action sum of 6, then Widow Maker with an action sum of 5, then Doctor What with an action sum of 4, and finally Rat Boy with an action sum of 3. No ties in action sums occured, so no Detect actions will be taken simultaneously this interaction.The GM decides each hero and villain will take an Average action when they take an Detect action in this Non-Combat interaction.

For his Average Detect action, Silver Crane chooses to use Super Weaponry to Detect Widow Maker with. Widow Maker chooses to use Super Gadgetry to Avoid Silver Crane with. Silver Crane rolls a die, getting 3 which is added to his Super Weaponry value of 2 for an action sum of 5. Widow Maker rolls a die, getting 4 which is added to her Super Gadgetry value of 2 for an action sum of 6. Comparing the action sums, Silver Crane has the lower sum while Widow Maker has the higher sum, so Silver Crane increases his LP by 1, while Widow Maker increases her WP by 1.

For his Average Detect action, Mind Meddler chooses not to take a Detect action. His rationale is that he'd rather have the heroes find him at this point rather than the other way around.

For her Average Detect action, Inviso Lass chooses not to take a Detect action. Her rationale is that she has no relevant Power with a value greater than 0, plus she cannot afford to accrue LP needlessly.

For her Average Detect action, Widow Maker chooses not to take a Detect action. Her rationale is the same as Mind Meddler's, as she is following his orders.

For his Average Detect action, Doctor What chooses to use Super Sorcery to Detect Rat Boy with. Rat Boy chooses to use Super Stealth to Avoid Doctor What with. Silver Crane rolls a die, getting 3 which is added to his Super Sorcery value of 3 for an action sum of 6. Rat Boy rolls a die, getting 2 which is added to his Super Stealth value of 2 for an action sum of 4. Comparing the action sums, Rat Boy has the lower sum while Doctor What has the higher sum, so Rat Boy increases his LP by 1, while Doctor What increases his WP by 1. The PC for Doctor What can now choose to have a Combat interaction follow this Non-Combat interaction, which is exactly what the PC decides to do.

For his Average Detect action, Rat Boy chooses to use Super Senses to Detect Doctor What with, as the villains have been found despite Mind Meddler's plan. Doctor What chooses to use Super Psychic to Avoid Rat Boy with, as Doctor What has no relevant Power with a value greater than 0. Rat Boy rolls a die, getting 5 which is added to his Super Senses value of 1 for an action sum of 6. Doctor What rolls a die, getting 6 which is added to his Super Psychic value of 0 for an action sum of 6. Comparing the action sums, they are both tied, so neither Rat Boy nor Doctor What increases their LP or WP.

Now that all heroes and villains involved have taken their Detect actions (or passed on doing so), the Non-Combat interaction ends. It would be followed by another Non-Combat interaction were it not for Doctor What deciding to have a Combat interaction instead.

Now that the first Non-Combat interaction of the adventure has occurred, it is time to proceed to the first Combat interaction... but not in this post. Hope this example of Non-Combat interactions helped make Simple Supers a little more understandable to players. Next up, I'll give an example of gameplay for how a Combat interaction is resolved in an adventure.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Example of Simple Supers RPG gameplay: Combat Interactions

In the last example, it was shown how Non-Combat interactions are conducted in Simple Supers RPG. Here is an example of how Combat interactions are conducted in Simple Supers RPG:

It is near the start of a new adventure. The villains known as The Troublesome Trio have started a crime spree, and the heroes known as The Terrific Three have vowed to stop them. After a Non-Combat interaction in which the hero Doctor What was able to locate the villain Rat Boy, a Combat interaction is about to take place. The GM has decided that this Combat interaction will include all the heroes and villains in the adventure, as the heroes were searching together while the villains were committing crimes together.

The Combat interaction starts with the determination of initiative. The GM decides each hero and villain will take an Average action when they take a Detect or Avoid action for initiative purposes in this Combat interaction.

For his Average initiative action, Silver Crane chooses to use Super Agility to take an Avoid action. The PC rolls a die, getting a 2 which is added to Silver Crane's Super Agility value of 3 for an action sum of 5.

For her Average initiative action, Inviso Girl chooses to use Super Stealth to take an Avoid action. The PC rolls a die, getting a 5 which is added to Inviso Girl's Super Stealth value of 4 for an action sum of 9.

For his Average initiative action, Doctor What chooses to use Super Sorcery to take a Detect action. The PC rolls a die, getting a 1 which is added to Doctor What's Super Sorcery value of 3 for an action sum of 4.

For his Average initiative action, Mind Meddler chooses to use Super Psychic to take an Avoid action. The GM rolls a die, getting a 3 which is added to Mind Meddler's Super Psychic value of 3 for an action sum of 6.

For her Average initiative action, Widow Maker chooses to use Super Weaponry to take a Detect action. The GM rolls a die, getting a 2 which is added to Widow Maker's Super Weaponry value of 3 for an action sum of 5.

For his Average initiative action, Rat Boy chooses to use Super Stealth to take an Avoid action. The GM rolls a die, getting a 6 which is added to Rat Boy's Super Stealth value of 2 for an action sum of 8.

Initiative has now been determined... first Inviso Girl with an action sum of 9, then Rat Boy with an action sum of 8, then Mind Meddler with an action sum of 6, then Silver Crane and Widow Maker with tied action sums of 5, and finally Doctor What with an action sum of 4. Attack actions will be taken simultaneously by Silver Crane and Widow Maker this interaction.The GM decides each hero and villain will take an Average action when they take an Attack action in this Combat interaction.

For her Average Attack action, Inviso Girl chooses to use Super Stealth to Attack Rat Boy with. Rat Boy chooses to use Super Strength to Defend against Inviso Girl. In the game world, Inviso Girl is trying to make a sneak attack using her invisible form, while Rat Boy is trying to fend off such an attack using his rat-like might. Inviso Girl rolls a die, getting 4 which is added to her Super Stealth value of 4 for an action sum of 8. Rat Boy rolls a die, getting 2 which is added to his Super Strength value of 2 for an action sum of 4. Comparing the action sums, Rat Boy has the lower sum while Inviso Girl has the higher sum, so Rat Boy increases his LP by 1, while Inviso Girl increases her WP by 1. Though Rat Boy has superhuman rat strength, Inviso Girl was still able to sneak up on him and clobber him from behind.

For his Average Attack action, Rat Boy chooses to use Super Strength to Attack Inviso Girl with. Inviso Girl cannot use Super Stealth to Defend, so she must opt for Super Psionic to Defend against Rat Boy. In the game world, Rat Boy is trying to smash Inviso Girl who has now been revealed after ambushing the ratty villain. Rat Boy rolls a die, getting 1 which is added to his Super Strength value of 2 for an action sum of 3. Inviso Girl rolls a die, getting 3 which is added to her Super Psionic value of 0 for an action sum of 3. Comparing the action sums, they are tied, so no LP or WP are gained. Thanks to sheer luck, Inviso Girl has escaped the fury of Rat Boy for now.

For his Average Attack action, Mind Meddler chooses to flee instead of taking an Attack action. His rationale for this is that he wants to lure one of the heroes into a one-on-one battle elsewhere.

Since Silver Crane and Widow Maker are tied in initiative, it does not matter which takes their Attack action first, as both actions will be resolved simultaneously in game time. In real time, the GM decides to let the PC for Silver Crane roll for Attack first, then she will roll for Widow Maker's Attack. In the game world, Widow Maker will be strafing Silver Crane with bullets as she moves at turbo speed, while SIlver Crane will be leaping in the air to place a well-timed jump kick.

For his Average Attack action, Silver Crane chooses to use Super Agility to Attack Widow Maker with. Widow Maker chooses to use Super Speed to Defend against. Silver Crane rolls a die, getting 5 which is added to his Super Agility value of 3 for an action sum of 8. Widow Maker rolls a die, getting 4 which is added to her Super Speed value of 2 for an action sum of 6. Comparing the action sums, Widow Maker has the lower sum while Silver Crane has the higher sum, so Widow Maker increases her LP by 1, while Silver Crane increases his WP by 1. Through a hail of bullets, Silver Crane hits his high speed target with a kick to the head.

For her Average Attack action, Widow Maker chooses to use Super Weaponry to Attack Silver Crane with. Silver Crane chooses to use Super Strength to Defend against Widow Maker. Widow Maker rolls a die, getting 3 which is added to her Super Weaponry value of 3 for an action sum of 6. Silver Crane rolls a die, getting 6 which is added to his Super Strength value of 2 for an action sum of 8. Comparing the action sums, Widow Maker has the lower sum while Silver Crane has the higher sum, so Widow Maker increases her LP by 1, while Silver Crane increases his WP by 1. Widow Maker's machine gun bullets were blocked in the air by Silver Crane's silver bracers in a whirlwind of furious parries, leaving Widow Maker wide open for a kick to the head.

For his Average Attack action, Doctor What chooses to use Super Psionic to Attack Mind Meddler with. Note that Mind Meddler can still be Attacked in this Combat interaction even though he has fled; Only fallen heroes and villains cannot be Attacked during a Combat interaction, as they are removed from the adventure as soon as they have fallen. Mind Meddler chooses to use Super Psionic to Defend against Doctor What. In the game world, Doctor What is trying to blast Mind Meddler with a mystic bolt while Mind Meddler is trying to cover himself with a telekinetic force field. Doctor What rolls a die, getting 3 which is added to his Super Psionic value of 2 for an action sum of 5. Mind Meddler rolls a die, getting 2 which is added to his Super Psionic value of 3 for an action sum of 5. Comparing the action sums, they are tied, so no LP or WP are gained. Mind Meddler was able to block Doctor What's mystic bolt using the telekinetic power of his mind.

Now that all heroes and villains involved have taken their Attack actions (or refrained from taking an Attack action in order to flee), the Combat interaction ends. It will be followed by a Combat interaction between the heroes Silver Crane and Inviso Girl fighting the villains Widow Maker and Rat Boy, as well as a Non-Combat interaction between the hero Doctor What and the villain Mind Meddler. That is a choice the GM made after the PCs expressed a desire for one of their heroes to chase after Mind Meddler. Because he fled, Mind Meddler cannot be involved with another Combat interaction with the heroes until a winning Non-Combat interaction occurs between the heroes (or a hero) and Mind Meddler.

Now that the first Combat interaction of the adventure has occurred, the rest of the adventure will unfold... but not in this post. Hope this example of Non-Combat interactions helped make Simple Supers a little more understandable to players. Next up, I'll give an example of gameplay for how Acute and All-Out actions work.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Example of Simple Supers RPG gameplay: Acute and All-Out actions

In the last example, it was shown how Combat interactions are conducted in Simple Supers RPG. All interaction/action examples up until now have been about Average actions. Here is an example of how Acute and All-Out actions are conducted in Simple Supers RPG:

As the adventure unfolds, Mind Meddler has fallen due to a Combat interaction with the heroes of the Terrific Three. With Mind Meddler fallen, the other villains of the Troublesome Trio try to escape seperately. Rat Boy heads for the sewers as Widow Maker decides to escape at high speed via the surface streets. The heroes decide that they will split up, with Silver Crane and Doctor What chasing after Widow Maker, while Inviso Girl goes after Rat Boy.

The GM decides that the high speed chase with Widow Maker and the heroes will be a Non-Combat interaction with Acute actions. The Acute actions will reflect the movement nature of the interaction, so the GM will be using Super Speed or Super Flight for all action rolls, having the heroes or villain involved use which Power they have a higher value ine. Widow Maker will be using Super Speed for initiative and Super Flight for Detect actions, Doctor What will be using Super Flight for initiative and Detect actions, and Silver Crane will have to use Super Speed for initiative and Super Flight for Detect actions even though he has a zero value for both. The PC playing Silver Crane tries to get the GM to include Super Agility as a possible Acute action in a chase, but the GM continues to decide that only movement-specific Powers will be used. In an Acute action, it is always the GM's final choice, but the PCs are free to try to influence that choice. The main rule with Acute actions is that the circumstances of the interaction, not the heroes or the villains, that dictate the Powers to be used.

The Non-Combat interaction starts with determination of initiative.

For his Acute initiative action, Silver Crane chooses to take a Defend action. The PC rolls a die, getting a 4 which is added to Silver Crane's Super Speed value of 0 for an action sum of 4.

For his Acute initiative action, Doctor What chooses to take a Defend action. The PC rolls a die, getting a 3 which is added to Doctor What's Super Flight value of 1 for an action sum of 4.

For her Acute initiative action, Widow Maker chooses to take a Defend action. The GM rolls a die, getting a 5 which is added to Widow Maker's Super Speed value of 2 for an action sum of 7.

Initiative has now been determined... first Widow Maker with an action sum of 7, then Silver Crane and Doctor What with tied action sums of 4. Detect actions will be taken simultaneously by Silver Crane and Doctor What this interaction.

For her Acute Detect action, Widow Maker opts to not take a Detect action. Her rationale Super Speed cannot be used to Detect and she doesn't wish to use her Super Flight with it's value of zero.

For his Acute Detect action, Silver Crane will Detect Widow Maker with Super Flight, while Widow Maker will use Super Speed to Avoid. The PC for Silver Crane rolls a die, getting 2 which is added to his Super Flight value of 0 for an action sum of 2. The PC for Widow Maker rolls a die, getting 2 which is added to her Super Speed value of 2 for an action sum of 4. Comparing the action sums, Widow Maker has the higher sum while Silver Crane has the lower sum, so Widow Maker increases her WP by 1, while Silver Crane increases his LP by 1.

For his Acute Detect action, Doctor What will Detect Widow Maker with Super Flight, while Widow Maker will use Super Speed to Avoid. The PC for Doctor What rolls a die, getting 6 which is added to his Super Flight value of 1 for an action sum of 7. The PC for Widow Maker rolls a die, getting 4 which is added to her Super Speed value of 2 for an action sum of 6. Comparing the action sums, Widow Maker has the lower sum while Doctor What has the higher sum, so Widow Maker increases her LP by 1, while Doctor What increases his WP by 1. Doctor What also choose to follow this Non-Combat interaction with a Combat interaction.

Now that all heroes and villains involved have taken their Detect actions (or refrained from taking a Detect action), the Non-Combat interaction ends. It will be followed by a Combat interaction between the heroes Silver Crane and Doctor What fighting the villain Widow Maker. The GM could have not included Silver Crane in the Combat interaction, but she decided that Doctor What was able to trip up Widow Maker enough for Silver Crane to catch up in the chase.

The GM decides that all actions in the Combat interaction will be All Out, as the adventure is near an end, plus Widow Maker will be fighting desperately with all she's got. Note that it is very rare for a GM to allow one side in an interaction to use All-Out actions while another side uses Average or Acute actions. The discrepancy between actions sums will be too great due to the nature of each type of action, so such All Out versus Average/Acute interactions should rarely take place.

The Combat interaction starts with the determination of initiative.

For his All Out initiative action, Silver Crane chooses to take a Detect action. The PC rolls two dice, getting a 7 which is added to Silver Crane's Super Weaponry value of 2 and his Super Senses value of 1, for an action sum of 10.

For his All Out initiative action, Doctor What chooses to take a Detect action. The PC rolls a two dice, getting a 5 which is added to Doctor What's Super Flight value of 1 and his Super Sorcery value of 3, for an action sum of 9.

For her All Out initiative action, Widow Maker chooses to take an Avoid action. The GM rolls a die, getting a 9 which is added to Widow Maker's Super Speed value of 2 and her Super Gadgetry value of 2, for an action sum of 11.

Initiative has now been determined... first Widow Maker with an action sum of 11, then Silver Crane with an action sum of 10, and finally Doctor What with an action sum of 9.

For her All Out Attack action, Widow Maker will Attack Doctor What, who will All Out Defend. The GM rolls two dice for Widow Maker, getting 10 which is added to her Super Weaponry value of 3 for an action sum of 13. The PC for Doctor What rolls two dice, getting 7 which is added to his Super Sorcery value of 3 and his Super Psionic value of 2 and his Super Flight value of 1 for an action sum of 13. Comparing the action sums, they are tied, so no LP or WP are gained.

For his All Out Attack action, Silver Crane will Attack Widow Maker, who will All Out Defend. The PC for Silver Crane rolls two dice, getting 4 which is added to his Super Weaponry value of 2 and his Super Agility value of 3 and his Super Strength value of 2 and his Super Sense value of 1 for an action sum of 12. The GM rolls two dice for Widow Maker, getting 6 which is added to her Super Gadgetry value of 2 and her Super Speed value of 2 for an action sum of 10. Comparing the action sums, Widow Maker has the lower sum while Silver Crane has the higher sum, so Widow Maker increases her LP by 1, while Silver Crane increases his WP by 1.

For his All Out Attack action, Doctor What will Attack Widow Maker, who will All Out Defend. The PC for Doctor What rolls two dice, getting 9 which is added to his Super Psionic value of 2 for an action sum of 11. The GM rolls two dice for Widow Maker, getting 8 which is added to her Super Gadgetry value of 2 and her Super Speed value of 2 for an action sum of 12. Comparing the action sums, Widow Maker has the higher sum while Doctor What has the lower sum, so Widow Maker increases her WP by 1, while Doctor What increases his LP by 1.

With all heroes and villains having taken their Attack actions, the Combat interaction ends. It will be followed by another Combat interaction with All Out actions... but not in this post. Hope this example of Acute and All Out actions helped make Simple Supers a little more understandable to players. Next up, I'll give an example of gameplay for how Win Points and Lose Points work.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

Example of Simple Supers RPG gameplay: Win Points/Lose Points

In the last example, it was shown how Acute and All-Out actions are conducted in Simple Supers RPG. Here is an example of how Lose Points and Win Points effect gameplay in Simple Supers RPG:

After tracking down the villain Rat Boy, the hero Inviso Girl engages in an All-Out Combat with the rodent scoundrel. Using her Super Stealth, Inviso Girl wins initiative then takes a winning Attack action against Rat Boy. Because of the successful Attack action, Inviso Girl gains 1 Win Point, bringing her total WP to 5, while Rat Boy gains 1 Lose Point, bringing his total LP to 5.

Since Rat Boy has spent 5 Power Points on his Powers, and his LP value of 5 is now more than his PP spent minus 1, Rat Boy has fallen. He may no longer partake in this adventure. In fact, the adventure ends because Rat Boy is the last villain to have fallen. The Terrific Three have triumphed over the Troublesome Trio... this time.

With the adventure over, the heroes and villains must now compare their WP to the PP they have spent on their Powers. Since Inviso Girl has spent 4 PP on her Powers and she has 5 WP at the end of the adventure, she gains 1 PP to now spend on increasing by 1 a Power chosen by the PC playing Inviso Girl. Inviso Girl uses the 1 PP to increase her Super Flight by 1, as the PC wishes Inviso Girl to be able to glide around on invisible force lines.

As it were, Rat Boy only had 4 WP. Not enough to gain a Power Point. Had Rat Boy 2 more WP, he could have still gained 1 PP despite the fact that he had fallen during the adventure, as fallen or not fallen does not effect cashing in WP. Fallen heroes and villains can easily come back stronger for the next adventure as long as they gained enough Win Points before the Lose Points caused them to fall.

This concludes all the examples of gameplay for Simple Supers RPG. With all these examples, I think the game is quite thoroughly explained. Hope these examples helped.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG