Supers Of The Unknown!
By Andrew Domino (www.dominowriting.com/games.html)ConceptThis adds comic book super hero characteroptions to the great lite RPG “Searchers of theUnknown.” All the rules you need are in thesetwo pages. Much of this is taken from my ownMicrolite 20 Costumes.Build a PC
1. Choose a level.
Most adventurers in othergenres (and in other SotU games) start at level1, but supers are naturally, well, super! Theyoften start at a higher level. Here’s a fewsuggestions:Level 4: “Pulp” hero: Dick Tracy, RocketeerLevel 6: “Street Level” hero: Rorschach,Buffy the Vampire SlayerLevel 8: “Sidekick” hero: Robin, BuckyLevel 10: Standard super hero: Flash, Spider-ManLevel 12: “Advanced” hero: Batman, CaptainAmericaLevel 15: “Superior” hero: Superman, ThorLevel 20: “Godlike” hero: Morpheus(Sandman), Thanos2. Choose an armor. This gives your PC an armorclass (AC) and a movement rate (MV in inches,or spaces on a standard RPG battle map). Forsuper heroes, this isn’t necessarily body armor;it could simply be toughness and durability(even the thinnest, most anatomicallyimpossible supers have amazing resilience).ArmorACMVNo armor912Light79Medium56Heavy33
3. Roll for Hit Points.
1d8 per level, and rerollresults of 1 or 2 – you are super heroes, afterall. Alternately, just take 5 hit points (hp) perlevel.
4. Number of attacks
(AT) is 1 at start, thenraises to 2 at level 5, 3 at level 9, 4 at level 13,5 at level 17 and 6 at level 20. When a PCdefeats an enemy, he can make another attackat the end of the same round (in the sameinitiative order).
5. Choose a name and description.
For superheroes, this may also include species (alien,Atlantean, time-traveler), origin (geneticexperimentation, scientific accident, vow tofight crime) and secret identity (billionaireinventor, newspaper reporter, college student).They have no rules effect, but it adds fun in thegame. Imagine what he was like beforebecoming an adventurer.
6. Choose powers.
A PC has a number of “PowerPoints” equal to his level. They can be saved, orspent on the powers listed below. The cost of each power is listed in parentheses next to thepower’s name. Alternately, just pick the powersyou want your hero to have, or even just pickpowers randomly (this has a long tradition insuper hero RPGs). Powers can cause damage,adjust die rolls, improve AC or initiative, orhave other effects. All weapons are consideredpowers.
Example of character sheet
: Super-Humphrey(Level 10, AC 5, MV 6, hp 50, #AT 3, PowersFlight, Invulnerability – bullets, Super-Strength,1 Power Point saved)Fighting
Each PC rolls 1d10 + MV. The bestscore has initiative, then each one attacks indescending order. Keep going in initiative order,one attack per turn, until each attack is made.Then it’s time to roll initiative again, unless thebad guys are all defeated.
Choose a power your PC has, anenemy to attack, and roll 1d20. If the score is
your opponent’s AC + your own level, it’sa hit. Example: to hit a thug with AC 6, a level10 super hero needs a 16 or less. Even thoughit’s good to roll low, a die result of 1 alwaysfails.
When you hit an opponent, roll theattack’s Damage die or dice. Deduct the resultfrom your opponent’s hit points (hp). At orbelow 0, enemies are dead, and PCs areknocked out. If nothing else, you can alwaysmake a punch attack for 1d3 damage (unlessyou’re unconscious, tied up, or somethingsimilar).
If outnumbered, after the first death,