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Supers of the Unknown

Supers of the Unknown

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Published by armornick
Supers of the Unknown
Supers of the Unknown

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Published by: armornick on May 14, 2013
Copyright:Attribution Non-commercial


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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. Heres 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: Godlikehero: 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
1 Initiative:
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.
2 Attack:
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.
3 Damage:
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).
4 Morale:
If outnumbered, after the first death,
and when reduced to ½ number of hit points(round down), enemies check for morale. If theresult of a 1d10 roll is over the enemy’s hit dice,he will withdraw or surrender to get a betterposition.
5 Rest and bandages:
After that, all hit pointsare restored back their initial score. After all,hit points reflect the capacity to escape orwithstand hits. If a PC has been sent below 0 hp,he may need a longer rest, because heswounded. Super heroes never stay dead.Adventure
1 Stealth & stunts:
sneak past a sentry, hide inshadows, move silently, climb, swim, etc. Foreach such an action, roll 1d20 under the PC’slevel. So a 14th level hero must roll 14 or underto climb a cliff. For easier actions, the GM maychoose 1d10 rather than 1d20. Even though it’sgood to roll low, a die result of 1 always fails.
2 Saving throw:
when such a roll is needed forany reason, roll 1d20 under the PC’s level +4. Soa 7th level hero must roll under 11 to escape apsychic’s hypnosis. This “level +4” rule appliesto every other action which isn’t covered by thestealth & stunts rule. Even though it’s good toroll low, a die result of 1 always fails.
3 Dangers:
If something could kill a normalman, like a fall, a fire or a trap, it does 1d8points of damage. If it could kill a horse, 2d8. If it could destroy a tank, 4d8.ExperienceEach time the PCs defeat an enemy (by fighting,outwitting, intimidating, etc.), they get 100experience points per level or hit dice of theenemy, divided evenly between the heroes (dropany left over experience points). The number of experience points needed to level up is 2,000 xthe current level (2,000 for level 2, 4,000 forlevel 3, 2,0000 for level 10, etc). Level 20 is thehighest level a super hero can have. Gaining anew level means better rolls for fighting, savesand actions, and an additional Power Point thatcan be spent right away or saved.And now, for sure, fight on!PowersADHESION (2): This power enables a character tocling to any surface without falling. It is usedto climb vertically and upside down on wallsand ceilings.ANIMATION (5): The character can bringinanimate objects like toys and puppets tolife. Up to power rank number of objects canbe animated at one time. Each will onlyperform one simple action the animatorgives, like “attack,” “distract,” “search,”etc. Each is controlled by the player with theanimator character, and take their turnimmediately after the animator. All animatedobjects have game information equal to ½the original character’s information (rounddown), but only cause 1 point of Damageeach. They all last 1d6 turns (roll when usingthe power) before losing their “life.Ananimated object will also vanish if anysuccessful attack is made against it. Thispower can be used PC level times per day.BAD LUCK (5): This power causes trouble for thehero’s enemies. Once per turn, the charactercan name one enemy. Add +5 to all die rollsmade by that enemy for that turn (since it isbetter to have a low die result).BINDING (1): This power fires a special barrier(on a successful missile/ranged attack) torestrain an enemy, like a net, a glue ball or abubble of space. The Binding will imprisonthe target for 1d6 of turns (in combat) orminutes (outside of combat), though anenemy can try to break free with stealth &stunts roll.BODY ARMOR (special): Super heroes often havespecially designed armor or enhancedphysical endurance. Decrease the hero’s ACby 1 per 3 Power Points spent on this power(minimum AC 0).BREATHE (1): A super character can surviveunderwater, in a vacuum like outer space orin a room full of gas without any ill effect for1d6 hours.CALM (3): The character radiates peace andserenity in an area around him or her equalto power rank yards. The calming effect canbe turned “on” or “off” at any time. While itis on, all characters (including the characterwith this power) have a penalty of +5 to rollsto attack or participate in any other activitythat causes harm to someone (since it isbetter to roll low).CHANGE SHAPE (5): A character with this powercan instantly transform his body andequipment into another shape for a number
of turns equal to PC level in a row. Thecharacter has no limit to the number of forms he can take, but he cannot changesignificantly in size. The hero does gain thenew form’s natural abilities (like a catsclaws or a prince’s handsomeness), and canstill speak and use his own other powers.CONTACTS (2): The character has an intricatenetwork of informants and undercoveragents who know what criminals are planningnext, and have talents the hero does not.This power may also represent a high-techcomputer system with scientific informationand profiles of evildoers. Subtract -5 fromnon-combat die rolls the PC makes (since itis better to roll low). This can be done with anumber of die rolls equal to PC level per day.CONTROL CREATURE (3): This power gives acharacter the ability to give “normal”commands to a creature or creatures of animal-level intellect that the character cansee. The character can also speak to thecreature or creatures in its own language.This power is active at all times, butcreatures will not do anything that isobviously harmful to themselves. A charactercan control up to PC level x 10 creatures atone time.CONTROL PLANT (2): With this power, acharacter can boost the growth of vegetableand fungal life, causing vines to holdenemies for a number of turns/minutesequal to PC level, making roots dig tunnelsunder the ground, etc. There must be plantlife growing in the area to use this power; itcannot make flowers step out of their potsand walk, for example.CORRUPT (1): This power enables characters toinstantaneously burn, consume or decayobjects with a touch, or infect them withdisease. On a successful attack, you cause1d6 Damage.COSMIC POWER (7): A character with this poweris a focal point of the universe’s essence. Heis sensitive to any monumental changes totime and space, and possesses some of theprimordial power that is used to formworlds. The character can fly, can fire a boltof raw organic energy causing 3d10 Damage,and decreases his AC by -2 (to a minimum of 0). A cosmic character is responsible forprotecting the stability of the universe andmy have to use the power in other ways, likehealing others, establishing balance betweenwarring races, and so on.DANGER SENSE (1): The Danger Sense superpower gives the character warning opossible threats, like traps and attackingfoes, within point-blank or short range via amental “flash” of awareness. The charactercannot be surprised in combat, and gains +1to Initiative and -1 to AC (to a minimum of 0).DAZE (1): With a flash of light or a loud sound,the character can cause an enemy to pausefor a moment. The opponent suffers a +1penalty to all its rolls (except damage) on itsnext turn. This power can be used PC leveltimes per day.DEATH TRANCE (2): A character with this powercan slow his body’s metabolic functions to alevel where others think the character isdead. During the death trance, the characteris getting full rest for purposes of healing,but is also fully aware of what is going onaround him. The character cannot talk orotherwise act while in the trance, however.It lasts for any amount of time, and thecharacter immediately returns to normalwhen the power is “turned off.”DENSITY (3): You can make yourself into animmovable mass. Your AC decreases by -2 (toa minimum of 0). You also stay in place if someone else is trying to move you but youdo not want to be moved, no matter howhard they are pushing or pulling.DRAIN LIFE (3): You can drink blood or absorblife-force. On a successful attack, you cause1d6 Damage. You immediately regain anumber of hit points equal to the amount of damage caused.DUPLICATION (7): The character creates one ormore body doubles (up to a number equal tohis power rank). Each looks and acts just likethe original character, but will only performone simple action the original charactergives, like “attack,” “distract,” “search,”etc. Each is controlled by the player with theoriginal character, and take their turnsimmediately after the original character. Theduplicates cannot create their ownduplicates, and the original character cannotcreate more duplicates if any are already

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