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Table of Contents:
• One player is the Referee, the other players will each control a Superhero or
Supervillain.
• The Referee will describe the imaginary world explored by the Supers, and
determine the result and impact of their actions. Importantly, the Referee will
determine the result of any Conflict Tests conducted by the other players.
• The Referee’s role is to ensure the game world presented to the other players is
interactive, dynamic, interesting and dangerous.
• The Referee is free to interpret and present the imaginary world as they see fit,
but it is important that this is consistent and that concrete consequences for
the Super’s choices and actions are enacted.
• The Super’s role is to have exciting and interesting adventures (while also
defeating opposing Supers and perhaps resolving any trauma from their
backstory!) .
Conflict Tests:
• A successful Conflict Test may trigger an additional Conflict Test for another entity,
for example if a Goon successfully fires a gun at a Super, that Super can attempt to dodge
the bullet with a Conflict Test.
• If a Player/Referee can argue them; add situational bonuses of +X to the roll.
• If the Player/Referee can argue them; add situational penalties of –X to the roll.
• Easy Test: If a Super/Aspect of Reality is in a very likely position to win the conflict/
test, they can roll twice and use the highest result.
• Hard Test: If a Super/Aspect of Reality is in a very unlikely position to win the conflict/
test roll twice and use the lowest result.
Moments:
When needed (for example during combat lasting more than a single Conflict Test),
events in the game can be played out in Moments.
• The Referee determines the order in which entities (Supers and other characters/
creatures/objects/etc in the game world) act. Then each entity has a moment to do
something. Any conflict in these moments is resolved with a Conflict Test. This
cycle of moments is repeated until the conflict/tension is over.
• In the game world a Moment is only a few seconds long - The Referee rules what
exactly an entity can get done in a Moment, ensuring they are fair and equitable
to all involved.
• The specific order in which entities act out their Moments may be determined by
the Referee’s interpretation of the situation and the attributes of the entities
involved, or Conflict Tests between entities to determine who will act first.
• Any injuries received by a Super must be noted on their Character Sheet. The
Referee must be made aware of any injuries a Super has before they make any
subsequent Conflict Tests, so appropriate penalties can be applied. The Referee
should make similar notes for any injured pertinent entities.
• Taking too many hits in the same location (2 or 3 depending on the location and
the weapon) will result in death.
• The Referee must contextually judge how weapons and armour worn may affect the
outcome of a Conflict Test.
Super Rules:
• There are two specific types of entities in Super Hero RPG, Supers and Goons.
• Supers are beings with super powers and Goons are pretty much anything else!
• If a Super is rolling a Conflict Test against a Goon (or a group of Goons) they
always roll at least two d6’s (more if the Referee deems it) and uses the best
result.
• When rolling a Conflict Test against a Goon, if a Super rolls doubles of any
number the Referee gives that Super a rating from 2 - 6 based on how powerful
they are in the realm relating to the Conflict Test (Combat, battle of wits,
hacking, etc). The Super then rolls a single d6 and times the result by their
rating, they then overcome/defeat/kill that number of Goons with a single test
(Alternatively, the Super could use the original double number they rolled as the
multiplier).
• If a Goon is rolling a Conflict Test against a super they always roll at least
two d6’s (more if the Referee deems it) and uses the worst result. When rolling a
Conflict Test against a Super, a Goon will generally not cause any major or
lasting damage to a Super unless they roll doubles (and also pass their test).
Generally it takes double 6’s for a Goon to slow down a Super (and several double
6’s to kill them!).
Creating a Super:
A Super is very powerful in their Major power, and powerful in their minor super
powers.
• These powers can be from the Hero Or Villain super power tables as the players see
fit (or the Referee may deem only one or the other be used in their game).
• The player may then roll twice on the appearance tables to give their Super a
random appearance (or decide the Super’s appearance based on their powers).
• Finally, a player may roll on the backstory table to give their Super a random
backstory!
• The Referee and Players extrapolate what skills, possessions and bodily
attributes a Super would have from their powers, weakness and backstory. Further,
what types of actions would be possible by the Super and how Easy or Hard they
would be to achieve via a Conflict Test, is also extrapolated from these.
• The player writes down any additional important details relating to their
Super as they play (new possessions, injuries, specific skills, etc).
• Inventory can be handled by the Referee judging what is appropriate for a Super
to carry. Determining whether a Super already has some specific, but related to
their description, item in their possession can be determined by a Conflict Test.
11. Calming, blissful vibes 11. Hypnotism and mind control 11. Kindness
summoning 12. Illusion summoning 12. Logic traps, circular logic
12. Commanding aura 13. Clone of others summoning or riddles
13. Super intelligence 14. Metal summoning and 13. Light
14. Flight manipulation 14. Peace and calm
15. Oxygen independence 15. Shape shifting 15. Oxygen
16. Intangibility 16. Choking from afar 16. Bad memories
21. Invisibility 21. Enormous, neverending 21. Lighting and electricity
22. Super speed wealth 22. Common virus, illnesses and
23. Shrinking/expanding body 22. Absorption of other being’s infections
24. Super self healing super powers 23. Wood, plants, trees and
25. Telekinesis 23. Ghost and spirit summoning leaves
26. Astral projection and manipulation 24. Gold, or some other specific
31. Self clone summoning 24. Acid summoning and type of metal
32. Water summoning and manipulation 25. Big philosophical
control 25. Ice summoning and questions
33. Passive or protective manipulation 26. Mess and dirt
animal power 26. Seizing, capturing and 31. Disorganisation and chaos
34. Plant summoning and entrapping of others 32. Mirrors
control 31. Madness and mania summoning 33. Self reflection
35. Super sleuth/detective and manipulation 34. Water
36. Super escape artist 32. Giantesque 35. Their appetite (physical or
41. Protective bubble barrier 33. Aggressive and attack mental)
summoning and manipulation focused animal power 36. Being unbalanced
42. Architecture summon and 34. Portal summoning 41. Fire and heat
control 35. Warping and manipulation 42. A specific animal phobia
43. Rubber, stretchy and of other being’s bodies (roll on animal table)
warpable body 36. Explosives expert 43. Ice and cold
44. Future sight 41. Curse invoker 44. Stillness
45. Super strength 42. Fire summoning and 45. Being reminded of a thing
46. Super healing of others control they lost
51. Animal control and 43. Terror and fear summoning 46. Blood and gore
summoning and manipulation 51. Claustrophobia
52. Earth control and 44. Memory erasure and 52. Agoraphobia
summoning manipulation 53. Soil and its microbes
53. Time manipulation 45. Thrown weapon expert 54. Moonlight
54. Danger and betrayal 46. Suit of super armour 55. Superstitious
precognition 51. Advanced heavy military 56. Aware of exactly when and
55. Brilliant inventor and equipment where they are going to die
engineer 52. Hand to hand combat expert 61. Darkness
56. Wind control and 53. Melee weapon expert 62. Loud noises
summoning 54. Gun weapon expert 63. Flashing lights
61. Super computer user 55. Plasma summoning and 64. The gentle caress of
62. Telepathy manipulation another being
63. Super immunity, resistance 56. Black hole summoning 65. Extended physical activity
and hardiness 61. Weaknesses sensor and 66. Brittle
64. Sound summoning and knower
manipulation 62. Sickness and disease
65. Energy absorption and summoning
expulsion 63. Blocking and negation of
66. Gravity manipulation other being’s super powers
64. Shadow summoning and
manipulation
65. Pain summoning and
inducement
66. Enormous, devouring maw
d66 Animal Table (if needed): d66 Super Appearance
(roll twice and combine results):
• The Setting: The Referee uses the “What is the Backstory of this Super Hero
world?” generator to sketch out some details of the campaign world. They may
also like to use the “Place Generator” to map out some places in that world then
use the “What is happening in this Place of the Super Hero world?” to find out
interesting things that are happening there.
• Prelude: Players each generate a Super that they like and want to play. A quick
solo session with each Super using the “Mission Generator” might serve as the
origin story of each Super. These missions may happen in the places generated by
the referee earlier.
• Missions: The Referee generates three missions using the “Mission Generator”.
They can use the “Organisation Generator” and “Place Generator” to flesh out
details for these. The “Area Stocker” can be used by the Referee to see what are in
specific areas within a place.
• Mission 1: The team of super heroes that the players are controlling get
together to attempt an important mission! An antagonistic opposing Super is
introduced in this mission (the Referee can create a Super by using the same
method the Players use) but is not directly confronted.
• Mission 2: At some point in this mission a twist takes place! The Referee can
use the “Twist Generator” for this. Again the opposing Super is not directly
confronted.
• The End: Hopefully the Supers have learnt something about themselves and others
on their team and they are ready to face the next challenge!
What is the Backstory of this Super Hero world?
• Past details of the world the game takes place in can be generated using these tables.
• The results will need a bit of sculpting and fleshing out by the referee.
1. Superhero
2. Supervillain
3. Group of Superheroes
4. Group of Supervillains
5. Organisation
6. An important person or thing (Use “Target” from the “Mission Generator” but reroll
on Superhero/villain result)
Actioned: Concept:
1. Superhero
2. Supervillain
3. Group of Superheroes
4. Group of Supervillains
5. Organisation
6. An important person or thing (Use “Target” from the “Mission Generator” but reroll
on Superhero/villain result)
Actioning:
Atmosphere:
11. Saving
12. Healing 11. Joyful
13. Rescuing 12. Controlled
14. Teaching 13. Peaceful
15. Learning from 14. Empty
16. Cloning 15. Unsettled
21. Getting message to 16. Wasting
22. Receiving message from 21. Intellectual
23. Cleansing 22. Bloody
24. Meeting 23. Still
25. Punishing 24. Unreal
26. Capturing 25. Clear
31. Mutating 26. Just
32. Burning 31. Stifling
33. Freezing 32. Wild
34. Recording 33. Bestial
35. Hiding 34. Calming
36. Transporting 35. Disordered
41. Protecting 36. Exploding
42. Monitoring 41. Destructive
43. Exploding 42. Burning
44. Arresting 43. Freezing
45. Recovering 44. Out of control
46. Paining 45. Terrifying
51. Bringing justice to 46. Awe inspiring
52. Releasing 51. Consuming
53.Growing or Shrinking 52. Straining
54. Terrifying 53. Painful
55. Stealing from 54. Decaying
56. Preventing theft from 55. Dangerous
61. Confusing 56. Humorous
62. Corrupting 61. Placid
63. Replacing 62. Exciting
64. Torturing 63. Welcoming
65. Diseasing 64. Foreboding
66. Killing or destroying 65. Toxic
66.Creepy
d66 Organisation Generator:
D66 organisation base: d66 Hero Super Powers: d66 Villain Super Powers:
11. Traditional church 11. Calming, blissful vibes 11. Hypnotism and mind control
12. Navy summoning 12. Illusion summoning
13. Clone of others summoning
13. Army 12. Commanding aura
14. Metal summoning and
14. Air force 13. Super intelligence
manipulation
15. Authoritarian government 14. Flight 15. Shape shifting
16. Democratic government 15. Oxygen independence 16. Choking from afar
21. Intelligence organisation 16. Intangibility 21. Enormous, neverending wealth
22. Police 21. Invisibility 22. Absorption of other being’s
23. Think tank 22. Super speed super powers
24. International 23. Shrinking/expanding body 23. Ghost and spirit summoning and
manipulation
intergovernmental 24. Super self healing
24. Acid summoning and
organization 25. Telekinesis
manipulation
25. University 26. Astral projection 25. Ice summoning and manipulation
26. Secret society 31. Self clone summoning 26. Seizing, capturing and
31. Transnational resources 32. Water summoning and entrapping of others
corporation control 31. Madness and mania summoning and
32. Revolutionary 33. Passive or protective manipulation
organisation animal power 32. Giantesque
33. Aggressive and attack focused
33. Scientific research 34. Plant summoning and
animal power
organisation control
34. Portal summoning
34. Transnational food 35. Super sleuth/detective 35. Warping and manipulation of
corporation 36. Super escape artist other being’s bodies
35. Transnational media 41. Protective bubble barrier 36. Explosives expert
corporation summoning and manipulation 41. Curse invoker
36. Transnational 42. Architecture summon and 42. Fire summoning and control
pharmaceutical corporation control 43. Terror and fear summoning and
manipulation
41. Transnational arms 43. Rubber, stretchy and
44. Memory erasure and
manufacturing corporation warpable body
manipulation
42. Gang 44. Future sight 45. Thrown weapon expert
43. International criminal 45. Super strength 46. Suit of super armour
syndicate 46. Super healing of others 51. Advanced heavy military
44. Bank 51. Animal control and equipment
45. Transnational summoning 52. Hand to hand combat expert
construction corporation 52. Earth control and 53. Melee weapon expert
54. Gun weapon expert
46. Modern religious movement summoning
55. Plasma summoning and
51. Transnational transport 53. Time manipulation
manipulation
corporation 54. Danger and betrayal 56. Black hole summoning
52. Political party precognition 61. Weaknesses sensor and knower
53. Terrorist organisation 55. Brilliant inventor and 62. Sickness and disease summoning
54. Freedom fighters engineer 63. Blocking and negation of other
55. Pressure group 56. Wind control and summoning being’s super powers
56. Online hacking/data freedom 61. Super computer user 64. Shadow summoning and
manipulation
organisation 62. Telepathy
65. Pain summoning and inducement
61. Activists 63. Super immunity, resistance
66. Enormous, devouring maw
62. Vigilantes and hardiness
63. Powerful political family/ 64. Sound summoning and
dynasty manipulation
64. Royal family 65. Energy absorption and
65. Sentient beings from expulsion
another planet 66. Gravity manipulation
66. Super hero/villain alliance
d66 Mission Generator:
• Roll on the “Goal” and “Target” tables and combine to generate a mission.
• If needed, use the “Place Generator” to create a specific place for the mission.
• Generally Organisations give missions but missions may just be pressing events
that take place in a Super’s life that need resolving.
• The results may need to be warped to better suit the specific team on the mission
(For example a Team of Super Hero’s probably don’t want to go on a mission to
“Kill” a “Judge”, so this can be interpreted as “Prevent a judge from being killed”.
Goal: Target:
11. The opposing Super is fighting an even larger and more menacing enemy!
12. The opposing Super is secretly doing the morally correct (or wrong) thing!
13. The opposing Super has something one of the team has always desired!
14. The opposing Super has secretly developed something that brings world peace/war!
15. The opposing Super is working for a more powerful enemy from outer space!
16. The opposing Super vile machinations were caused by something the team did earlier!
21. The opposing Super is a clone! Or has many clones!
22. The opposing Super was several steps ahead!
23. The opposing Super has already escaped!
24. The opposing Super has somehow disappeared!
25. The opposing Super offers the team a vast supply of wealth!
26. The team was actually doing what the opposing Super wanted the whole time!
31. The opposing Super has somehow infected the team with something only they have the cure for!
32. The opposing Super is actually a team of clones of the team!
33. The team has inadvertently broken the law and is now wanted for arrest!
34. The opposing Super is actually in control of the organisation the team has been working
with!
35. The opposing Super has caused everyone in an important organisation to forget the team!
36. The opposing Super has somehow framed the team for a crime the opposing super committed!
41. A Super on the team is actually working for the opposing Super!
42. The opposing Super is actually in love with someone on the team!
43. The opposing Super is only doing bad/good to keep an even worst Super under control!
44. The opposing Super just wants to be left alone!
45. The opposing Super is self destructively nihilistic!
46. The opposing Super has grown tremendously in power!
51. The opposing Super has experimented on themself - growing in power but losing their mind!
52. The opposing Super threatens to destroy//kill a large amount of innocents!
53. The opposing Super blows everything up!
54. The opposing Super sets everything on fire or unleashes some super power related
catastrophe!
55. The opposing Super manages to capture one of the team!
56. The opposing Super releases a hugely destructive Super Monster!
61. The opposing Super captures something or someone very important to someone on the team!
62. The opposing Super very convincingly attempts to recruit the team!
63. The opposing Super manages to banish the whole team underground/to prison/to space/etc!
64. The opposing Super knows the team member’s darkest secrets and releases them!
65. The opposing Super had somehow tricked the team into doing their dirty work!
66. The opposing Super suddenly dies but their plan is already in motion!
d66 Place Generator:
• Combine a result from the “Human Made Place” table with a result from the “Natural
Place” table for a more interesting place.
• Roll twice on either table and combine the results for a more complicated place..
• Use the “Area Stocker” tables that follow to find out what is in specific areas in
these places.
• Use these tables to find out what are in specific areas of a place.
• Be liberal with the amount of goons in an area, so Supers have lots of fodder
(d6 x d6 seems about right)!