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Super Hero RPG

A freeform superhero tabletop game by Michael Raston.


All art is from public domain comic books.

Table of Contents:

• How to play and conflict tests, page 3.


• Moments, damage and death, page 4.
• Super rules, page 5.
• Creating a super, page 6.
• Powers and weaknesses, page 7.
• Animal and appearance, page 8.
• Super backstory, page 9.
• Referee section, page 10.
• Story arc framework, page 11.
• World back story generator, page 12.
• Current events generator, page 13.
• Organisation generator, page 14.
• Mission generator, page 15.
• Twists! Page 16.
• Place generator, page 17.
• Area stocker, page 18.
• Goon table, page 19
How to Play:

• 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:

If an entity attempts to do something of consequence in the game world (and it is


possible for them to do so), or comes into conflict with another entity in the game
world, roll a d6 to see if they are successful:

Skill level / Chance of success Dice roll needed for suc-


cess:

1 in 6, very unlikely, unskilled or not very good at 6


something

2 in 6, somewhat likely, there's a chance, a little 5,6


training or skill

3 in 6, likely, training or some skill 4,5,6

4 in 6, quite likely, well trained or quite a bit of 3,4,5,6


skill

5 in 6, incredibly likely, an expert or very talented 2,3,4,5,6

6 in 6, perfection, success is guaranteed Don't roll

• 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.

Damage and Death:

The Referee contextually judges when an entity (Super or other characters/


creatures / objects / etc) is damaged from a conflict, the impact of this and the
possibility of their death/destruction.

• 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.

• A suggested, but not necessary, system for tracking injuries/simulating the


chaos of combat is as follows:
• If hit an entity rolls a d6 to determine where they were struck:
• 1 — 2 = Legs
• 3 = Torso
• 4 — 5 = Arms
• 6 = Head
• The referee can then extrapolate the impact of a wound in that area.

• 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.

• A Super will always overcome/defeat/kill a Goon with a single successful


Conflict Test.

• 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 player creates a Super by randomly rolling either:

• 1 Major super power, 2 minor super powers and a weakness or,


• 1 major super power and 1 minor super power or,
• Any combination the Referee deems appropriate for their game!

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!

Additional information on creating a super:

• 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.

• “Levelling up” or Super improvement is achieved by the player adding an


additional defining word to their Super on their Character Sheet. This word
should be derived from the actions the Super took in the session and with the
agreement of the Referee.

All tables in this book are “d66”.


To roll a d66 roll two d6’s and use each as a digit.

HTML files with “Automated” versions of each of the


files is available where you downloaded this PDF!
d66 Hero Super Powers: d66 Villain Super Powers: d66 Super Weaknesses:

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):

11. Moth 11. Robes, vestments and holy icons


12. Turtle 12. Law person attire (police officer, sherif, judge)
13. Owl 13. Glowing skin, eyes, uniform or equipment
14. Jellyfish 14. Long, flowing and billowing cape
15. Pufferfish 15. Plain, bland, single colour and devoid of decoration
16. Wolf 16. Normal citizen clothes in the fashion of the day
21. Eagle 21. Athletes or sports person attire
22. Cheetah 22. Near naked, virtually in underwear
23. Snail 23. Shimmering and reflective quicksilver bodysuit
24. Slug 24. Leaves, vines and flowers - living or dead
25. Amoeba 25. Opulent ball wear
26. Elephant 26. Heavy and fanciful jewelry
31. Crow 31. Academic dress and scholarly attire
32. Maggot 32. Maritime dress, attire or equipment
33. Fly 33. Gas, smoke or fog ementation
34. Whale 34. Splashes, drips or drops of blood
35. Pig 35. Heavy metal chunky accessories (pauldrons, boots, belt, helmet)
36. Cat 36. Fearsome animal aspect (roll on animal table)
41. Crab 41. Benevolent animal aspect (roll on animal table)
42. Rat 42. Ripped, tattered, broken
43. Hog 43. Industrial worker attire and equipment
44. Deer 44. Medieval garb (or some other anachronistic attire)
45. Octopus 45. Psychic, soothsayer, magician or wizards attire
46. Ant 46. Fangs, horns or claws (real or stylised)
51. Lizard 51. A well fitted business suit
52. Ape 52. Chains, belts, cords, ropes
53. Vulture 53. A bandolier of tools or weapons
54. Shark 54. Impressive boots (calf, knee, thigh)
55. Bear 55. Glasses or eyewear (monocle, sunglasses, googles)
56. Squid 56. Pop musicians avante garde fashion wear
61. Spider 61. Skulls and bones
62. Worm 62. Military uniform
63. Beetle 63. Astronaut suit or space faring equipment
64. Bat 64. Biker or outlaw rebel- wear
65. Frog 65. A heavy hooded cloak
66. Mantis 66. Gloves or gauntlets
d66 Super Backstory:

11. Raised by a loving family


12. Once worked in the law and order business
13. Achieved peace through spiritual practice
14. Is an amnesiac
15. Haunted by something horrific mistake they made
16. Only survivor of a family transport accident (ship, car, train, plane, etc)
21. Was once a politician or similar public figure
22. Raised in an orphanage or foster home
23. Comes from an incredibly wealthy or powerful family
24. Witnessed their family by murdered by criminals
25. Is wanted for a heinous crime (that they may or may not have committed)
26. Was once a cleaner or similar domestic worker
31. Was once a famous artist or musician
32. Was lost in the wilds as a child and then semi raised by animals
33. Their hometown or country was beset by war as a child
34. They are the sole survivor of a terrorist attack - losing all of their loved ones
35. They have been released from prison after serving for a horrible crime
36. Has lived their whole life in the wilderness
41. Has been homeless for most of their life
42. Is the victim of a horrible industrial accident
43. Has a rare and fatal disease (that doesn't affect their super abilities)
44. Was raised in a cult that they have now escaped from
45. Was the victim of a science experiment gone wrong
46. Received their super powers from a top secret government program
51. Killed and somehow consumed someone or something that gave them their super abilities
52. Was taken in the middle of the night, when the awoke they had their super abilities
53. Is an escapee from a top secret laboratory
54. Is a double agent for secret organisation
55. Was bullied horrifically as a child
56. Was once a successful athlete
61. Is a reformed and sorrow filled criminal
62. Is a lost time traveller, sent back to a time and place they don't understand
63. Is a traveller from another world
64. Acquired their super powers through extensive training or self experimentation
65. Has had everything they ever loved killed and destroyed
66. Has lived their whole life in the sewers or a similar underground place
Referee section!
Random tables
&
Generators
Suggested Story Arc / Set up for Super Hero RPG campaign:

• 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.

• Mission 3: At some point in this mission the opposing Super is directly


confronted (and hopefully defeated by the players).

• 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.

Roll on the underlined words in the following sentence:


“The NOUN ACTIONED the NOUN in the PLACE for the sake of CONCEPT!”

(Use the “Place Generator” for PLACE)

Noun: Use the appropriate generators to create these, roll a d6:

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:

11. Saved 11. Goodness


12. Healed 12. Order
13. Rescued 13. Love
14. Taught 14. Enlightenment
15. Learned from 15. Peace
16. Cloned 16. Regrowth
21. Got message to 21. Speed
22. Received message from 22. Health
23. Cleansed 23. Money
24. Met 24. Justice
25. Punished 25. Renewal
26. Captured 26. Law
31. Mutated 31. Chaos
32. Burnt 32. Nature
33. Froze 33. Animals
34. Recorded 34. Destruction
35. Hid 35. Destiny
36. Transported 36. Fate
41. Protected 41. Terror
42. Monitored 42. Growth
43. Exploded 43. Pain
44. Arrested 44. Cruelty
45. Recovered 45. Family
46. Pained 46. Retribution
51. Brought justice to 51. Vengeance
52. Released 52. Hate
53.Grew or Shrunk 53. The past
54. Terrified 54. The future
55. Stole from 55. Personal growth
56. Prevented theft from 56. Fun
61. Confused 61. Laughter
62. Corrupted 62. Amusement
63. Replaced 63. War
64. Tortured 64. Disorder
65. Diseased 65. Evil
66. Killed or destroyed 66. Mankind
What is happening in this Place of the Super Hero world?

• Present details of the world can be generated using these tables.


• The results will need a bit of sculpting and fleshing out by the referee.

Roll on the underlined words in the following sentence:


“A NOUN is ACTIONING a NOUN and the atmosphere is ATMOSPHERE!”

Noun: Use the appropriate generators to create these, roll a d6:

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:

• Roll on this table twice to get a more complicated organisation.


• Combine this table with a random Super Hero / Villain power to get a more interesting organization.
• Organisations generally have a specific type of Goons associated with them.

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. Save 11. Priest or monk


12. Heal 12. Judge
13. Rescue 13. Famous athlete
14. Teach 14. Police officer
15. Learn from 15. Movie or pop star
16. Clone 16. A vehicle (Ship, car, truck, planet, train, etc)
21. Get message to 21. Engineer
22. Receive message from 22. Scientist
23. Cleanse 23. CEO
24. Meet 24. Journalist
25. Punish 25. Surgeon
26. Capture 26. Crime boss
31. Mutate 31. Revolutionary leader
32. Burn 32. Academic
33. Freeze 33. Assassin
34. Record 34. Corporation manager
35. Hide 35. Terrorist leader
36. Transport 36. Superhero
41. Protect 41. Supervillain
42. Monitor 42. General
43. Explode 43. Politician or political leader
44. Arrest 44. Cabal/cult leader
45. Recover 45. Banker
46. Pain 46. Public intellectual
51. Bring justice to 51. Criminal
52. Release 52. Family member/friend/lover of a Super
53.Grow or Shrink 53. An impactful idea
54. Terrify 54. Book, dossier, document or research paper
55. Steal from 55. Treasure
56. Prevent theft from 56. Powerful chemical
61. Confuse 61. Advanced machine
62. Corrupt 62. Computer system
63. Replace 63. Sentient being from another planet
64. Torture 64. Important animal
65. Disease 65. A secret
66. Kill or destroy 66. A drug, medicine or cure
D66 Twists:

The “opposing Super” may be a super villain to a team of Superheroes, or a Superhero to


a team of Super Villains (or any combinations thereof)!

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.

Human Made Place: Natural Place:

11. Apartment building or suburban street 11. Valley


12. Hotel 12. Plain
13. Bar or nightclub 13. Sea
14. Power station 14. River
15. Church 15. Lake
16. Restaurant or cafe 16. Tundra
21. Laboratory 21. Mountain
22. Factory 22. Wood
23. Lighthouse 23. Forest
24. Hospital 24. Jungle
25. Garden 25. Island
26. Organisation/business headquarters 26. Desert
31. Cinema 31. Hill
32. Gym 32. Cave
33. Warehouse 33. Waterfall
34. Dock 34. Swamp
35. Graveyard 35. Pond
36. Farm 36. Volcano
41. Supermarket 41. Thermal pool
42. Department store 42. Dune
43. Mansion 43. Cliff
44. Office building 44. Cavern
45. Train, Plane, Truck or Ship 45. Delta
46. Castle or palace 46. Beach
51. Mine 51. Pit
52. Prison 52. Bay
53. Military base or Bunker 53. Reef
54. Abandoned building 54. Scrubland
55. Airport 55. Crater
56. Bank 56. Mesa
61. Train station 61. Oasis
62. Depot or Archive 62. Archipelago
63. Stadium 63. Karst
64. Market or City street 64. Abandoned town
65. Abattoir 65. Abandoned city
66. Rubbish dump or junk yard 66. Toxic wasteland
d66 Area Stocker:

• 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)!

Area Contents: Area Aesthetics:

11. Goons, sleeping 11. Very bright or very dark


12. Goons, lounging 12. Smooth, clean, clear and empty of clutter
13. Goons, searching 13. Sublime, awe- inspiring and stunning
14. Goons, gaming 14. An abundance of objects hanging or floating
15. Goons, mentally toiling 15. Broken things expulsing internal materials
16. Goons, physically toiling 16. An abundance of pools and liquid
21. Goons, guarding (roll again to find out what) 21. Closed, locked, protected and forbidden
22. Goons, fighting (roll again to find out 22. Clearly fake objects, rudely pretending to
what) be something they are not
23. Goons, recovering 23. Translucent and clear objects that can be
24. Goons, conducting ritual or worship seen through
25. Goons, conducting commerce 24. Shimmering, hazy, dreamlike and psychedelic
26. Goons, using computers 25. Internals of flora, fauna, and architecture
31. Goons, hidden and watching revealed and on display
32. Goons, eating/drinking 26. Stunningly decorative and opulent
33. Goons, operating device/technology 31. Reflections and mirrors.
34. Goons, imbibing narcotics 32. Hard, jagged imposing minerals materials
35. Goons, partying 33. Objects enclosed and entrapped in other
36. Goons, transporting equipment objects
41. Technology, operating normally 34. Dried out, cracking and flaking
42. Technology, producing online products or 35. Fresh new objects or architecture
services exploding out of older objects
43. Technology, producing physical goods 36. Objects dead or dying or otherwise
44. Technology, malfunctioning faltering
45. Technology, operating on (roll again to find 41. Emptied out and hallowed objects, left
out what) carelessly discarded
46. Technology, Restraining or damaging (roll 42. Evidence of recent conflict
again to find out what) 43. Oversized objects loom menacingly over
51. Valuables, Equipment others
52. Valuables, Decorative 44. Tight, crowded and claustrophobic
53. Valuables, Cash 45. Arches, columns and towers
54. External hazard invading place 46. Ruins, wrecks, fossils, and bones
55. Hazard inherent to place 51. Rotting, polluted and disgusting
56. Out of place and unusual hazard 52. Flowery and ornate
61. Security system, advanced and experimental 53. Flames, plasma and heat sources
62. Security system, mild and annoying 54. Ice, coolant, and frigidness
63. Security system, obvious and menacing 55. Overly mechanical and geometric
64. Security system, hidden and deadly 56. Luxurious, soft and enveloping
65. Random Super Hero 61. Open wide vistas and good views
66. Random Super villain 62. Raw, unfinished and incomplete
63. Portals, visions, and windows
64. Polished, smooth and shiny
65. Idols, statues, and elements on harsh display
66. Objects taboo and normally avoided
d66 Goon table:

• Goons are generally associated with an Organisation.


• The Referee might like to give Goons a weak version of a Super Hero or Villain
Power (or maybe even a Powerful power to make them Super Goons!).
• Use the Animal table from Super generation if needed!

11. Unarmed person


12. Hand to hand combat person
13. Person with a gun
14. Person with a heavy gun
15. Person with a sharp melee weapon
16. Person with a blunt melee weapon
21. Person with an improvised weapon
22. Person with armour and a gun
23. Person with armour and a melee weapon
24. Person with a transport vehicle
25. Person with a weaponized transport vehicle
26. Person with a military vehicle
31. Unarmed robot
32. Hand to hand combat robot
33. Robot with a gun
34. Robot with a heavy gun
35. Robot with a sharp melee weapon
36. Robot with a blunt melee weapon
41. Unarmed mutant (roll on the animal table to determine mutation)
42. Hand to hand combat mutant (roll on the animal table to determine mutation)
43. Mutant with a gun (roll on the animal table to determine mutation)
44. Mutant with a heavy gun (roll on the animal table to determine mutation)
45. Mutant with a sharp melee weapon (roll on the animal table to determine mutation)
46. Mutant with a blunt melee weapon (roll on the animal table to determine mutation)
51. Person dual wielding two sharp melee weapons
52. Person dual wielding two blunt melee weapons
53. Person dual wielding two guns
54. Person with throwing weapons
55. Person with a flying suit and a melee sharp/blunt weapon
56. Person with a flying suit and a gun
61. Huge animal
62. Horde of animals
63. Person riding a huge animal
64. Gun huge mounted animal
65. Person riding a gun mounted huge animal
66. Person controlling a horde of animals

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