This is the superhero game I’m going to run. It owes a lot to S. John Ross’ RISUS but with enough modifications to be its own thing because I have no sense of humour.
Creating a Character
Purchasing Traits at Character Creation
Use 75 Character Points to purchase your Traits. Give each Trait a Descriptor. Purchase each Trait’s Quality and Level. The total cost for each is the base cost of the Quality multiplied by its level. Check the tables below for reference.
Let’s look at Trait Quality . . .
| Trait Quality | Active Dice/Level | Defencive Value and Character Point Cost per Level |
| Weak | d4 | 2 |
| Typical | d6 | 3 |
| Talented* | d8 | 4 |
| Post-Human | d10 | 5 |
| Incredible | d12 | 6 |
| Superlative | d20 | 10 |
| Cosmic | d100 | 50 |
. . . and Trait Levels
| Level | Description |
| 1 | Basic |
| 2 | Amateur |
| 3 | Competent |
| 4 | Professional |
| 5 | Elite |
| 6 | Master* |
| 7 | Grandmaster** |
| 8 | The Greatest*** |
* Only one character per PC group can be a Master in a Trait (or a set of very similar Traits)
Descriptors
Pick at least two Personal Descriptors and one Power Descriptor to create Personal and Power Traits.
Personal Descriptors are about your character’s life, background, interests and ordinary skills. They’re limited to Typical Quality. If they would have more than Typical Quality they’d be Power Traits.
Power Descriptors are about exceptional abilities and resources such as superhuman powers. They can possess any degree of Quality.
- Example Personal Descriptors: Athlete, Fast Car, Bureaucrat, Dockworker, Physicist, Thief, Wealthy
- Example Power Descriptors: Fast, Fly, Lightning Blast, Powered Armour, Strong, Tough and any Personal Descriptor with above-Typical Quality.
Complications
You may purchase up to three ranks of Complications in any combination (one/one/one, one/two, or a single rank three) Complications hose your character in exchange for bonus Effort Points you earn each time you get hosed. (See below for how Effort Points work.)
Rank One Complications (2d4 Effort Points, Max 10)
- Ethos: You have a defined personal philosophy of conduct that could be used against you, though you might wiggle out of a jam with clever reasoning. The player and GM work through the ambiguities until they reach consensus.
- Minor Hindrance: A specific situation causes you to temporarily lose an Active Die from one Trait.
- Misunderstood: The general public is suspicious of you; any fans belong to a slightly controversial subculture like punks or religious fundamentalists.
- Nuisance NPC: An NPC makes life more difficult for you, but not too dangerous unless you really screw things up. This could be someone you like who gets into trouble, an annoying guy, or a villain you pretty much outclass.
Rank Two Complications (2d8 Effort Points, Max 20)
- Code: You might have rigid morals or you might be a robot. Either way, you have a defined code of conduct that can be used against you but unlike an Ethos, can’t be cleverly interpreted — the GM is the final arbiter.
- Global Hindrance: A specific situation causes you to temporarily lose an Active Die from every Trait.
- Hated: The general public despises you as if you were a murderer or some kind of Nazi. Being your fan is considered a character defect.
- Perilous NPC: An NPC might get you killed because he hates you or because he might haplessly cause you to get into trouble.
- Vulnerable: A specific situation suppresses one of your Traits. You can’t bid it to attack or defend until the situation passes.
Rank Three Complications (2d12 Effort Points, Max 30)
- Hunted: You’re actively pursued by law enforcement or another vast, powerful group to such an extent that you need to hide most of time.
- Total Vulnerability: A specific situation will suppress all of your Power Traits, as per Vulnerable.
Each time you get hosed by a Complication roll the dice to find out how many Effort Points you earned. These accumulate until you reach the maximum for that Complication.
Sample Character: Lash
Power Traits: Energy Whip 4 (4d12/24), Energy Grapple 3 (3d12/18), Energy Climb 3 (3d10/15)
Conflicts
To settle combat, arguments and anything else that pits two characters against each other or a character against anything else, follow this procedure:
- Pick an Attack Trait for anyone acting.
- Pick a Defence Trait for anyone and anything being acted against.
- Roll the Attack Trait’s Active Dice and add them together. If the total beats the Defence Trait’s Defencive Value, reduce the Defencive Value by the difference between the roll total and value.
Appropriate Traits, Risky Traits and Justification
- To use a Risky Trait to attack, roll its Active Dice minus one die. If you succeed you inflict double damage on the opponent’s Defencive Value. If you fail, you inflict your roll as damage on an appropriate Trait of your own.
- If you use a Risky Trait to defend, calculate your Defencive Value as if it was one Level lower. If the attack fails against you the attacking Trait suffers damage equal to the difference between the attacker’s roll and your Defencive Value. If it fails, you take double normal damage, or triple if the Attack Trait was itself a Risky Trait.
Multiple and Area Attacks
- To attempt multiple attacks in a round, split your Attack Trait’s Active Dice and roll them separately. You can justify actions with any Trait no higher than your Attack Trait.
- To attack an area, split your Active Dice into one pool rolled to determine area (each point affects about 4 square meters) and one pool to determine the maximum Defencive Value affected.
Active Defense
Damage and Consequences
- Wrecking Traits: Once a Trait’s Defencive Value has been reduced to zero, an attacker can keep hitting that trait. Further damage is applied against a fresh instance of the character’s healed Defencive Value, but the Defencive Value is not used to reduce the power of the incoming attack. It automatically hits. This damage converts permanent Defencive Value into raw Character Points (the victim can gradually spend it on something else) and automatically reduces the Trait’s Level to match that new value, treating the listed standard value as a minimum. The Trait is considered wrecked and can’t heal without a quest or rarely granted boon. If the Trait drops to Level 0, it’s gone and the victim suffers some awful permanent consequence, like death. Remember that the victim still gets Character Points back.
Effort
If you need to do something unusual or extra powerful, you’ll need Effort Points. Get them in two ways:
- Earn them after getting hosed by Complications.
- Take Defencive Value damage that converts into Effort Points to be used on the spot — you can’t save these up.
- Absorb Damage: Use your points to absorb damage on a one for one basis.
- Heal Defencive Value: You can heal your character’s Defencive Value points on a one for one basis.
- Improve a Trait’s Active Dice Quality: Improve the Quality of an existing Trait’s Active Dice by paying the difference in Character Point costs between its current and new Quality. Describe why this is happening; that determines how long the benefit lasts for, though it never extends for longer a scene.
- Manifest a New Trait: Buy a new Trait for its standard Character Point value. Justify it with narration but remember that it won’t last longer than a scene. (The justification sets a duration of one scene or less.) This can be a Personal or Power Trait.
You need to justify how you use Effort Points and you have to justify taking damage, but you don’t have to justify Effort gained from Complications. The GM should allow pretty loose justifications that fit the game’s feel.
Equipment
Teaming Up
- Offencive Team Up: Add one die per additional character to thew character with the highest Level Attack Traits and give the team the highest Quality from all contributing Attack Traits.
- Defencive Team Up: Calculate a new Defencive Value equal to the highest Level Defence Trait used, plus one Level per Additional character, calculated using the highest Quality Trait in the group. During each round of Defence, a different character may choose to absorb any damage with the Trait she contributed.
I like it. If it’s okay I may even play-test it a little.
The only tricky bit is when it comes to comparing Traits. For instance the munchkin in me would take Green Lantern Ring 3 (3d10/15)over Super Strength 3 (3d10/15). My Power Ring can do everything Super Strength can at a range. I can also blast things and create walls with it.
Of course if you have decent players you can work this type of thing out. Otherwise there needs to be a way to balance the two. Of course this whole problem is why many of the super hero games get way too complex.
Yeah, Green Lantern/Magic Powers. I’ve got to think about that. Nobody in the group has a character like that but it does require some thought.
You should apply the “Power19″ to this to make sure your game has a right to exist!
*WHAat???*
(More srsly, I think I kinda like it.)
Well, it’s basically so I can run a game light and with plenty of ad hoc judgment. Supers games tend to be pretty heavy and front loaded. If other people go for it, great! Really, it’s a happy accident if it’s useful to anybody outside my group.