Creating a Character & General Rules
COMBAT RULES:
INITIATIVE
When a fight starts, all combatants must roll Initiative to determine who acts first. This involves making a Reaction, Super Speed or Super Senses check. Combatants take their turn in accordance to the results of this Initiative check, acting in order from the highest result to the lowest. Ties are resolved by comparing Reaction Ratings; characters with higher values go first. If characters are still tied after comparing Reaction Ratings, Reaction is rolled to determine who goes first. Initiative is re-rolled every round with the GM rolling initiative for everyone to keep things moving. Also, if there are several characters with Initiative before an enemy I will be utilizing flexible initiative where characters can go in any order so there is no need to wait for a character with an initiative before yours.
ACTIONS
Several kinds of actions exist in Supers!. Below is a listing of these actions and explains how they can be used in a round. The Split Action Boost modifies how many actions characters can take in a round.
Dynamic: Dynamic Actions are used to actively do something in a round. Dynamic Actions include Attack Actions and concerted Aptitude checks as determined by the GM. Generally, characters can take one Dynamic Action per round. Dynamic Actions always end a character’s round.
Defense: Defense Actions are performed in response to Attack Actions. Characters can defend as many times as they are attacked in a round. Generally they must use a different defense each time unless they are using Armor/Mental Shield or have the Split Action boost.
Movement: Movement Actions are used to get around. Generally, characters can take one Movement Action per round. Movement Actions must be taken before Dynamic Actions or not at all. Using a movement Power to get around doesn’t preclude its use for attack or defense that round.
Free: Free Actions are actions that don’t cost characters their Dynamic or Movement Actions for the round. Free Actions include making checks at the GM’s behest (such as Awareness checks to notice something), making short speeches or statements during a fight and activating or deactivating Powers. Powers can either be activated or deactivated during a round but not both. Generally, characters take their Free Actions on their Initiative.
DELAYED ACTION
Instead of acting on their Initiative, characters can choose to delay their actions in a fight. This allows them to take their actions later in the round, even to preempt another character’s actions. Characters need not declare what they are holding an action for; they simply forego their turn and act when desired. Characters who delay actions return to the Initiative order on the following round when Initiative is rerolled.
ATTACKING
Attacks in Supers! are physical, social or mental in nature. Physical attacks are perhaps the most common and involve using appropriate Aptitudes or Powers in attempts to physically harm, restrain or otherwise incapacitate foes. Some Aptitudes (like Fighting or Shooting) and Powers (like Elemental Control, Energy Control, Ensnare, Super Strength and Super Weaponry) are obvious choices for making physical attacks, but judges should encourage player creativity. Flight and Super Leap, for example, are Powers normally used for movement. Characters, however, can describe using these Powers to slam into foes and thus justify their use for attack purposes.
Social attacks involve using Aptitudes or Powers to cause emotional harm. The Presence Aptitude and the Emotion Control Power are most commonly used for these purposes, but judges should encourage other creative approaches to making social attacks.
Mental attacks involve launching assaults with Powers like Telepathy or Mental Blast.
Characters can normally attack once per round and may only do so with Aptitudes or Powers they have not used for defense earlier in the round. Characters with the Split Action Boost, however, can attack more than once per round.
DEFENDING
When attacked, characters select an appropriate Attribute with which to defend. They can only make one defense roll per attack launched against them, and the Attribute they choose must be one they have not used for attack or defense earlier in the round. The Armor and Mental Shield Powers are exceptions to this rule. Both can be used to defend against multiple attacks, but provide -1D for defense each time they are used in the same round. The Split Action Boost also allows characters to use an Attribute for defense more than once per round.
Whether or not a particular Attribute is appropriate for defense depends on the nature of the attack, the narrative approach taken by the defending player and the Judge’s ruling on the matter.
PHYSICAL ATTACKS
In most cases, characters can defend against physical attacks with Composure, Fortitude or Reaction (see page 29). Characters can also use a slew of Aptitudes and Powers to deflect, absorb or avoid physical attacks. Fighting can be used to parry blows, Athleticism can be used to dodge, and Shooting might allow a gunslinger to blast arrows out of the air before they reach him. Flight and Super Speed can be used to evade, Super Strength can be employed to bat aside cars hurled with Telekinesis, and Super Brain might allow a character to sidestep an energy blast by calculating its trajectory. These are just a few of the nearly endless possibilities. Armor, of course, is specifically designed to defend against any attack that causes physical trauma.
SOCIAL ATTACKS
Characters can always defend against social attacks with Composure. As is the case with physical attacks, however, Aptitudes and Powers can also serve as viable defenses. A character faced with the taunts of a smart-mouthed prankster could choose to defend by using Presence to counter with a quip of his own. A powerful behemoth facing an intimidation attack could defend with Super Strength, smashing his fists into the ground and roaring, thus remaining resolute via adrenaline.
MENTAL ATTACKS
Characters can defend against mental attacks with Composure and Will. As is the case with physical and social attacks, characters can also employ a variety of Aptitudes and Powers to defend against such assaults. Awareness and Occultism can help characters keep their wits about them in the midst of a mental contest. Characters subject to mental invasions can also block with their own mental Powers,
including Mental Blast and Telepathy. Mental Shield, of course, is specifically designed to protect against mental attacks.
FLEXIBLE DEFENSE
As evidenced by the above descriptions, the narrative approach employed in Supers! offers a wide variety of defense options. GMs ultimately decide what options to approve in a given circumstance, but they should be flexible in allowing for the creative use of Aptitudes and Powers. If a player’s explanation is plausible and adds to the excitement of the game, the GM should probably give approval.
NO VIABLE DEFENSE
Given the flexibility of the narrative approach employed in Supers!, characters will usually be able to muster some sort of defense, even if only a 1D Aptitude. In the event that all defense options are exhausted, defenders roll ½D for defense. In instances where targets are unconscious or otherwise completely incapacitated, attackers resolve their attacks against a Target Number of 1.
RESOLVING ATTACKS
Attacks are resolved as opposed checks between attackers and targets. An attacker declares an attack and rolls an appropriate Attribute against a target. The target responds by choosing and rolling an appropriate Attribute for defense. The results are then compared, with the defense roll becoming the Target Number the attacker must match or beat in order to succeed. The target takes damage if the attack roll matches or beats the defense roll. If not, the attack misses or otherwise fails to cause any damage.
DAMAGE
Attacks that match or beat a target’s defenses do damage to that target’s Resistances. The amount of damage caused depends on the level of success. Unlike non-combat actions, combat rolls can exceed Superior Successes, as shown below.
Normal Success (succeed): 1D
Major Success (succeed by more than 6): 2D
Superior Success (succeed by more than 12): 3D
Superior Success+ (succeed by more than 18): 4D
Superior Success++ (succeed by more than 24): 5D
Superior Success+++ (succeed by more than 30): 6D
APPLYING DAMAGE
Each die of damage dealt is subtracted from the target’s Resistances. In most cases, characters who suffer more than one die of damage may choose to spread the damage among several Resistances. Characters are effectively incapacitated when any one of their Resistances reaches 0D or less.
Which Resistances are affected by an attack depends on the nature of the attack, the narrative approach taken by the target and the GM’s ruling on the matter. As previously mentioned, attacks are physical, social, or mental in nature. Generally speaking, damage dealt from these various types of attacks is applied as follows:
Physical Harm: Subtracted from Composure, Fortitude or Reaction.
Social Harm: Subtracted from Composure.
Mental Harm: Subtracted from Composure or Will.
The above guidelines do not always apply. Some Powers force specific types of damage, even though they are essentially physical in nature. Damage resulting from attacks using the Ensnare Power, for example, can only be applied to Composure and Reaction. Such exceptions are specified in the various Power descriptions.
Although the nature of an attack determines a range of options for the application of damage, the target of the attack often has a great deal of narrative leeway in determining how damage is actually applied. By choosing which Resistances suffer damage, the target effectively shapes how the narrative of combat unfolds. As always, the GM has final say on whether a target’s choice makes narrative sense.
REACTION DAMAGE AND INITIATIVE
Characters that suffer Reaction damage must reroll their Initiatives at the beginning of their next round. Characters who used Super Speed or Super Senses instead of Reaction to determine their position in the combat order need not reroll.
KNOCKBACK
A staple of the superhero genre is that heroes get knocked around. Characters in Supers! fly back 5 feet per 1D taken in Fortitude damage. Knockback is normally just for show and does not cause any additional damage. In some instances, however, the GM may rule otherwise. A character that falls off a 30-story building due to knockback may find himself making a Fortitude check against a relatively high Target Number unless he finds a way of breaking his fall.
The Extra Knockback Boost doubles knockback distance per die in the Boost. The Super Strength Power is considered to have one free die in Extra Knockback per die in the Power.
Although knockback is a fun rule to implement, GMs should feel free to declare that certain types of attack do less knockback or even no knockback at all. Examples might include cutting and slashing attacks (less) and poison gas attacks (none) among others. As always, GMs should make such decisions based on what makes narrative sense.
RECOVERY
Characters recover Resistances relatively rapidly. Resistances below 0D recover at a rate of 1D per hour. Resistances at 0D or above recover at a rate of 1D every 10 minutes. Characters recover Resistances one at a time and choose the order in which they recover.
This message was last edited by the GM at 15:04, Thu 17 Nov 2016.