Super Squadron sample character

The Fruit Bat

Abilities

02 Strength
32 Agility
03 Charisma
26 Intelligence
10 Stamina
11 Public Standing
11 Ego
00 Luck

Organic Powers (x4) – Fruit Bat

Enhanced Intelligence +11
Heightened Speed
Enhanced Agilty + 23
Ultraviolet Vision
Ultrasonic Hearing
Flight (extendable wings)
Bat Faced, small for a human

Looking at the Ability Modifier tables

Strength 02 is Puny, -1 HT (Hit Points), -3 DD (Hand to Hand Damage Mod)
Agility 32 is speedy, movement rate 80m, +05% Accuracy, +3 HT, +2 DD
Charisma 03 is Ugly, which Reaction to heroes is -10% and Villains, +10%
Intelligence 26 is Brilliant, +4 HT, +2 DD, +30% Accuracy, 9d8% to detect entrances and 8d10% to detect trap (3,6,8,6,7,3,7,2,5 = 47%) and (1,8,4,9,3,4,10,5 = 44%)
Ego 11 is Average Superbeing, 10% Compulsory Retreat (if you lose half HT or more) and 30% Willing retreat. +05 HP (hit probability) Retreating when not supposed to drops your ego and various successes/failures impact it.
Public Standing 11 is – Reaction DM

Hit Points

Formula is 1/2 * SA + 1d10 + LK + Exp + Modifiers (currently no Experience, need 40 points to get to Level 1)
So, 5 + 2 + (-1,+3,+4 = 6) = 13 HT

Action Potential

Formula is ST + 1/2 IQ + SA + 1/2 AG + LK + Exp
So, 2 + 13 + 10 + 16 = 31

Superhero 2044

Superhero 2044

A short game for sure.

Foreword

Traces the development of the game growing out of cross-genre science fantasy campaigns.

Introduction

Covers the first couple of pages and gives some brief gaming advice.
The 2044 World Almanac Excerpt is on page 2…Shanter Island, Inguria, Population 243,000 in 2040, 523 square km and runs on the NWC Pseudodollar. Has a volcano. It gives the history where a spaceport was opened in 2001 after the Indian-Australian war zone until the six-day war in 2003. Escaped destruction and renamed itself in 2029, joining the New Whole Commonwealth of Nations.

Ingurian supers [Uniques] spearheaded relocation of Fomaulhaut aliens in 2023 when signals were received. Teleporters! So the setting has advanced alien hybrid technology but a ban on atomic power. More background follows, including ‘to compete with other media, newspaper became computerised.’

Fomalhautians need energy pills and can’t eat Terran food. Bipedal humanoids from a 1.4g world and have grey body hair.

Then a background of Inguria and Bloomberg with maps through 5-6. Details of some organisations through 8 including the Science Police.

Page 9 has The Superhero Shop, run by the severely injured member of an old Unique group. Where it is suggested to the GM that anything can be had needed for a plot. Underdog would be set if he can out.

Character Design

Starts on page 10 with the note about the local team and the destruction of the prior Freedom League in 2042 by Doctor Ruby who suffered the good old perished in a volcano problem. You have to patrol 25 hours a week and maintain a locate and prevent score of 8 to be in the IPSP. Patrol rules. Free healthcare and a stipend if you do.

Abilities

Vigor – health and physical susceptibility
Stamina – includes HTH fighting and running ability
Endurance – ability to withstand punishment
Mentality
Charisma
Ego
Dexterity

Three Classes

Uniques – Have actual superpowers far beyond etc. [Superman is the example]
Toolmaster – High Tech [Iron Man is the example]
Ubermensch – Utmost Training [Tarzan is the exaple]

Prime Requisite Points

140 to divide among the 7, with a minimum of 1 in each.

Ubermensch -20 Men, +20 End, Vig, Sta, Dex
Toolmasters +20 Men, -10 Vig, Sta, End
Uniques +20 Cha

The book suggests less than 10 is a bad idea.

At GM discretion, up to 50 points may be added to represent an ability or skill. Like 50 points of bullet soaking. Unique powers are done like this with 50 points of transformation or a mental attack. Some powers are problems to adapt it says, so make up other ways to do it. Weaknesses get extra power. Players should _not_ know what is needed to gain extra points by experience! Gives examples of three characters, Apollyon a Ubermensch, Avenging Knight a toolmaster and Charmer a Unique.

Page 12 has the tables for the abilities and starts with the Weekly Planning Sheet you have to fill out. In the future, they still have timesheets unfortunately. There’s a form to copy, Patrol, Rest, School, Practice, Research and other. Location, Prevention. Space for money and prime requisites. Patrol results by the referee.

Combat starts on page 16.

Move twice, attack twice or move and attack. Highest Dex first.

Four attack types: Physical, Transformation, Mental, Projectile (all distance).

Universal Combat Matrix

Compares attack ability to Ego or Stamina and gives a 3d6 die roll (high).

Treatment for injuries, a basic weapon damage table, with class of weapon and also a four modification tables based on manoeuvres, circumstance and ability and class for each of the four attack types.

Four hit locations, which each have half of the total Vigor points. Out of Vigor in your head = dead, Jim.

A projectile weapons table, a movement table and we are on page 18.

Handicaps

Crime prevention type ratings given by the GM. 1-10 in Prevent, Locate, Stop, Capture, Convict, Leads and Damage. Timesheets and KPIs rule in Inguria.

Page 19 is an example Handicapping scenario for Captain Gravity, a Unique.

Page 20 has Patrol rules, crime density, areas and calculations.

Then a character sheet and Page 21 and 22 crime frequency and data tables printout sheets. Patrol finishes on 23.

Salaries, litigation, insurance, costs, gear and vehicles etc. go to page 26.

Solo rules on 27 and 28.

Optional training rules on 29. Hiring people up to 31 with more combat rules to specify things a bit more than the really simple generic ones. Transformation saving through for a Human is 12, but other Sentient Being is 6. Note, d20 saving throws. Percentage dice stuff in here too. Character bits, thug morale, supervillain crime data sheet through 35. A supervillain character and planning sheet on 36.

Two Uniques given on page 37, Sunburst and Multiplex. A Zocchi dice ad and the back cover is a fun superheroes playing a game homage/parody.

So as I think Christian Lindke also said, this groundbreaker had some good ideas and an interesting setting in an unplayable game system without a lot of work.

Which was pretty much my opinion as a kid, from memory.

Something like this to go with the others

* out of 10 Price (lower is cheaper per page)
2 out of 10 Length (lower is shorter)
2 out of 10 Complexity (lower is easier)
1 out of 10 Playability
4 out of 10 Artwork

3.5 out of 10 Overall

Lords of Gossamer and Shadow Character Creation Example

Clement Hal

Mission_of_Gravity

A Mesklinite with a nom de plume, Clement Hal discovered a Door much to his scientific surprise. Alwys curious and intrigued he decided to take a look. Used to the crushing weight of 700 gravities at times he has found that other worlds while strange and scary and full of fantasy are not taxing in the slightest. And everybody generally seems to like him.

An optimistic explorer in search of education.

01 Psyche
02 Strength
51 Endurance
03 Warfare

Stuff

11 Good

Artifacts

Spaceship – The Lackland

4 Search Through Worlds
4 Able to Speak and Reason
4 Invulnerable to Conventional Weapons
4 Engine Speed
4 Deadly Damage
1 Combat Training
1 Psychic Resistance

Powers

10 Warden of the Grand Stair

Karma Awards

Personality Taglines, Catchphrases or Battle Cries

This is an old school game, but the predecessor of FASERIP and also some other older games had some interesting ideas as far as Fortune and Subplots go. New school games like to have characters with direct story tie-ins as part of character creation, such as Aspects in FATE games or Hooks in 12 Degrees games to name a couple.

Consider the use of these in FASERIP to add to the flavour and fun. Superheroes have always gone by flamboyant subtitles to start with, whether Orphan Child of Cryptworld, Speediest Woman Alive, Sunshine Sleuth. You can use those directly, as well as any Subplot style ideas or as Fate style Troubles or handicaps, disadvantages, quirks or whatever else other game systems might consider naming them.

You can just have one, being the main subtitle or moniker of the hero, from Atlantean Princess, to Woman of Tomorrow or Strongest Robot There Is.

You could handle this a couple of ways. Allow the hero to invoke this particular line a small number of times per session to gain +1 RS to their results. Or you could give them a Fortune award to bank if they forgo the automatic +1 CS and roll anyway. Perhaps 40 at low level hero games and 30 for standard mutant level, 20 at defenders of the planet level and 10 for Cosmic level.

The flipside to this is the hero’s tagline getting them into trouble, or taking them away from where they need to be. Shadowy Secret Agents may be out all night tailing a suspect, missing dinner with their mum, walking the dog and training the staff, getting them penalised. Still true to their own particular idiosyncratic heroic nature, however. If the player does it themselves, award them. You can however suggest it to them, dangling the Karma points like carrots to get them into both nogoodnik conflict and subplot trouble.

Fun and games

Gaming tables, whether physical or virtual should be entertaining for a FASERIP game. You should definitely award Fortune for being entertained, for funny jokes, amusing stuff, etc. If it is completely character appropriate and roleplaying, then double it.

Good roleplaying should also get some Karma awards.

Then have the aliens invade to let them spend some.

Opposition

The rules suggest awards based on the threat level faced. However, not all threats are equal. One giant robot or radioactive lizard stomping your city with their Amazing ability is not as bad as three, from the character’s point of view. Consider adding to this awards based on the power levels of the opposition, if significant. VanDemon taking out 27 Wallaby bikie gang hoodlums is no big deal in that sense. If he fights 5 mutant ninja crocodile women it certainly is. The same applies to the Justice Squadron stopping a megalomaniac supervillain. If he has six superpowered flunkies they have to deal with as well, that is harder and worth more Fortune.

General Advice

Don’t be stingy and the players will be happy to call on their Karma when they need it, as heroes will. If you skimp they won’t want to use any for playing and possibly try and save it all for advancement. If you are playing where lots of Fortune is flowing the games should be more fun anyway, more problems, more desperate ations.

ICONS Pistol Shrimp

Pistol Shrimp

Origin: Transformed

Background

A young pistol shrimp was unfortunate enough to grow up in the water near a major fast outlet. The toxic effluent released by this waste of space and calories changed him, making him stronger, smarter and much much bigger.

Description

Imagine Lobster Johnson as a shrimp-man and you have it exactly from costume to implacability. A two-fisted shrimp pistol wielder, his water abilities enable the focused blasting of cold, wet concussive force through his water weapons.

Catchphrase: Feel the claws that soak evil. Twice!

Abilities

6 Prowess
6 Coordination
6 Strength
2 Intellect
3 Awareness
6 Willpower

10 Stamina
1 Determination

Powers

4 Extra Body Parts: Claws
3 Invulnerability
3 Water Control
1 Alternate Form: Aquatic
1 Life Support [Cold]

Specialties

3 Claws Gun Master [Bubble Blast]
1 Underwater Combat

FATE – Traveller: Imperial Leader

FATE – Traveller: Imperial Leader

High Concept: Head Rebellion Suppressor
Top Ranker
Rumoured to have Volcano Incident Disfigurement

+8 Strength
+4 Dexterity
+4 Endurance
+6 Intelligence
+8 Education
+8 Social Standing

+7 Psionics
+6 Blade
+4 Jack of All Trades
+3 Pilot
+2 Leader

FATE: Classic Traveller Character Creation

Draft 1.0 – June 13, 2013 – Blue Tyson

Traveller characters are normal people in general with a thirst for adventure and wealth. If you were going to do them Fate Core pyramid style, you would certainly start lower than the usual.

However, part of the Traveller fun is the oddball lethal character creation system. Fatalised random character generation thefore follows

There are six basic Traveller attributes. Strength, Dexterity, Endurance, Intelligence, Education and Social Standing.

Each of these start at Good (+1). See the end for The Ladder used here.

As an example, we will create a character named Lyta. Six FATE Dice rolls gives :
+ – – – , – 0 + – , + + – – , 0 + 0 – , + – + + , + 0 0 – or -2, -1, 0, 0, +2, 0

This now gives Lyta

-1 Strength
0 Dexterity
+1 Endurance
+1 Intelligence
+3 Education
+1 Social Standing

…see document for rest

FATE Classic Traveller Character Creation

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