Showing posts with label A super hero rpg. Show all posts
Showing posts with label A super hero rpg. Show all posts

Wednesday, 23 February 2022

Solo Super Adventure: Plant Sleuth the Jelly Fish Man!

Following up from my "Solo Protocols for A Super Hero RPG" post, here's a quick solo super hero game report! I only used the HTML automated tables/generators listed in that post/A Super Hero RPG. This game may serve as a bit of an illustration of the protocols listed in that post too! 


Solo Super Hero: The Plant Sleuth,

Major Hero Super Power: Plant summoning and control

Minor Hero Super Power : Super sleuth/detective

Wears leather armour and hooded cloak. Has translucent skin and the face of a jellyfish! 

Backstory:  Only survivor of a family transport accident (ship, car, train, plane, etc)

There's not a lot of images of "Jellyfish People" around...

Mission: Prevent theft of  “Crime” boss. Crime boss is actually leader of a group freedom fighters. The military police of the authoritarian government in control of the region are raiding the abandoned factory base of the freedom fighters. The military police are attempting to kidnap the leader of said freedom fighters! 

  • House Regul: The Authoritarian government in control of the region! They have the power of Terror and fear summoning and manipulation! 
  • The Free Blades: Freedom fighters attempting to overthrow House Regul! They are Thrown weapon experts!
  • In the final area a Super Villain is attempting the kidnapping!  

Place: Abandoned factory – now used by the Free Blades as a base of operations! 

  • Mission/place has four areas! 



Area 1, Factory Reception: Peeling paint and smashed windows. Glass on the floor. Old crates and boxes. Metal railing and rusting, unused equipment. 

  • 11 x Regul Riot Bots (Metal bodies, armed with Guns and Water Canons) - Goons – searching for secret entrance to Freedom fighter base! 
  • Hazard: Ceiling caving in! Very concerning looking! 

Round 1: 

  • The ceiling begins to cave in – chunks of stone and plaster falling! 
  • Plant Sleuth sneaks into the warehouse reception – the riot bots not noticing him! 
  • As the robots stamp and smash their way around reception looking for the secret entrance to the freedom fighter’s base, chunks of stone and masonry fall from the ceiling! 
  • Plant Sleuth is unable to dodge away from the falling debris – becoming scratched, perturbed, disturbed and thrown off! 
  • The riot bots do not detect his flustering! 
  • The riot bots find the secret entrance! Ripping apart the plaster wall revealing metal stairs leading down beneath the earth! 
  • Content to let the riot bots lead the way – Plant Sleuth sneaks behind them as they head down into the secret base! 



Area 2, Basement 1: Several printing presses in operation – printing off anti Regul propaganda! The basement narrows to a small corridor leading to a cheap looking wooden door. Plant Sleuth notices suspicious looking slits running along those walls – clearly some sort of trap! 

  • 11 x Regul Riot Bots (Metal bodies, armed with Guns and Water Canons) - Goons. 

Round 2: 

  • Plant Sleuth notices several sky lights are illuminating a variety of plants within the basement! They are robust and healthy decorative indoor plants. 
  • The riot bots charge towards the door! Triggering the automated blade trap behind the fake walls! Several blades stab out at the riot bots! 
  • Three of the riot bots are stabbed by deadly, spear like blades that stab out of the fake walls! Sparks fly from their metallic bodies as they crumple to the ground - defeated! 
  • The remaining riot bots smash apart the fake walls with their metal limbs! These easily fall apart revealing the automated blade stabbing trap! In a rage they rip it apart and then open the door – revealing steps deeper down into the base! 
  • Plant Sleuth commands the plants to become ambulatory! Enlarging them in the process! He now has four bear sized shambling masses of plant matter as his loyal pets! 
  • Plant Sleuth continues sneaking after the remaining 8 riot bots – again avoiding detection! 



Area 3, Basement 2: The Regul riot bots have been trapped in a metal cage like mechanism that has descended from the ceiling!  They are ripping apart the metal panels of the floor attempting to somehow get the mechanism to retract and free them! 

Round 3: 

  • 8 x Regul Riot Bots (Metal bodies, armed with Guns and Water Canons) - Goons – making their way deeper into the “Free Blades” secret base. Currently trapped in a metal cage descended from the ceiling! 
  • As the regul riot bots rip apart the wiring of the room, electricity begins to spark! It is sparking from various electronic panels filling the room! 
  • Their smashing and destruction paying dividends, the regul bots manage to get the cage mechanism to raise a few inches – they all then work together to push the cage slightly back up towards the ceiling! A gap forms – big enough for the first regul bot to escape! 
  • Plant Sleuth sneaks towards the stairs leading deeper into the base – avoiding detection by the occupied regul bots! Unfortunately he is struck by a bolt of lightning sparking from the nearby electronics! The regul bots hear him cry out in pain and see him! 


Round 4: 

  • Another four of the regul riot bots are freed from the cage! Two remain behind lifting the cage from the ground as three of them open fire at Plant Sleuth!
  • Two bullets punch into Plant Sleuth’s leather armour! He is winded but not defeated! 
  • Plant Sleuth commands his four plant beasts to attack the regul riot bots! 
  • The bear sized masses of vines and leaves charge towards the riot bots! Three of them are ripped apart, emitting sparks of electricity and smoke! A fourth plant mass is wrestling with a riot bot – unable to overcome it! 

Round 5: 

  • Another two of the regul riot bots get free of the cage! The two bots holding the cage let it drop free to be able to attack Plant Slueth! The riot bot wrestling with the plant mass is unable to attack! 
  • Four riot bots open fire at Plant Sleuth! 
  • Three of the shots miss! But the final bullet cuts through Plant Sleuth’s leather armour and wounds him in the belly! Plant Slueth yells out in pain! 
  • Plant Sleuth commands his plant masses to rip apart the regul bots as he flees towards the stairs – intent on stopping the kidnapping before he succumbs to his wounds!  
  • Four more of the regul bots are pulled apart by the plant masses as their master flees down the stairs! 
  • As the final riot bot is still trapped in the cage mechanism, the plant masses writhe down the stairs after Plant Slueth! 

Area 4, Basement 3: Computers and control panels! All sparking and malfunctioning!  Screens filled with feeds from secret cameras all around the region. 

  • 10 x  Free Blades Freedom Fighters (People in makeshift military garb, armed with swords and clubs and throwing knifes) – Goons – attempting to get the emergency elevator out of the base working so their leader can escape!  
  • Leader of the Free Blades – helping their goons to repair the emergency elevator to escape! 
  • A shimmering magical portal! 
  • A Super Villain is attempting the kidnapping: 

Super Villian: The Warp Knight of House Regul,

Major Hero Super Power: Warping and manipulation of other being’s bodies

Minor Hero Super Power : Hypnotism and mind control

Wears a suit of black and red metal armour! The helmet is filled with a huge pulsating gem!  

Backstory:  Was once a famous artist or musician



Twist: The opposing Super threatens to destroy//kill a large amount of innocents!


Round 6: 

  • The Warp Knights steps through the portal and into the basement of the secret base! Plant Slueth notices that there is plenty of foliage on the other side of the portal! Wherever the knight has from from, it is outside! 
  • The Free Blades warn the Warp Knight to stay back as they continue attempting to repair the elevator! They continue clanging away at the equipment – but do not get it working! 
  • The Warp Knight barks a command through the portal – and 12 regul riot bots charge into the basement through the portal! 
  • As Plant Sleuth commands his plant masses to attack the warp knight, he takes control of the plant life beyond the portal! A huge vine reaches through the portal to attempt grab Warp Knight but Warp Knight dodges out of its way! 
  • The four plant masses charge at Warp Knight, tangling around his body and holding him in place but not injuring him! 


Round 7: 

  • Warp Knight yells out at the Leader of the Free Blades, “If you don’t come with us now, house Regul will launch a nuke at your base of operations! Millions of innocents will die and we will blame it on your pitiful organisation!” 
  • The Free Blade Fighters stop trying to repair the elevator and get into defensive positions as the 12 regul riot bots charge towards them! 
  • The Leader of the Free Blades keeps trying to repair the elevator – so far unable to do so! 
  • As they charge towards the 10 Free Blade Fighters the 12 regul riot bots open fire! Killing 5 of them! 
  • The remaining 5 free blade fighters throw daggers at the approach riot bots – but they bounce uselessly off their metal bodies! 
  • A beam of pink energy shoots from Warp Knight’s gemmed helmet towards the leader of the Free Blades! The leader’s legs fuse together and their arm’s fuse to their torso! The leader screams out in agony! 
  • Though beset by four plant masses Warp Knight manages to kick them away! Freeing his body – but he is still surrounded! 
  • Plant Sleuth commands the giant plant tentacle to grapple Warp Knight! Which it does! Holding him in place! 


Round 8: 

  • Warp Knight, seemingly noticing Plant Sleuth for the first time yells out, “Though I loved you once Plant Slueth, that love has turned to hate!” and he commands the Riot Bots to turn and open fire on the undefended Plant Slueth! 
  • The Bots fire! Gun smoke filling the basement! Three bullets pierce Plant Slueth’s armour! He is wounded in the arm and leg! 
  • Plant Slueth is stunned and slowed and dying from the bullet wounds! 
  • On the ground, bleeding, Plant Sleuth commands the giant plant tentacle to crush Warp Knight! 
  • The plant tentacle is unable to overcome Warp Knights thick armour – and it simply continues to hold him in place! 
  • Another pink beam shots from Warp Knight’s gem helmet, hitting one of the Flying Blade Freedom fighters, “Bring your leader to me”  he commands! The hypnotised fighter begins to do so! 
  • The other three flying blade fighters throw their weapons at the regul riot bots, hitting two of them in weak spots! Two riot bots crumple to the ground! 
  • Enraged at the damage to their master, the plant masses attack Warp Knight! The smash and buffet him with leafy and tendrilly blows! The Warp Knight is stunned and concussed but not defeated! 


Round 9: 

  • As Plant Slueth loses consciousness the 10 remaining regul riot bots open fire at him! Peppering him with bullets that bruise and batter him but do not pierce his armour! 
  • Warp Knights pink beam hits a Flying Blade Freedom Fighter and he is turned to a pink and red sludge! 
  • The various animated plant masses dissipate back into harmless bit of vegetation without the vivifying power of Plant Sleuth!
  • As their leader is dragged towards the magical portal by a hypnotised comrade, the remaining two Flying Blade Freedom Fighters throw daggers at Warp Knight! Both hit but the blades bounce uselessly off the knight’s armour! 
  • Freed of the plant tentacle Warp Knight grabs the leader of the Flying Blades and wrenches him into the portal with him!
  • The portal closes! 
  • The Regul riot bots kill the remaining freedom fighters and apprehend the unconscious Plant Sleuth! 
  • The mission was a failure (although no nuclear weapons were unleashed at least)! 


Sunday, 20 February 2022

Solo Protocols for A Super Hero RPG

Inspired by recent viewings of “Peacemaker”, I wanted to dust off my Super game “A Super Hero RPG” but use it for some solo play (As I’m already pretty loaded up with my 23 player Empyrean Dynasty game to commit myself to a game with other players!).


I wanted to keep things light and simple, using tools and tables that already exist – as such if you want to replicate this yourself, getting a copy of Super Hero RPG and Kontext Spiel d6 (both of which are PWYW) will help greatly as I am heavily using/referencing the automated HTML generators/tables in those two products. Additionally, I’ve basically taken the protocols/tables in d6 Demiurge and warped/simplified them for the super hero genre – Check out that game if you are interested in more solo stuff (there’s lots of good solo stuff kicking around but that’s just my contribution to the play style).


A Super Hero Game Solo: 

  • Use the “World Back Story” and “Current Events and The Present” generators to generate as much or as little of the setting as required (or just make it up/use an existing setting). Use the “Orginisation Generator” if desired. 
  • Decide if you will be playing a team of super heroes or villains or a single super hero/villain, and then generate them (Use the automated super generator to do this quickly)! (Use the guidelines in “A Super Hero RPG” regarding powers and weaknesses if required).  
  • Use the “Mission Generator” to determine what the supers you are playing are doing – don’t generate a “twist” result as yet – leave that as a surprise for yourself! Use the “Place Generator” to determine where the mission is taking place. Using the “Organisation Generator” may be very useful in giving additional context to the place/determining who is giving the supers their mission. 
  • Roll a d6. This is how many areas your supers need to move through to complete their mission. Use the “area stocker” for each of these areas as your supers move into them to see what they must overcome before they get to the final area. When you get a “goon” result for stocking assume there is d6 x d6 goons in the area. The “area stocker” gives a good indication of what goons will be doing in the area, but not NPC supers. See the “What is the NPC Super doing” table below to determine this. Additionally, use the “What is the NPC Super’s relationship to the PC Supers” table to add an additional dynamic  (If required randomly determine which of the PC supers has a relationship with the NPC super).  The referee should consider the impact of whether the NPC super is a Hero or Villain and how that might impact their actions and reaction to the referee controlled super/s.     
  • Use the “area stocker” as per normal for the final area, but ensure it also contains whatever your supers require to complete their mission. Additionally, roll the “twist” result in the “Mission Generator” to see what additional drama is taking/will take place in this area! 
  • The “area stocker” will refer to supers (heroes and villains) and goons – use the generators for those! Use your understanding of the mission, place and area to fill in any other details. Also, use the NPC Combat A.I table below to see how the opposing/friendly Supers and Goons act during combat! 


  • Once the solo referee has a good understanding of what the supers are doing, where they are, and what is happening there – they can use the following protocols/turn order for solo play:
  • Environment Turn: Are there any changes to the place/area the supers are in? Roll on the tables below to find out! 
  • NPCs Turn: What do the non player characters (Supers, Goons, etc) do? Roll on the tables below to find out! Assume goons act as a big group, while NPC supers act as individuals. 
  • PCs Turn: The referee determines what their supers do in response to the actions/changes of the environment and NPCs. Resolving these as per the “A Super Hero RPG” rules. 
  • The amount of times a referee cycles through these three turns is totally up to them, but checking for changes in the environment once per area seems right and then only finding out what actions the NPCs attempt to do once they have failed/completed their previous set of actions. 
  • It is up to the solo referee to determine how hard and how exactly the supers progress between areas en route to the final area to complete their mission, but this should be relatively straight forward to determine using the other details generated about the game world. 
  • A super hero world inspired Yes/No table can be found below for the referee to use in determining any details about the game world they are not sure of. 
  • Play the game as per normal! If using the automated Kontext Spiel tables for attempted actions, roll 2d6 before a Super attempts an action on a goon to see if you roll doubles (and then use the Super rules as per normal). Also, as per the Super Hero RPG rules, roll two results for a hero attempting an action against a goon and use the best result, and roll two results for a goon attempting an action against a super and use the worst result. Kontext Spiel d6 and A Super Hero RPG are very freeform games – so the referee is encouraged to use them as best suits their taste of gaming.


  • Once the supers complete or fail their mission, either roll another one and repeat the process above, or do an “place crawl” where the supers go from place to place (using the “Current Events and The Present” generator if needed to flesh out the world), rolling a d6 to see how many areas are in each place and resolving things/filling in details as above! Comic books seem to jump from place to place from scene to scene/issue to issue with ease – so don’t be afraid to do this in your game! 


A Super Hero Game Solo Tables: 


Yes/No Table, d10:  

  1. Yes 
  2. Yes, and it makes the Super’s goal much easier 
  3. Yes, and it makes the Super’s goals much harder 
  4. Yes, but it only affects the Super’s mind 
  5. Yes, but it only affects the Super’s body 
  6. No and something similar and nearby makes the Super’s goal much easier 
  7. No and Something similar and nearby makes Super goals much harder 
  8. No, but it does affect the super’s mind 
  9. No, but it does affect the super’s body 
  10. No 


The Environment Table, d6: 

  1. Becomes incredibly dangerous and deadly for all of the supers! 
  2. Becomes incredibly dangerous and deadly for specifically one of the supers!  (Use Super backstory if required!) 
  3. Becomes generally more dangerous, halting the Super’s progress! 
  4. Becomes slightly less dangerous, easing the Super’s progress! 
  5. Presents a resource that is very useful for one specific super! (Use Super backstory if required!)
  6. Presents a very useful resource that all of the supers can use! 


What is the NPC Super doing? Table, d6: 

  1. Searching for something relating to their backstory
  2. Trying to complete the same mission as the PC Supers (competing with them) 
  3. Trying to help the PC Supers complete their mission 
  4. Trying to stop the PC Supers from completing their mission
  5. Attacking/killing/taunting goons (or stopping them from doing bad deeds) for the fun of it 
  6. Relaxing, as the Place that the mission is at is their base/nearby their base 


What is the NPC Super’s relationship to the PC Supers, d6: 

  1. Never heard of one another
  2. Friendly with one another
  3. Nemesis or Arch enemies
  4. Heard of them - but do not like what they have heard! 
  5. Heard of them - and like what they have heard! 
  6. Ex or current lovers 


NPC Action table, d6: 

(Modify these depending on the relationship the NPC has with the PC supers. Assume that Goons are generally always negative towards supers. If the NPC are unaware of the Supers – they just continue doing what they were already doing!) 

  1. Engage in conversation with/taunt the supers 
  2. Continue doing what they were already doing! 
  3. Prepare/remove an environmental trap or barrier for the supers 
  4. Prepare to defend (against the supers or something else in the area) 
  5. Prepare to attack/attack
  6. Attempt to get back up/additional support 


NPC Combat A.I. table, d6: 

  1. Attack in an obvious manner 
  2. Attempt an advanced combat maneuver
  3. Hide / defend / regroup 
  4. Use a super power/a goon power
  5. Heal / recover, or defend until possible to do so
  6. Possibly flee! (Roll again, if you roll this result again, they do attempt to flee – other wise they attempt to do the other rolled result). 


Automated Tables: 









Monday, 1 November 2021

New POD Book Release! The Kontext Spiel Collection!

 A collection of recently released PDF in a full colour POD edition! 

https://www.lulu.com/en/us/shop/michael-raston/the-kontext-spiel-collection/paperback/product-8q77ye.html?page=1&pageSize=4


The Kontext Spiel Collection is an omnibus of RPG books focused on freeform/ruleless tabletop gaming inspired by the Free Kriegspiel Revolution! 

This book contains: 

  • Kontext Spiel d6: A universal freeform RPG rules. 
  • Generic Room Stocker: Weird fantasy tables and generators for creating places, people, monsters, treasures and more.
  • A Land of Peace and Rot: A weird fantasy setting presented in tables. 
  • Super Hero RPG: A freeform superhero tabletop game.
  • Freeform Skirmish Referee: Protocols for running freeform skirmish/wargame tabletop battles.

The Kontext Spiel Collection has something for everyone!









Thursday, 26 August 2021

Super Hero RPG Released!

 A freeform Superhero RPG inspired by the Free Kriegspiel Revolution!

Super simple d6 based rules and plenty of tables and generators to fill your game with heroes, villains, places, organisations, goons, missions and more! Includes HTML files with fully automated versions of all of the tables in the PDF to make generating game details happen with the click of a button!

Includes d66 tables and generators for:

  • Superpowers
  • Weaknesses
  • Appearance
  • Backstory
  • World history
  • Current events
  • Organisations
  • Missions
  • Twists
  • Places and areas
  • Goons
Get it here (it is PWYW!): 

Tuesday, 24 August 2021

Super Hero World Generator!

 Following on from this post: https://lizardmandiaries.blogspot.com/2021/08/super-herovillain-generator-freeform.html Here is the "Referee's Guide" for A Super Hero RPG. 

Suggested Story Arc / Set up for A 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! 
The Automated Super Hero World Generators: Click the buttons to get the details you need! If you want the raw tables you can find the document here: https://docs.google.com/document/d/1MlgTjjmmnuni8oaT5Efdzx0PkcBxgsid22rJ0Pnazzg/edit?usp=sharing (I shall also attempt to put it all together into a PDF at some point in the future). Enjoy! 






























Monday, 23 August 2021

Super Hero/Villain Generator + Freeform Super d6 Rules!

 I saw The Suicide Squad (the new, 2021, one) and liked it so much I wanted to run a superhero game for the first time in my life! Here is what I came up with! 

I'll start with the Super Hero/Villain Automated Generator because its a lot of fun to play with....

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! 

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). 

A Super is very powerful in their Major power, and powerful in their minor super powers.   

  • 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.

• “Levelling up” or Super improvement is achieved by the player adding additional defining word/s to their PC on their Character Sheet. This word should be derived from the actions the PC took in the session and with the agreement of the Referee.














Now, onto the rules! 

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 PC’s choices and actions are enacted.
  • The Super’s role is to have exciting and interesting adventures. 

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:

  • 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 PC must be noted on their Character Sheet. The Referee must be made aware of any injuries a PC 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 A 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 use 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/kil 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 use 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!).