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High School!
Dogtown Games presents...
A Free-form Super Role-Playing Game
Written by Scott W. Starkey.
Last revision: June 26, 2003.
Version 1.2.0
Special thanks to: Andrew Arenson, Cheryl Borst, Carl Klutzke,
Lawrence VanVactor-Lee, Bob Braley, Kathy McClure, Carl
Congdon.
Playtesters: Bob Braley, Elisabeth and Ian Braley, Rob Cisz, Heather
Cobble, Jason Dufair, Erik "Fuzzy" Gerdes, Lindsay Harper,
Thad Hutson, Terri Johnson, Bethany Kind, Billy Kind, Carl
Klutzke, Karen Klutzke, Lawrence Lee, Billy Simpson, Eric
Starkey
Legal Stuff:
The text and graphics of Super Human High School are
copyright 2003 by Scott W. Starkey, all rights
reserved.
This game models a fictional world. No resemblance is
intended between any human, corporate, or
mechanical character with any person, corporation,
machine, or deity whether living, dead, in or out of
business, or yet to be invented.
This Work is offered free for public download under the
following terms:
You may make as many electronic copies of the Work as
you want, as long as you do not edit it or convert it to
other formats. You may distribute these copies to
other people if you wish as long as you do not charge
money.
You may print out copies of the Work for your own
personal use, but you may not distribute printed
copies of the Work either free or for money.
The usual Fair Use exceptions apply for short excerpts
(up to 500 words) used in reviews and criticism.
These terms are flexible, and you may contact the author
if you would like to negotiate an exception.
Extracurricular Activities
Extracurricular activities are the
lifeblood of the student body. Most students
have one or more after school activities that
will occupy their time, activities that are above
and beyond the homework that's normally
required. Sports, band, choir, and journalism
all require special group-work outside of class.
Schools have a number of clubs
available for students, focused on just about
any subject imaginable. These clubs usually
meet about once a week so students can get
together with others with like interests.
Occasionally, these clubs will host special
events. The drama club will put on several
plays throughout the year; the science club will
travel to the "Science Olympics" each year. So
these clubs do not evolve into chaos, a member
of the faculty supposedly interested in the
subject acts as a wet blanket, keeping things
mostly boring.
Sports
M-class sports are often more exciting
than your regular mundane high school
sporting event. Muta schools will only
participate against other Muta schools during
28 Stupid Last
Names. (Just
tack on a Mrs.,
Ms., or Mr.!)
Banal
Barker
Belcher
Booby
Booger
Death
Chagrin
Chicken
Codger
Fetid
Grendel
Gumslinger
Hocker
Hooch
Insipid
Krapper
Lummox
Menial
Moocher
Poultry
Paltry
Philly
Popper
Putrid
Sponge
Urchin
Vile
Vinegar
Vulgar
Wiper
Woody
Wretched
Zippo
Chapter 3: Character
Creation in Super Human
High School
1. Think about it!
The first step to designing a character in any roleplaying game is deciding what kind of character
you would enjoy playing. You'll probably want to
stick with the character for several play sessions,
so make it something memorable and exciting so
not only you but your entire gaming group will
enjoy it! You should be given an opportunity to
discuss your new character concept with your
game master.
2. Assign points to Super Powers!
In Super Human High School, a point system is
used to purchase powers and abilities. You'll get
50 points to spend on Attributes, Powers, and
Karma. Super Human High School has a fairly
simple but flexible power-creation system that can
allow you to model nearly any Super Power out
there. Firstly take a base power modeling the
power in its raw form. Then add "Bells &
Whistles" to powers to fine-tune and adjust their
strength. When you're done with that, hold on to a
few more points so you can...
3. Assign points to Attributes!
After you've assigned points to the Powers, you
can juice up your Attributes. Attributes are
qualities that all characters have in Super Human
High School : your character, that super villain
over there, the bus driver and the vice-principal.
Attributes rate your character's Psyche, Strength,
Fighting, Intelligence, and Endurance. Zero is
considered "average highschooler," and below
that is, well, embarrassing.
4. Assign Good and Bad Karma!
There's no such thing as an "average" high school
student; they all seem to have distinctive features
about them that will make life more fun! Certain
bonuses and enhancements to your character will
Initial Points
The Game Master should determine what initial power
level players will start their characters . A "normal"
student in SHHS is built using 0 points, which is
considered average for a high school student. Some
teachers and administrators, having received more
training and skill throughout their lives, might be built on
five or more points. There is likely one super powered
administrator in the school to enforce discipline who is in
the 70-100 point range. A starting SHHS campaign is
likely to have player characters starting at 50 points, but
Game Masters can adjust that up or down to fit the world.
.
Attributes!
There are five Attributes in SHHS, which are qualities
that every character has, no matter if they are "Super
Powered" or not. These are Psyche, Strength, Fighting,
Intelligence, and Endurance. Most "normal" high
schoolers average about zero points (plus or minus a
couple points) for each Attribute with a normal human
maximum of about 10.
With zero (0) as the average, it is possible for a character
to have a "below average" Attribute. Attributes may be
lowered into negative numbers, but at -5, the character
will be severely impaired. At -10, the Attribute is totally
impaired! No Attribute can be lowered below -10.
Psyche!
Psyche encompasses mental force, willpower, and the
powers of the mind! Most mental tricks like Telepathy
(Reading someone's mind) or Telekinesis (Moving things
with your mind) rely heavily on your Psyche. Any sort of
battle of psychic combat will rely solely on your Psyche
attribute. High Psyche will grant automatic low-level
defense against Mental Attacks and Brain Tricks.
Just by benefit of high Psyche, you automatically get a
few points (about Psyche divided by ten points) in Mental
Attack Powers. (This Mental Attack is only at "Touch"
range.) And a few points would be all you would need to
Strength
0
1
3
5
10
15
20
25
Strength!
Just as Psyche controls the mental, Strength
deals with the physical abilities of your hero. A high
strength will allow you to hurl a BMW. A higher
Strength would allow you to catch it, too! A high
Strength Attribute will naturally allow you to do more
damage than the average physical attack, but you can
also take more damage. A high-Strength hero gets a
bonus to damage with physical attacks (equal to about
Strength divided by 10).
Fighting!
You will find yourself engaged in high-flying
and spectacular brawls in Super Human High School,
and that is where your Fighting statistic will come in
handy. A high Fighting Attribute will allow you to not
only hit your opponent, but also avoid being hit. The
Fighting attribute also allows your hero to innately
use weapons accuratelyeverything from brass
knuckles to a howitzer!
Intelligence!
Smart heroes get a significant advantage in
learning and improvising skills. For each 10 points of
Intelligence, assume the hero has about one point in
any knowledge-based skill. Therefore, a 30Intelligence hero could program a computer (a
knowledge-based skill) like a pro without breaking a
sweat. The hero is assumed to just be able to "figure it
out" on the fly. Plus, supersmart heroes can just about
write their ticket to any major university for free.
Endurance!
SUPER POWERS!
Animation Power!
Power... Affects...
Brain Tricks!
Brain Tricks are a catch-all category for the
psychic phenomena that accesses or modifies another
person's mind: Telepathy, Mind Scans, Mental
Control, and such. When taking this power, a user of
Brain Tricks must buy one or more "permissions"
which gives them control over what they can do with
the power. These permissions are Browse, Link,
Read, Edit, Create, and Delete. After permissions are
set, it might be a good idea to add Bells & Whistles,
like Range and Area Effect, to make the Brain Tricks
more useful.
Don't think of each permission as a separate
power; consider the power, then buy the permissions
that seem to match. A hero may have more than one
power defined by Brain Tricks, however. For
example, if a hero had an Illusion power with Browse
and Edit permissions, that same hero could also have
a Mindwipe power with Browse and Delete
permissions.
Brain Tricks are powered by a hero's Psyche.
Also, a high Psyche will allow heroes to defend
against Brain Tricks played upon them. If two heroes
with equal psyche square off against each other, one
armed with Brain Tricks and the other has no defense,
it is more likely for the armed opponent to win.
However, a hero with a low Psyche may have a hard
time influencing a hero with a 5-10 point edge on
Psyche. If the margin is more than 20 points of
Psyche, the attacker can usually just forget it!
Cost
+1
+2
Permission info:
(B) Browse: This is the basic permission to
access a piece of information or find a specific
mind. Although it is possible to use the other
permissions without this one, it makes the use
of the other permissions more difficult. (For
example, if your hero had Delete but not
Browse, you could Delete information you
knew was there to begin with, but couldn't
check to see if it was there, and couldn't tell if
you were successful or not after the attempt.)
(L) Link: This permission creates a
communications link between two entities
(usually yourself and another, but could be
defined otherwise!) If the target you are
linked to strays beyond your range (which
must be bought with the Range Bells and
+3
+4
+5
+5
+ Range]
A specific rememberance of an incident is
completely erased from a victim's mind. This can
be used for quick and dirty escapes, ("You don't
remember my being here.") erasing a known
secret identity, or removing haunting traumas
from one's mind.
Mind Control: Requires Browse, Link, Read, Edit [10
points + Range]
The Mind Controller can change what a victim
wants to do, and how he or she acts.
"Intrusive" Mental Illusions: Requires Read, Edit, Create
[12 points + Range]
These illusions are more real than normal mental
illusions. The mentalist can use aspects of the
victims psyche to weave a more realistic illusion.
The illusionist can incorporate the victims hopes
and fears, childhood memories, and other deeply
buried traumas into the illusion.
Mental Re-engineering: Requires Browse, Read, Create,
Delete [14 points + Range]
Thoughts are removed from the victim's mind,
and overwritten with new programming. If you
cut corners and use "Edit" instead of "Destroy and
Create" the effect is less permanent. If enough
time and energy is spent re-engineering a victim,
their entire personality and life can be
reconstructed, effectively making the victim a
different person.
Command Power!
Commanding allows a hero to summon and
communicate with creatures and things of under normal
human intelligence. Heroes with the Commanding Power
could call all of a specific creature within their range,
which should be bought from Bells & Whistles. Creatures
will do pretty much whatever the hero wants, even giving
their lives for their master. They will not do things they
are physically unable to do, for example, trees cannot
uproot themselves and move around. That would be the
Animation Power.
3
+2
Damage Power!
The "Damage" Power models any kind of
Physical or Mental damage which can hurt an
opponent. It covers everything from Pulsar Beams, to
semi-automatic machine guns, to Mental Blasts, and
your average baseball bat! When you choose a
Damage you must decide if the form of damage is
going to be Mental Damage (Mental Stab) or Physical
Damage (Lightning Bolt).
When you choose this power, however many
points you put into it dictates how much damage it
does! Use the chart below to gauge how much
damage you want the attack to do. Although it's
possible to go above ten points worth of damage, it is
probably not worth it. (When you've seen one "Crater
Blast" at close range, you've probably seen them all!
You just get a bigger crater...)
The Damage Power, as are all powers,
considered Zero range. With this basic power, you can
only attack them by touch, which may be a bit bo-oring! If you want to attack someone at a distance or a
bunch of people in an area, for just a couple of points
more add Bells and Whistles to juice up your power!
Cost of the Damage Power
1
Weapon Damage (average human with a
weapon damage)
3
Bullet Damage (or Illegal Fireworks Damage)
5
Grenade Damage
8
Pipe-bomb Damage
10
Crater Damage!!!
-2
Defense Power!
Defense is the opposite of the Damage Power.
Defenses will prevent most of the damage from the same
rank or lower, and will even absorb part of the damage
that is a few points higher. So a little bit of armor is
always better than none at all! Defenses should be
declared either Physical or Mental. Mental Defense
works against all forms of Mental Attacks, including
Mental Illusions, Mind Scans, and other forms of mental
assault.
Cost of the Defense Power
1
Leather Jacket
3
Kevlar Armor
5
Reinforced Flak Suit
8
Tank Armor
10
Battleship Armor
-2
Environmental Manipulation
Power!
Environmental Manipulators can alter some
aspect of the environment how they see fit. They can
control Sound, Light, and Texture to create illusions;
some of them also have control of weather, magnetism,
and gravity. Any aspect of nature can be affected by an
EM Power.
The aspects of nature an EM super can control is
called Dimensions. Decide whether the power affects a
specific dimension (like plunging an area into darkness)
or a general dimension (controlling all light within an
area). A Specific Dimension affects a single aspect of a
General Dimension.
Each specific dimension the hero has costs +1
point; each general dimension costs +3 points. Heroes
can have more than one dimension within their ability.
For example, a hero that can create realistic illusions may
have control over general sound, light, and possibly
tactile senses.
Then, it is time to decide what is the hero's level
of expertise of the Power. Minor changes, which are
generally simple one or two dimensional changes, cost
only one point. A shadow play with words, or
illuminating a room would both be considered minor.
Complex changes are generally more detailed and/or
Jumping Power!
Jumping is Teleport's somewhat less spectacular
neighbor, but it is similar to teleportation in that you go
from one point to another in a short period of time, and
can get to awkward places without messing around with
wings or flying. All jumping is considered to take place
at about normal human running speed, so if you want to
go faster, just add a few points from the "Velocity of
Travel" from the Travel Power. The best part about
Jumping is, it's a cheap power: zero points! All you
have to do is add Range!
You might note that at about 5 or more points of
jumping, this becomes very much like flying, with
much less maneuverability. You also might notice that
range is pretty much the same as Teleport Range, just to
make things easy. The cost to carry people with you in
your mighty leaps is +1 per extra passenger. You might
note that this power comes free with high strength.
(Every 10 points of Strength yields about 1 point of
Jumping. So a Strength 30 Hero can pick up a person
and jump over a house.)
Jumping Cost
0
Base Cost for Jumping Power
+1 Each additional person-mass hero is able to carry.
Jumping Distance!
1
Double normal human jump distance
2
Hurdle a House.
3
Jump over stadium bleachers.
4
City Block
5
A whole City
8
Across the State
10
Low-Earth orbit!? (You'd better hold your
breath up there.)
Flow of material
+1
A little bit at a time. (Squirt Gun flow)
+5
Heavy spray. (Garden Hose)
+10 Gusher (Fire Hose or Geyser)
+25 Stream
+1
Can mold material.
+5
A potentially dangerous or hazardous material.
(Atomic sludge, Acid)
+10 A superdangerous or harmful substance.
(Uranium-234, Molten lava)
Metapower!
Metapowers are powers that affect other
mutant Powers or Attributes. This power group
models two different Powers: Enhancing and
Suppressing. Firstly, decide on the number of powers
that your hero can affect at once.
Suppressing must have a power level added
in, representing the maximum power level that that
power can suppress. If a power is stronger than the
Power Level of the Metapower, then the Metapower
might affect the power to a lesser extent or might
even fail, depending on circumstances.
Enhancing Powers works a bit differently.
They must have a power level too, which describes
how much extra power the enhancement gives the
other power. For example if a movement power was
bought at 5 points, a five-point boost would give the
movement power double speed.
You may ask, what about Power copying.
That should be a Metapower, right? Well, yes, it does
seem like it would fit, in a way. But Point Pools (in
the Power Structures section) seem to work better.
Check it out!
+1
+3
+5
+10
+15
+1
+2
+3
....
+10
-2
Metapower affects only one specific power!
-1
Metapower only affects a particular group of
Powers.
Regeneration Power!
Near instantaneous healing is always an asset
in a high-powered combat. That's where regeneration
comes in handy. The Regeneration Power allows your
body to automatically stitch itself back together! The
best part about this power is, you don't need to make
any effort (or even be conscious) to have the power
work--provided you have energy (Endurance) to burn,
you can heal yourself.
High endurance heroes get this power by
default. For every 10 points of Endurance, you get
about 1 rank of Regeneration. Therefore, a 30-
Broken bones
A few weeks
1
12 Hours
1 Day
2
6 Hours
12 Hours
3
3 Hours
6 Hours
4
1 Hour
3 Hours
5
30 Minutes
1 Hour
8
15 Minutes
30 Minutes
10
5 Minutes
15 Minutes
15 Nearly Instantly A few minutes
20
Instantly
A minute
Regrow limbs/organs
Never
10 years
5 years
3 years
1 year
6 months
3 months
1 month
A week
A day
Supersense Power!
Supersenses allow the hero to detect things that
normal people cannot. Supersenses could be normal
senses that all humans have enhanced to a superhuman
level (like "superhearing"). They could also be senses
that ordinary mortals do not have at all (like "X-ray
Vision.") Either way, they are created using this power
category. The best part about supersenses is that they are
extremely cheap. For a small handful of points, your hero
can have amazing sensing abilities!
0
Sense is a normal human sense (Smell, Touch,
Sight).
+1
Sense is one that most humans don't have (Sonar,
Detect Magic, Danger Sense, Magnetic Fields)
+1
What can be sensed is out of the normal
human range. (Infrared Sight, Ultrasonic hearing)
+1
Sense is now 360. (Except for Hearing, Touch,
Smell/Taste.)
+1
Discriminatory Sense. Making a sense
discriminatory allows a hero to distinguish
individuals by the sense. Most normal humans
discriminate between various people and objects by
the sight and hearing senses. Dogs, on the other hand,
can discriminate using the sense of smell. This will
allow the hero to know people by their radar
signature, for example.
Note: Range is not really necessary for senses, unless
youre wanting something outside of the bounds of
normal human ability. For example, clairvoyance
(seeing things from a distance, and perhaps around a
corner) could be modeled by buying a Range
component.
Tangler Power!
The Tangler Power is used to stick an
opponent in one place and leave them helpless. The
effect can be either physical or mental, and can be
used to model spider webs, nets, or encasing an
opponent in rock or ice! For every point invested in
the Tangler's strength, the hero can stick about 5
points of Strength for about an hour, so 10 points of
Tangler Power would hold fast about 50 points worth
of strength. You'll probably want to add Range to this
power from Bells and Whistles, although it's not
necessary.
A hero with greater strength will escape much
quicker than an hour. Every point (or so) halves the
time it takes to escape from the bind. So at about 5
points above the Tangler's power, the bound hero can
escape in about 2 minutes. If the bound hero's
strength is a full 10 points above the Tangler's power,
the hero is only bound for a handful of seconds,
maybe five seconds tops. With a Strength of 15 points
above the Tangler's power, the bind has no effect
whatsoever!
Telekinesis Power!
Telekinesis allows a hero to move things with
the power of the mind! You should probably note that
the "Range" modification is required to make this
power useful at all! Telekinetic heroes must normally
look at the object they want to move, and once it goes
out of the line of sight the power is gone.
Additionally, this power does not normally allow fine
Telekinetic
Power Level
Can lift small individual office supplies. STR = Can lift a lunch tray full of food. STR = -8
Can lift books. STR = -5
Can lift 98-pound weaklings. STR = -2
Normal human strength. STR = 0
Maximum human strength. STR=10
Heroic strength = 20 STR
Heroic strength = 30 STR
1
2
3
4
5
8
10
15
20
Travel Power!
The travel power allows you to get from one
place to another in a speedy or unusual manner. This
power comes in two parts: the Method (or how the
hero travels) and the Velocity (how fast the hero
travels). Add the cost of the Method and the Velocity
to get the final cost. You might notice that
Teleportation and Jumping are not on this list; they
are listed as separate powers.
Method of Travel
0 Method is something any human can do. (Normal
running, climbing, swimming.)
1 Unusual movement in 1 or 2 dimensions. (Spiderclimbing, Levitation)
3 Unusual Movement in 3 dimensions in a limited
environment (Gliding, Swinging, Deep-sea
swimming).
5 Unusual Movement in a vast environment.
(Burrowing, Flight).
Teleportation Power!
Since Teleportation is so different from the other
Travel Powers, it is listed separately. Teleportation is
movement from one point to another without traveling
the space in between! It is different from other Travel
powers because it has a range, and is near-instantaneous.
You must be able to actually see the place you are
teleporting to (or know it very, very well), or else buy the
option to Teleport Blind!
10
+1
+5
Teleport Cost
Base Teleport Power. Must add Range and
other bells and whistles.
Can carry an additional person. Each
additional person is +1 to cost.
Teleport Blind! You don't need to see the
place you're teleporting to!
Teleport Range
0
1
2
3
4
5
10
15
Velocity of Travel
Normal human speed
Bicycle speed
Small car
Serious roadster!
Airplane speed
Sonic Jet
Rocket
Light Speed
+10
Gadget:
Range:
Range is one of those useful power add-ons that
can enhance almost any super power. Many powers
require range of some sort to make them more realistic or
useable. Ranged powers also have a distinct advantage
over non-ranged powers. Here, just a point or two can
make the difference between getting the first strike or
being toast.
1
Across the room.
2
Around the house.
3
Football Field
4
Across the Mega-Mall
5
Across town
8
Across the State
10 Across the world
Volume:
Some powers can be defined as affecting
everything within a certain area, for example grenades
and toxic gasses can affect victims within their range.
Volume does not necessarily need to be a damage-based
power; Brain Tricks and many other powers can be
Volume-based.
+1
Close Area (a few square feet)
+3
Classroom
+5
Lecture Hall
+8
One side of the bleachers.
Piercing
Piercing allows powers to resist the effects of armor
and defenses, and affect the victim anyway. Piercing
may be countered by Piercing Resistance, which is
much cheaper.
+5
Defense Piercing:
Any sort of attack power may be equipped
with Defense Piercing, which will penetrate a victim's
armor as if it was half of what it normally was. In
fact, Piercing may be bought more than once, halving
the defense each time. Piercing can be coupled with
attack powers that are not necessarily damage powers,
like Tangler or Brain Tricks. Consider the attacking
power to be more effective in these cases, overcoming
the natural defenses of the victim (like Psyche in the
case of Brain Tricks).
+1
Piercing Resistance
Piercing Resistance may be bought on any
Power, making it more resistant to Defense Piercing.
Each application of Piercing Resistance cancels out
one Defense Piercing of an applicable attack. Piercing
may be bought multiple times to cancel out multiple
Defense Piercings in an attack power.
Miscellany:
+1
Secret Power (Absolutely no one knows
about your power!)
+5
Armor-piercing power (Halves armor and
defenses of opponent).
+1
Defense versus piercing.
-1
Limited power (1/2 power?)
-2
Severely limited power.
Power Structures
While working with certain character concepts,
you may find that some groups of powers don't work very
well, mostly because they are too expensive, or simply
impossible with the limited point system. Power
Structures are optional rules included to free up the
system a little bit. The game master should be encouraged
to not use these rules if they are found too complicated or
abuseable.
Point Pools!
A Point Pool allows a player to set aside a block
of points that can be used to alter powers in between
adventures, or sometimes during the course of play. For
example, you might have a wizard hero that can have a
new set of spells every adventure, or a gadgeteer that can
change gadgets in between adventures. Since buying a
little bit of everything would be prohibitively expensive,
Point Pools are available. You can fill up the point pools
with whatever powers you like, attaching any Bells &
Whistles as necessary.
A Point Pool costs an extra 1 point for every 5
points available in the pool. For example, if a player
wants to set aside 15 points that can be altered in between
adventures, it would cost that player an additional 3
points for the privilege to do so. This point cost can not
be lowered or reduced in any way, nor can the cost be
affected by another Power Structure. (You can't have
nested Point Pools!!)
Each power you buy in the Point Pool must cost at
least 1 point. Even if you reduce the actual cost to zero or
below, if you put it in the Point Pool, the power's cost
becomes 1 point. So a 5-point Point Pool can hold a
maximum of five powers. You can't buy a 5-point Power
Pool, and then populate it with an infinite number of
zero-point gadgets. We know who you are, so cut it out!
If during the course of play, a character gets
several hours of free in-character time "back at home
base," a game master might allow the hero to switch
around items in the Point Pool. The game master should
also only allow this if the powers to be substituted are
already created and ready to go beforehand. It's not fair
for the other players if you spend several minutes making
up new powers for the Pool, when the other heroes are
already made and ready.
DESIRED
POOL SIZE
5
10
15
20
30
40
+
+
+
+
+
+
EXTRA
POOL
COST
1
2
3
4
6
8
TOTAL
COST
=
=
=
=
=
=
6
12
18
24
36
48
Subset Powers!
Subset powers are useful if you have two or
more Powers based upon the same basic Power. For
example, if you buy one damage power in the form of
a heat blast doing Grenade Damage, an ice blast or a
radiation blast does pretty much the same thing: each
will destroy stuff. You shouldn't have to pay full price
for the power if it duplicates another that you paid full
price for, right?
When you have multiple powers based all
upon the same basic power, figure what the cost for
each power is. The power that is most expensive
Good Karma!
Good Karma represents positive qualities of your
character that are not Powers or Attributes. You may be
interested in investing a few points into skills, or if not,
there are a number of other ideas that can help make your
stint in high school a little more bearable. Better yet,
come up with your own piece of Good Karma, basing its
point cost on those you see here!
+5
+10
Skills!
It's possible that your hero can do mundane tasks
that most others cannot. This ability is represented by
investing a few points into skills. Just a single point will
allow the hero to be good enough to get a job in the
particular field. Skills come in handy often in the course
of play, and a well-balanced hero will probably have a
!
!
!
!
!
!
!
!
!
Operating a Tank)
Driving (Car, Competitive Driving, Piloting
Airplane, Yachting, Astronavigation)
Mechanics (Cars, Boats, Airplanes, Explosives)
Arcane Knowledge (Archeology, Hieroglyphics,
Magic, "Secrets Man was not meant to know")
Liberal Arts (Music, Composition, Sculpture,
Architecture, Drawing Super Heroes)
Science (Mathematics, Physics, Chemistry,
Relativity, Quantum Physics, Grand Unified
Theory)
+1
+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
Neutral Karma
There are a few things that you can get for no points.
That's right, Neutral Karma items are free!
0
Bad Karma!
Occasionally we all have to deal with the fact
that bad things happen to good people. Bad Karma is
a reflection of that. If you take Bad Karma, just
expect getting plagued with it every play session.
Since Bad Karma yields "negative points," taking Bad
Karma for your character will give you extra points
that can be used elsewhere: on Powers, Attributes, or
Good Karma.
-1 to -10 Reduced Attributes! If you do not put any
points into one of the four Attributes, you can
sell off extra points for more points elsewhere.
Minus one is slightly deficient in the selected
Attribute, while a minus ten would indicate
the severest form of deficiency imaginable.
Minus-ten Attribute characters probably need
quite a bit of help getting around.
-1
Bad Luck! Generally, you are unlucky. The
Game Master can slant things against your
poor character at any time, because you're so
unlucky.
-1
Bad Rep! Your hero has a bad reputation of
some sort, that makes the other kids look
down on them. Underneath it all is probably a
decent kid, or maybe not.
-1
Freshman! Your character is a freshman. You
are among the lowest caste of high school.
People look down on you, and appropriately
so. You have no license to drive a car and are
assumed to always ride the bus (unless you
have some sort of special arrangement!) You
are inferior in many ways all other students at
the school, and they will be quick to point that
out.
-1
Major skill deficiency! You have problems
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
-1
Brownie Points!
Optionally, a Game Master may reward a
player doing extracurricular activities outside of
normal gaming time. Players may contribute extra
written stories or detailed background about their
characters, keep a campaign log of events, create
artwork or character portraits, bring munchies and/or
beverages for other players, or anything else that
might add value to the campaign. The game master
can reward these activities with extra points for the
player's characters, called Brownie Points.
The Game Master should keep track of all
extra campaign contributions in the game. Each
contribution of one page of written material or one
piece of artwork should be awarded one Brownie
Point. Whenever the player gets 5 Brownie Points, the
player may turn these in for 1 Character Point. (Of
course, the Game Master can change the number of
Chapter 4:
SHHS Adventures
4. Denouement
This is the scene that is the fruition of the your
play session. This will be the big-action, big-intrigue,
high-stress portion of your game. The main baddie
will carry out the threats made during the build-up,
and it will be up to the heroes to stop them. The
denouement does not always need to be combatoriented, but it should test what the characters are
made of.
5. Conclusion
After the high-point of the session, the Game
Master should begin to wrap things up. The police
show up, and haul the henchmen off to jail. The
heroes during this scene are finally able to put all the
pieces of the puzzle together to figure out a solution.
Answer questions that players might have that would
be within their power to find out.
6. Last Licks
Before concluding the gaming session, allow
each player one last action to consider before the next
session. This could be a great source of ideas of how
the players want their characters to develop. The
players can suggest something dramatic ("I go off in
search of Dark Blade to exact my revenge!") or
simple and fun ("We ride off into the sunset in the
Space Shuttle.") You should have a few days to think
about what the players want their characters to do
between play sessions, then perhaps weave that into
the next adventure.
7. Final Administration
The Game Master can take a few moments to
award a character point for a successful adventure
session. Players may use this point for an immediate
small power, or may accumulate many over several
sessions for a more impressive power. A Game Master
should probably not award more than one point per
session, as that may tend to overbalance things too
quickly and old character will far outshine new ones.
Character points can be saved up over several
game sessions, or spent right away as an immediate
boost to an Attribute, Power, or Karma. However,
don't allow a character to get something new without
justifying the purchase. For example, a hero cannot
gain a new power of "flight" without some story
behind it... possibly the next play session it can be
addressed.
Campaign Ideas!
Okay, you've got these great characters, but you
might having problems knowing what to do with them.
Well, a campaign is pretty useless without adventure
ideas to back it up. Fortunately, you have your vast
experience and an arsenal of characters on your side, with
accompanying goals and aspirations. Your villains won't
be living in a vacuum; give them a chance to get out and
stretch their legs.
Listen to the players! Sometimes a player or
players beg for a particular plotline to follow. Don't
disappoint them! Allow them to pursue their dreams, and
allow the other players to tag along!
What would my villain do now? Now that one of
your forgotten villains is "out of jail," what will they do
now? Will they seek revenge? Will they start their
glorious crime spree anew? Sometimes, old villains
come in new packages. They acquire (steal?) new
weapons, toys, goodies, and training. Occasionally,
innocent people will stumble upon the same formula that
transformed another villain or hero, but it turns them
insane, too.
Rival time! One or more of your players may
have a personal rival that often bugs them. Having the
rival one-up the player is a sure way to stir up some
action.
School event! A wonderful plot can be derived
from having players deal with "mundane" school events.
How do players react to having to take the SAT or finding
a date to the Prom? What happens when their football
team goes to the state finals, but they learn of the other
team's plan to cheat?
Steal ideas! Go for it. Who's going to stop you.
Everyone's doing it! You see a good kernel of a plot in a
book, TV, or movie, why not use it? First, it's not
copyright infringement if you don't write it down!
Second, you can't copyright an "idea." So you're safe.
Now, don't expect the players to follow the plot scene-byscene. Just take the most important parts and adapt it into
your campaign. Here are some ideas, blatantly stolen
from TV and movie cliches which could make a good
SHHS plotline:
"The Dangerous Game" If you haven't read the
1924 short story by Richard Connell, I'm sure you
recognize the plot. A hunter is tired of hunting biggame, so he decides to test his skill against human
beings. He owns an island that the Heroes are
stranded on, and aforementioned villain has a big gun
and tries to kill aforementioned heroes. If the players
somehow get off the island, they are allowed free.
Here's his chance to bring out all of those booby-traps
on the island. This plot has been used and re-used in
movies and TV, so it's good enough for you! Heck,
they even made this plot into at least one James Bond
movie. (Remember The Man With the Golden Gun?)
The Mad Bomber A crazed maniac is
planning on bombing the city unless his or her
demands can be met. Sometimes the bombs can be
constructed around puzzles that the players must
figure out or BOOM! It's also possible that the
bombs can serve as a distraction for yet another
crime.
A Courtroom Murder Mystery One or more
of the heroes is convicted of a crime that they may or
may not have committed (not necessarily murder).
While their name is being dragged through the mud,
they must deal with new challenges: the press,
lawyers, and a legal Catch-22. While they battle in
court, when not in court they can try to clear their
good name, and find the real criminal.
Exploring New Frontiers Duck lawsuits while
your players hop aboard a space ship and explore the
great unknown! They could also enter a new-fangled
bathysphere exploring the depths of the ocean, or go
on an Antarctic expedition. What strangeness will
they discover on their mission?
The Kooky Inheritance Chase One or more
player characters are invited to a long-lost relative's
house for reasons unknown with several other family
members. A rich relative has died, and has left the
estate to whoever can figure out a series of puzzles.
Oh yeah, one of the relatives is a murderous sort, and
starts knocking off the family members. Players must
figure out who is the murderer and figure out the
puzzle to get the loot! (Of course it'll probably be put
in a trust fund for them until they are of legal age.)
A Chase Scene Yeah, okay. So this is just a
scene. But that hasn't stopped some movie-makers
from making an entire movie composed of mostly
chase scenes. Although I wouldn't recommend
devoting an entire gaming session to one chase scene,
I have planned chase scenes before. I must admit, I
have premeditated chase scenes, but made it look like
Doing Things
Anytime a player directs a character to do
something, the Game Master should weigh the
options and decide whether or not the attempt
succeeds. An action should be able to succeed if the
hero is skilled at the task, physically able to perform
the task, has enough time, and can overcome the
challenge. This may seem very simple, but since this
is an arbitrary game, the game master must use some
sort of guidelines in order to fairly adjudicate the
game.
Much of the material here is intuitive, but
included here to give you some structure to go by.
Playing a role-playing game with no dice to base
decisions on might be stressful at first, but it's fun and
liberating once you get used to it.
1. Skilled!
The hero either has the natural ability or was
taught to do a skill at a previous time. The
game master should compare the hero's skill
level with the approximate difficulty of the
task. Generally the game master should give
the hero the benefit of the doubt in most
situations; if there is a pretty good chance that
the hero could have acquired the skill
somewhere along the line, and the task seems
simple enough, then the task should succeed.
2. Able!
The hero is physically able to perform the
task. For example, a 40-Strength hero should
be able to pick up a car with relative ease.
3. Timely!
The Game Master should decide how much
time it would take the hero to accomplish the
task. Certain tasks (like painting a house, for
example) would just inherently take a long
time. Tasks, when rushed, might yield sloppy
or disastrous results, or possibly even nothing
at all. It all just depends on what the hero is
trying to perform.
4. Overcoming opposition
When trying to do something, there is often
opposition in one form or another, which is
preventing you from completing the task. This
may come in the form of another character
opposing you, something a person set up
previously to oppose you, or simply inanimate
forces acting against you. For example,
hacking into a computer program would pit
your computer skills against those of the
original programmer. On the other hand, in a
game of beach volleyball the opposition is
much more direct.
Combat!
Combat in Super Human High School is just an
extended form of Doing things and overcoming opposition.
Combat is a pretty chaotic sport, and although for easy play
we break things down into "combat rounds," please
understand that everything occurs mostly simultaneously.
1. Describe the scene!
When combat is immanent, the game master should
define to the players the field of combat. The relative
positions of the attacker and defender should be defined, as
well as major points of scenery: windows, desks,
suspended pianos, innocent bystanders, etc. Sometimes
game masters can describe it effectively through just
words. You should not feel bad, however, sketching out the
scene on a piece of paper or white board. Sometimes it's
easier for players to visualize the scene that way.
2. Initiative!
Once the field of combat is defined, it is up to the
game master to determine who may react first. This is
generally done by examining the FIGHTING attributes of
the involved characters. Usually, the character with the
highest FIGHTING Attribute may react first. However, the
player may opt their character to "hold" their reaction to
react to a another character's action. For example,
Fantasticboy with a high Fighting stat may hold off their
action until the Deadly Prawn with a lower Fighting stat
attacks him. Fantasticboy can use his held action to dodge
or block the Prawns attack, which may or may not be
successful, depending on the situation.
In the big scheme of things, you should keep in
mind that most combats occur pretty much simultaneously.
Even though players get to act in order, usually actions are
considered to be happening at nearly the same time. The
Fighting Attribute does not confer super-speed, but more
super-reaction time.
The big leveler to the reaction time playing-field is
the weapon, ranged weapons particularly so. You don't need
to be very fast to level your blaster and shoot at the enemy
who is charging at you to punch your lights out. In fact, any
weapon which extends your hero's reach will give an
advantage over an unarmed opponent.
3. Act!
If it is one of the hero's turns, they must decide what
their hero's action is. Do they attack the enemy or run for
cover? Do they protect the innocents, or go for the Boss
villain? Or are they involved in activity that makes their
action predetermined, like grappling with a giant
anaconda?! This gives the players a chance to decide,
Negligible Damage
The damage is so minor, it is not immediately
noticed by the victim. These could be hangnails, scrapes or
very minor burns that may only need minor first aid, if
anything at all.
Coma Damage
A coma is a severe bout of unconsciousness
that lasts an unnaturally long time. In fact, a coma
victim generally starts out looking like a victim of
unconsciousness. Comas usually only result from a
severe trauma to the victim, and is usually given by
generous game masters as an alternative to death. A
game master must be careful as to not send a
character into a coma forever and not allow the player
to play! But if it seems appropriate, it is an
established comic book convention, so use it!
Minor Damage
A minor wound of this sort will certainly get the
attention of the victim, but does no permanent damage. The
damage is painful enough to be noticed., but should not
detract from the character's movement or action. Although
first aid might be suggested by an overcautious nurse, it is
probably not necessary.
Distracting Damage
The damage sustained causes the hero enough pain
to be irritating! The wound could be a serious gash or a
bruise. This will have somewhat of an effect on the
character functioning to their peak physical and mental
ability somewhat, especially under extreme duress. This
will normally cause the hero some distraction for up to a
week after the actual event, as their body slowly heals.
Basic first aid should facilitate the healing process nicely.
Painful Damage
Painful Damage is considered more severe than
Distracting Damage. The hero may have broken bones, or a
serious gash. Although the hero can still function simple
tasks, normal minorly challenging tasks will become much
more difficult. It is difficult for the hero to focus past the
pain. Injuries of this type might require the hero to visit a
hospital or similar institution. With proper medical
attention, over the next few weeks or so the hero's body
should heal from the wound.
Stunning Damage
The hero takes damage with enough force to knock
'em for a loop. The hero is effectively stunned from the
attack for anywhere from a few moments to a couple of
Unconsciousness
The hero takes enough damage to be knocked
out. This could be as a result of several smaller hits or
possibly one big whallop! In either case, it's up to the
game master to decide when the hero wakes up, based
on the severity of the damage. Like stunning damage,
a hero could be kayoed, but have relatively few
problems when woken up. It all depends on the
situation.
Death (?)
Does anybody really die in comic books?
Oftentimes death is merely transient in that four-color
world. Heroes very rarely die, but there are
occasionally worse alternatives to death of a player
character if you're creative as a game master. But
what about villains? Unless you actually have the
body and witness the eternal soul go into the great
beyond, the villain is possibly not completely dead.
Occasionally, this can be frustrating for players
encountering recurring enemies, so allow heroes to
completely destroy that Boss in a great climactic
scene! Allow this only occasionally; a dark game
with many deaths can taint the spirit of the game.
One thing to also keep in mind if your
character is facing certain death is that an Amazing
Token will bail you out of tight jams. One Amazing
Token is almost always enough to keep your character
from dying. If you've already used you token this
session, you could even borrow the token from
someone else. They will loan one to you, right?
Right?
1
2
3
4
5
8
10
13
15
20
Broken bones
Regrow limbs/organs
A few weeks
Never
3 Days
A Week
Never
Day
3 Days
Many (20+) years
12 Hours
1 Day
10 years
6 Hours
12 Hours
5 years
3 Hours
6 Hours
3 years
1 Hour
3 Hours
1 year
30 Minutes
1 Hour
6 months
15 Minutes
30 Minutes
3 months
5 Minutes
15 Minutes
1 month
Nearly Instantly A few minutes
A week
Challenge Strategies!
Very few of us playing this game will be world
experts at combat and skills, though we often will play
characters that are. Therefore, if we wish to have our
character attack a foe or pick a lock, and the Game
Master asks, "How?" we may be left at a bit of a blank.
Certainly it is a very legitimate question, especially in an
arbitrary game like this. The "How" will often determine
if an alarm is bypassed, or if a hero is left open to a
sucker punch.
So how does a player decide how they wish to
address a problem, when they may have little knowledge
about the nature of it? A player may not know the
intricacies of martial arts, but a hero may be a grand
master of it. A hero character that's a pro at cracking
security systems will probably have more "virtual
knowledge" on the subject than a tableful of players.
Well, in language we may answer the question of
"How?" with an adverb. Here is a list of a few adverbs
that may be used to answer that insidious question, and
what they may mean in the context of playing in a roleplaying environment. Of course, your players can and
will come up with other answers to your "How?"
question,
1. Cautiously
A guarded approach to an action will reward a
hero with fewer mistakes, making an action more likely
to succeed, and lessen the chances of getting hurt in the
process. The cautious hero will play somewhat
defensively, but always be on the lookout for a hole or
weakness in the process. The only downside to this is
that covering all your bases takes extra time. A cautious
attack will attempt to damage the opponent, not at the
expense of getting hurt yourself. If a threat comes,
you're ready to defend at a moments notice. If you are
much better than your opponent, or much more skilled
than the task requires, a mote of caution certainly would
be warranted.
Also, cautious behavior may be in order when a
hero is first approaching a dilemma. It might be wise
for a hero to attack reservedly, testing the relative skill
of their foe, to see if the hero would like to approach
with riskier attacks. A hacker would approach electronic
countermeasures with caution to see what she's up
against.
2. Normally
A normal approach to a problem is not overly
cautious or aggressive. It is assumed that a hero takes a
normal approach to a problem, unless otherwise noted.
3. Aggressively
Attacking a problem aggressively will, at the
expense of possible errors, perhaps tip the odds of a
conflict in the favor of the aggressor. Aggressive
behavior cannot totally compensate for a lack of skill,
but sometimes the brute force of aggressiveness will
bluff others into backing off. Approaching an action
aggressively works well against the gullible and those
of equal or lesser skill. Against a particularly stoic,
well-skilled, or inanimate opponent, aggressive actions
might not work well, or even be fatal.
Combat Example:
The hero Twitch protects a young co-ed
classmate of his ("Wendy") from two knife-wielding
thugs in a dark, deserted alley. Being the heroly sort of
high school student, Twitch decides to take care of
business.
The Game Master asks Twitch's player what he
wants to do, how he wants to approach combat.
Twitch's player, wanting to get this over quickly so
Twitch and Wendy can get to that party, says, "I'd like
to use my Power Tool Frenzy maneuver."
"Well..." says the GM, "that particular maneuver
Advanced Rules
Creating New Worlds
If you're like me, you look at a set of rules or an
environment and think, "Hey, I can do a little bit better."
The good news is, the basic core elements of Super Human
High School can be used to emulate many flavors of
comics, from high-flyin' four-color comics to gritty graphic
novels.
There may be a little more work involved than
taking our high school environment "off the shelf" and
playing it, but the experience should be worth the trouble.
Creating and fleshing out your own world can be an
extremely rewarding experience. You can even adapt your
Character Backgrounds
These elements will allow the GM decide how
they will guide the character creation process. For
instance, what kind of community will the PC's come
from? What kind of people are they considered to be by
others, both before or after they gain their powers? What
kind of people will they consider themselves to be? Are
they considered basically good or bad, and what do they
think about that? Lastly, are having or using powers
subject to any legal repercussions?
Though the fundamentals of character creation
would remain the same, some game-specific details
would change. For example, if your game does not take
place in a high school environment, then ranks like
"Freshman" and "Sophomore" would be meaningless! A
hero's basic skills and Karma will be different depending
on what your world values.
1. Different skill-sets
Consider and list the basic skills that a person
needs to function in your world. For example, if all of
your characters will be adults in a modern-day earth you
can assume that they should be able to drive a car and
speak/write their native language. Characters that could
not do these simple things would be considered
"deficient" in that area, and would be considered a "Bad
Karma" item which would give a point or two to be used
elsewhere.
2. Karma
The flavor and direction of your campaign will
determine what Karma your players can take, and what
they will be worth. In a heroic high school super world,
an old beat up car might be worth 0 points, but in a postapocalyptic world it might be worth 2 points!
Take a few moments and jot down some common
points of Karma that characters in your world might have.
What would be considered Good Karma, Bad Karma, and
Zero Karma? Use the templates below to help you along.
Players should be allowed to "order off the menu" and
0
Little effect on the game, or something everyone
should have.
+1 or -1
Minor effect on gameplay.
+2 or -2
Major effect on gameplay. Issue
probably comes up at least once a game session, on
average.
+3 or -3
Universal effect on gameplay. Issue is
always a major focus of the campaign. (Very rare!)
Personal Karma
Unique Personal Experience! Some personal event or
trauma has occurred that alters the character's view on
the world. A positive experience possibly might stem
from a personal philosophical epiphany, a religious
experience, a confidence booster, or a magical
transformation. The positive experience will help
bolster the character's confidence and attitude when
situations look grim. A negative personal experience
could originate from an embarrassment or trauma,
which tends to haunt the hero at inopportune times.
Appearance! Your character has head-turning physical
appearances, either for good or bad! The number of
points this would be worth depends on the importance
of physical appearance in your world. Average looks
are usually considered zero cost.
Luck! Some people either have it, or you might want to
avoid them during a lightning storm. Luck can affect
events during the course of play. The Game Master
might allow special things to happen when Luck might
be an issue. On the other hand, heroes with bad luck
might fail in the worst situations!
Romance! In some worlds where this would be
important, a Significant Other takes the edge off of
social situations. Bad Karma here would indicate that
the hero is "unlucky in love" or possibly the love of
your life out there is unattainable by you.
Social Karma
Supporters (or Enemies) There are some that either follow
the character for either good or bad. Supporters will usually
offer information, favors, and/or help. Your enemies can be
rivals, an arch-nemesis, a haunting ex-lover, or really
anyone that doesn't like you!
Privileges (or Restrictions) Either the hero has certain
extra activities he's allowed in society, or certain actions are
limited. Privileges allows your hero more leeway than the
common folk, usually attached to greater responsibility.
Being a police officer or an FBI operative may allow you to
carry a gun in public, but you still (generally) have to
answer to the law. On the other hand, your character may
have extra Restrictions above normal people, like having a
special curfew or a magical curse not allowing you cross
running water or enter holy ground.
Rank
In a campaign with a ranking social structure, like high
school or a military organization, you're near the top or
bottom. The middle rank is usually zero cost. Veterans
(perhaps Seniors in high school, or Generals in the Army)
will be thought of as wiser and better at everything.
Newbies (like Freshmen or Privates) would be considered
too young to have any good ideas, and will have to prove
themselves time and time again to get any respect.
Reputation Be it good or bad, in other people's eyes you
are what you've done. A reputation can be good or bad, and
will affect how other characters in the campaign view your
hero. If you have a good rep, and the other character knows
about it, you will usually be treated with respect and "warm
fuzzies." A bad reputation can hurt your chances of getting
a job, or cause people to stare and point at the mall, but will
give you an extra point or two to use elsewhere. Be specific
about what caused your good or bad reputation, and play it
to the hilt.
Social class or clique Your hero is part of an exclusive
group that everyone else wants to be a part of.
Social Stigma Worse than a "Reputation," your hero has
something fundamentally different about him that makes
society despise or fear him.
Resource Karma
Equipment The hero owns a special piece of
equipment that is somewhat rare in the world you're
creating. It may be purely decorative, like the Crown
Jewels, or functional, like a fancy car or a golden gun
that folds into a cigarette case.
Household The hero comes from a prestigious or
notorious household. Depending on the crowd you're
around, this might cause reactions from the general
public like a Reputation. Also, you have to deal with
your family. Whether all of this is Good Karma or
Bad Karma, it's up to you, but you have to explain
why it's really good or bad. Good and bad effects that
pretty much even out are not worth any points. Be
specific!
Wealth A hero can have more or less than the norm
for wealth for your universe. Being poor is considered
Bad Karma, and is worth a point or two depending on
how destitute the character is. Conversely, the hero
can be wildly rich for a mere point or two, and buy
that island in the Pacific Ocean they've always had
their eye on.
Special Karma
You will probably think of Karma that doesn't
fit into any of these categories, depending on your
world. Great! Feel free to "order off the menu" and
make up your own Karma items. They will help make
your campaign unique.
World Seeds
Perhaps you have an idea for the world you
will create from scratch, perhaps you don't. Here are
some ideas to get your brain working.
Vampire Amok A strange aberration of humanity
during the 1600s rears its evil head in the early 21st
century. Think of our modern-day world, overrun
with Vampires and evil undead. The characters can
play the vampires themselves or play the parts of the
vampire hunters. Optionally, your world could
straddle the fence and cater to vampires and the
hunters... very carefully.
The Family A man of alien origin crashed on Earth
110 years ago. He looked human but had
extraordinary mental and telekinetic powers.
Eventually he integrated into normal human society,
taking a wife and having children(!) who possessed similar but distinct mental powers. Now, three or four generations
later, some family members are just wanting survival and normalcy, while others want ultimate power!
New Gods After a hiatus of thousands of years, the old gods of old have returned to the modern world. Play a hero
from your favorite pantheon, or one of their children. The legendary heroics are there, as are the legendary backbiting
and corruption.
Corporate Sponsor The security department of a high-tech company hires the characters for their special skills. The
player's characters will be used to foil corporate espionage, root out internal corruption, and for external research and
development. It is quite possible that even the characters don't know who is pulling the strings at the top of the
corporate food chain; the high muck-a-mucks could be veiled in mystery!
Waystation Earth In the near future, when humankind just starts to poke its nose outside of its solar system, Earth is
invited by an alien ambassador to join the "Galactic Consortium," a league of co-aligned alien races. This spawns a new
revolution in Earth history. Humanity makes wild technological leaps, and alien contact is now commonplace.
Twitch!
Phillip Sharp's mutant power allows his muscles to
contract with incredible speed. He can run incredibly fast for
short distances, but since his reactions are no faster than anyone
else's, he has to be careful where he's going. Mostly, though, he
has developed the power in his hands.
Phil wears steel-reinforced leather gloves that allow him
to avoid damage to his hands. While wearing them, he can use
his hands as power tools: driving nails, turning bolts, sanding,
buffing, cutting through wood and concrete. In a fight his
vibrating hands can numb muscle tissue, and a touch to the
head can cause a mild concussion.
Phil drives an old Harley to school, which he keeps in
immaculate condition. He tends to dress in jeans and biker
leathers. His favorite class is Shop.
Phil's learned a thing or two about fighting from
brawling with his buddies. He likes to pretend he knows
martial arts, but it's really just a combination of his mutation
and a predilection for watching Bruce Lee movies.
PSYCHE
5
STRENGTH
5
FIGHTING
10
INTELLIGENCE 5
ENDURANCE
10
Powers
5 Power Tool Hands
0 Power Tool GlovesTwitch's Power Tool Gloves allow him to perform a variety of wood shop projects of adequate quality.
2 Running (at Small Car Speed) (only for short bursts -1)
2 Kevlar Armor (disguised as Leather Jacket)
Karma
2
Good Looking
1
Cool Harley
3
Professional Skill: Shop & Woodworking
1
College Level Skill: Motorcycle Maintenance
1
"Power Tool Frenzy" Maneuver Phil can use his action to go into a vibratory frenzy, hitting everyone within nearby
range with several lightning-fast attacks.
1
"Dodge Bullets" Maneuver With a prepared action, Twitch can flit to one side, generally foiling all but the most
accurate snipers. This can be used for any thrown or launched missile weapon that Twitch can see.
0
High School Sophomore
Multiplicandy!
Candice Plantaganate is a bright freshman kid, blessed with
the Muta ability to pull up to twelve duplicate copies of herself
from alternate dimensions. She also maintains a mental link
between herself and her duplicates which allows two-way
communication.
Candy is also a natural whiz-kid at math. By herself, she
can do college mathematics with relative ease, even rivaling her
teachers. When she works together with her other selves, breaking
the problem down into smaller chunks, she works like an efficient
multiprocessing computer, able to tackle nearly impossible
problems. Instead of a normal math course, she now works in a
"independent study" course in place of her math class, which is
basically study hall. During this time, she's unmonitored, and
occasionally been known to wander the halls.
Her mental link with her dupes allows her to be a better
fighter en masse than a normal person would be. Several different
perspectives of the fray gives her an edge in combat.
Candy, able to pull other forms of herself into this
dimension, is somewhat difficult to kill. If one of her duplicates
dies in this dimension, one of the others can pull in a replacement.
The only way she would completely be eradicated from this
dimension is if all of her currently active dupes are incapacitated.
(She can only "pull" other dupes from other dimensions. Those
dupes can't show up without her.)
She has been known to argue with her duplicates, which
irritates and confuses onlookers!
PSYCHE
STRENGTH
FIGHTING
INTELLIGENCE
ENDURANCE
10
0
9
10
0
Powers
[15] Body of Many! Multiplicandy can call up to twelve duplicates of herself at the same time.
[2] Mental Link with Dupes. (Browse & Link, 3 pts.) (-1 only with her own Dupes)
Karma
[-1]
High School Freshman
[1]
Super Maneuver! Coordinated Attacks when her dupes work together!
[1]
Mental gymnastics! When working together, practically no computational problem is impossible!
[1]
Difficult to kill. (Must incapacitate all of her dupes, and one of them can spawn more.)
[1]
Minor celebrity: Star on the high school stage.
[1]
College level skill: Mathematics
0
18
1
1
10
Powers
13
Body of Goo! The Goo's putty-like flesh is resistant to most forms of kinetic damage, but takes normal
damage from most energy attacks. Fire causes him extra damage. His body can stretch a bit farther than
normal. With much effort and possibly fifteen minutes of time, the Goo can ooze through a space no smaller
than the crack under a door.
1
Putty-climbing: The Goo can easily climb walls and ceilings at normal human jogging speed.
7
Goo-balls! Tangler attack that will hold about Strength 20. He can throw them about 100 yards.
Karma
0
High School Sophomore
+1
Reporter for yearbook and newspaper.
-1
Tattletale little sister: Katy.
-1
Must wear glasses.
0
-4
5
10
7
Powers
15 Body of Fire! Flambeau can change his body into a fiery body at will. His mere touch will cause damage.
6
Fiery flight: Flambeau can travel at about bicycle speed by propelling himself with fire.
5
Fire Bolts! Approximately bullet-damage. He can toss them about 100 feet.
Karma
3
Secret mutant!
1
Super costume
2
High School Senior
2
Rich Parents
1
Good Reputation in School
-1
Strict Parents
-1
Part Time Job ("Mayfair Deli")
-1
Guilty about using powers. (Will only use them if necessary.)
(The resourceful)
Chiroptera!
Maxim Trevor is a young high school junior that
has always held the fantasy of being affected by the Muta
Gene. Unfortunately, it just wasn't in the cards for the
young man. Being a bright boy, and having access to his
parents' nearly unlimited funds, set out to become a hero of
his own design.
He has hired the best trainers and designers in the
world to create his alternate personality batlike hero,
"Chiroptera." He carries a number of gadgets, usually
prefixed with the name "Chiro-".
Maxim recognizes that he can receive all the
training and gadgets in the world, but he just can never
become the Hero's Hero until he becomes motivated by the
tragic loss. Therefore, he is often encouraging his
unsuspecting parents into dangerous situations, like taking
a walk through the bad side of town. Much to his chagrin,
they live a charmed life, and somehow always survive
unscathed!
PSYCHE
STRENGTH
FIGHTING
INTELLIGENCE
ENDURANCE
0
4
13
4
8
Powers:
[18] [15 Point Pool] See below for common gadgets populating the Pool.
Karma
[1]
Cool car! "Chiroptimobile"
[1]
High School Junior
[-1]
Weird parents.
[2]
Rich Parents
Recommended Power-Pool equipment! (Choose 15 points of the following:)
(2 points) Chiroptera-cuffs [STR 15 held 1 hour, no range]
(4 points) Chiropterang [Weapon damage, will return! Range: Across a football field]
(2 points) Chiropter-cable [Swing line in city. Small-car speed]
(9 points) Jet-pack! [Flight, Rocket Speed]
(4 points) Chiroptera Battle Costume [Reinforced Flak Armor]
(2 points) Taser Gauntlets [Bullet Damage, touch range]
(1 point) Psychic static shield [looks like headphones, gives 2 Psychic Defense]
(1 point) Chiro-X-Ray-Gogs. (Actually allows 360 vision and IR-sight.)
Chapter 7: Sample
Adventure
Homecoming Apocalypse!
A Super Human High School adventure for 2-6 heroes
and a Game Master.
Introduction:
This is a Super Human High School adventure for 2-6
heroes. If you're planning on being a player in this game,
you may want to stop reading now. Reading this
adventure beforehand would spoil your fun! On the other
hand, if you are wanting to be a Game Master (or if you
bought this game) feel free to read on.
Homecoming Apocalypse is intended to be newGame-Master-friendly, but covering every situation
would be impossible. If your characters stray from the
words on the page, you may have to make things up. Use
your best judgement, and most of all, have fun. That's
what freeform role-playing is all about!
Announcements, announcements!
Every day, announcements are read by the first
period instructor, in this case, Mr. Flatbottom: "Today is
Thursday. Remember, tomorrow is Friday, Homecoming
Day, so you've got one more day to fix up your class float
and get a date for the big Homecoming Dance tomorrow.
Meeting after school today: the Chess Club in Room 665
and the Young Democratic Socialist Club in the cafeteria.
For lunch today, Beefy Bacon Sandwiches or Fried
Homecoming Day. . .
Make sure everyone is done with Thursday
activities before moving on to Friday, Homecoming
Day. Be sure to move on before players get bored. It's
okay to say, "Okay, if there's nothing else you folks
want to do on Thursday, we'll move on to Friday,
Homecoming Day!" You can read the announcements
as the home room teacher, and then find out what
your players would like to do today.
Announcements:
"Today is Homecoming Day. I hope everyone
wore the school colors of orange and brown today. Go
Orange! Go Brown! Go Orange and Brown!
"Get fired up during fourth period today... we
will have a pep rally! Also don't forget, tonight is the
big Homecoming game, followed immediately by the
Homecoming Dance.
"For lunch today, Beefy Bacon Sandwiches or
Fried Tenderloin, green beans, and cole slaw."
The Endgame:
The Cryptomancer should be difficult to catch,
with his teleport spells handy. However, it should be
possible to stop him with a minimum of damage.
Heroes should find it much easier to free the crowd,
render the ball harmless somehow, and mop up the
Cryptomancer's cronies.
Make sure your players remember their
Amazing Tokens. They don't carry over from
adventure to adventure, and they allow the player to
enhance one power for a short burst. Player's use of
their Amazing Tokens will be instrumental to their
success!
How will the players beat the cronies and stop
the knife ball and free the people? Well, that's really
up to the players and their abilities. You don't have to
figure out THE way they will do it ahead of time.
Your players should be able to come up with a
solution on their own. They know their characters
better than you. If they offer a reasonable solution,
then accept it. They'll be proud that they came up with
the answer in the 11th hour, and you'll have run a
good, memorable game.
The villains:
The Cryptomancer
aka Markus Uber (180 points)
PSY 45
STR 0
FTG 6
INT 50
END 25
Skills:
10 Language and translation: (Superhuman skill)
5 Secrets man was not meant to know (Master skill)
Powers:
6 Mental Defense (like "Tank Armor" for the mind)
5 Mental Attack, Usable across town (Grenade
Damage)
15 Mind control (usable across town)
2 (Subset Power of Mind Control, normally costs 9)
Mental Telepathy, usable across town
18 15-point Magic Power pool. (He's currently using
it to keep The Deadly Prawn subdued without
thinking about it)
Marcus was a geeky Muta in high school with
Shadowbug
aka Wendy Craig (90 points)
PSY 15
STR 8 (15 inside suit) (cost +6)
FTG 8 (15 inside suit) (cost +6)
INT 10
END 5 (30 inside suit) (cost +24)
Powers:
2 Expert system maneuvers. If Shadowbug has fought
someone before, or she's had a chance to study them at
length beforehand, she will fight them just a little better
than she would otherwise.
1 Jumping (able to hurdle a house, only in suit)
Matterhorn
aka Marty Olson (91 points)
PSY 0
STR 40
FTG 25
INT 5
END 20
Powers:
1 Charging attack (Super manuever) Matterhorn can
charge his opponants with a devastating attack!
(0) 4 points of Armor (naturally, from strength)