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Wampus Country. Havards Blackmoor Blog. Blood of Prokopius. First: Build them both on the same number of points. This way you get a Batman who is freakishly skilled and can hold his own with the likes of Superman, Green Lantern, etc.
Second: Build them on different point scales. Bats is built with 30 points, Supes is built with 60 points. Whenever they are on an adventure together Bats gets the build point difference in "Competency Dice" and can spend them once per game session as bonus dice to his actions. In this case, Bats would get 30 competency dice to spend in each session, adding them to his actions as needed. The upside to this, is that when Bats is on the streets of Gotham fighting the Joker's mooks, he feels more appropriate to the setting, but can still hold his own when facing down the likes of Darkseid.
Which superhero game would you like better? But mostly because neither me nor my group likes Fate. If you are a fan of Fate you may think differently. Citizen Arcane said:. You must log in or register to reply here. Top Bottom. Advanced Search. Selected Option:.
Watermarked PDF. Softcover, Premium Color Book. Hardcover, Premium Color Book. Softcover, Standard Color Book. Hardcover, Standard Color Book. Average Rating 38 ratings. Unified mechanics mean less time in the book and more time in the battle. New Powers and Aptitudes expand the scope of the game.
Apply Boosts and Complications to any aspect of the game. Optional Rules are included to expand the game to your liking. Customers Who Bought this Title also Purchased.
Reviews Please log in to add or reply to comments. Nice system. Easy and balanced. If you like supers RPGs, it's a nice option for your group. This video was a good video for teaching players how to play the game, but offered literally nothing in the way of gm advice.
The section of the book devoted to judges offers absolutely zero advice on running encounters with supervillains, which is a huge oversight. I have literally no idea how strong to make a villain if i want them to be able to challenge my party. See more A lot of the description of play rests in the beginning of the book. For running supervillains, the Judge's section goes into detail on how a typical campaign might play out. As far as how strong to make this supervillain or that, the question supposes traditional game balance based on character levels.
Supers is not set up this way and is modeled more to simulate a comic book style of play. You could have players who are godlike trying to stop an illusionist with a minor illusion power he is using to hurt people. If they could find him, they could stop him easily. But running amok, this illusionist could cause major havok for the heroes, even going so much as to trick other powerful heroes into attacking the main characters.
Comic books including a lot of great cartoons make an excellent road map for formulating encounters. Message boards or the Facebook groups to get some answers from very motivated fans of the game including myself. Around 65 or so but with combinations you could have a limitless pool to choose from. I'm a first time GM for this system and I'm having a tough time adjusting combat for my heroes that makes it fair or somewhat challenging. Any suggestions?
Do I go off of Dice Rating or just go with the flow? A good rule of thumb is to offset the potential threats the players face against heir strengths. Do you have a heroic quartet of all pulp level heroes? Throw in a super heroic threat. Do the players all have physical powers like wall crawling and super strength? Throw in a villain with crazy illusion powers. Don't forget the henchmen and mook mechanics to slow things down if the heroes are having too easy a time.
Comics have the best source material for crafting adventures in this game as the mechanic works well to have mismatched heroes vs threats scenarios. For EX: The brain someone like Mr.
Fantastic fights off the ultimate brick like the Hulk with his intellect instead of his physical abilities. If you have a specific thing that's tripping you up, you can always try us at the facebook group or on superscbr. I have a quartet of all pulp level heroes. When you say 'throw in a super heroic threat', how does one even create one to match the threat at hand? Did I miss something in the system that I'm just overlooking? I just want to make sure the threat at hand is actually a threat and not like a walk in the park.
A great example for this is if you have a batch of "detective style" heroes fighting a "ghost" type character who has a supernatural ability to fly or soak damage from physical weapons. The heroes have to find a way to deal with it that might not be the norm fire, some sort of mysticism, or maybe even spend Competency Dice won during a previous adventure to acquire what is needed.
I've only got one complaint with the system so far: Page It says that characters start with 1D in all aptitudes. And in the chart below, it says that 1D is the equivalent of a Bachelor's Degree. So we're to believe that our characters have a minimum of a Bachelor's degree of training and skill in every skill imaginable?
More of a benchmark than hard and fast. The idea of bachelors, masters, and PHD was to give the player something to compare things to. I would be interested to hear how it plays at the table for you. I think I'll probably shift the table up one value each as a houserule, with bachelor's being 2D, and keep 1D at a high school level education and training.
I'm reading the book stem to stern to learn the system, and in the example on page 69 the book says Olympia will regain her non-stone state once she recovers from 0D reaction to 1D reaction in 10 minutes time.
However earlier in the book it says going from 0D to 1D takes an hour. Quick Start. Watermarked PDF. Average Rating 15 ratings. Within these pages you will find: A basic understanding of the game rules set up to be easily played in a single game session. Three PC's ready for action A short, yet full scenario to run your players through to get a taste for the system Standees for those that want to see how their heroes tackle the game space.
Full color art. Quick Start! Customers Who Bought this Title also Purchased. Reviews 4. Please log in to add or reply to comments. Joseph W. I'm a long-time Hero System fan, but I've been looking for something simpler that still provides the flavor of superhero comics. Looks like I've found it! This one-shot scenario gave me the info I needed in order to figure out if this was going to work [ Brian H. Doesn't seem to hard to play or GM. Some very simple rules, comes with a few pre-gen characters all ready to go for the trial scenario provided in the quick start.
Seems like a very open system that allows for some open game play fun. Reminds me of Mut [ Gregory W. This looks like a fun game, but I am giving a low rating because the "quick start rules" are not quite complete enough to really play.
Generally I would like a bit more than a description and some basic characters. More game mechanic would [ Stanley K. Awesome set. Can't beat the price! This set includes quick-starts for a number of products. This should add a few hours to my reading for sure.
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