Showing posts with label Superheroes. Show all posts
Showing posts with label Superheroes. Show all posts

Wednesday, November 1, 2017

USR Wednesdays: Thor

Now that “Thor: Ragnarok” is coming to theaters, it’s time to take a look at the USR superhero rules and visit Thor and his fellow Asgardians. 

As noted in the superhero rules, the Asgardians are high-powered (Tier 4) characters in a universe with a basic Tier of 3. They get stats of d12, d10 and d8 and a bonus 2 Narrative Points, because they’re just that much more powerful. Note this is Marvel Thor, the noble, sometimes goofy blonde hero, not the quick-to-anger redhead of Norse mythology.

This guy and some of his friends. (image: Marvel Studios)

Thor, God Of Thunder (or as some Marvel media calls him, “Prince Of Thunder” to avoid any religious controversy... didn’t roleplaying leave that behind in the 1980s?)
Level 3, Experience Points 10
Action D12, Wits D8, Ego D10
Specialisms: Strength +3, Lunkheaded Charm +2, Nobility +3
Hit Points: 30
Equipment: Armor +2, Mjolnir (hammer) +2
Narrative Points: 5

Loki the Trickster, Level 3, Experience Points 10
Action D8, Wits D10, Ego D12
Specialisms: Asgardian Magic +2, Deception +4, Loyalty To Asgard When He Has To Be Loyal +2
Hit Points: 28
Equipment: Armor +1, Magic Staff +2
Narrative Points: 6

Odin the All-Father, Level 5, Experience Points 20
Action D12, Wits D10, Ego D8
Specialisms: Leadership +3, Creation +3, Bravery +2, Battlefield Tactics +2
Hit Points: 42
Equipment: Armor +2, Spear +2
Narrative Points: 6

And now, just to change things up...
Jane Foster, Level 1, Experience Points 0 (Tier 1)
Action D6, Wits D10, Ego D8
Specialisms: Astrophysics +2, Medicine +2, Stamina +2
Hit Points: 16
Equipment: none

Narrative Points: 11

All four of these characters have a lot of Narrative Points, beyond the 3 a normal starting USR character has. As noted in the superhero rules, that's to represent their incredible raw power (for the Asgardians) or their ability to survive and contribute in a world that's much bigger than them (for an "ordinary" like Jane).

Which other superheroes need the USR treatment?

Wednesday, October 25, 2017

USR Wednesdays: Slasher Films

It’s Halloween season, time for a look at this classic genre for role playing. There are many ways to mix horror and gaming — fantasy has plenty of horror-themed beasts, and no game is complete without a nod toward H.P. Lovecraft’s creations. But today we’re going back to the 80s and beyond.

Slasher films feature a supernatural creature attacking a bunch of nobodies. Think “Nightmare On Elm Street” and “Friday The 13th.” This is not about setting the mood for a look into the darkness of the human soul; this is about teenagers having sex and showers of blood!

Time to roll for initiative: good luck. (image: New Line)

It’s a perfect genre for a game like USR, because statistics are less important in a narrative game. No one in the setting can go toe-to-toe with Freddy or Jason; they’re much too powerful. Instead, the protagonists have to out-think or at least out-run their enemy. You could have a game where players are the monsters themselves, but that’s really just a superhero game (without the “hero”), and it’s not what we’re going for here. This idea was inspired by the Slasher Flick RPG.

In a slasher film game, each player creates three characters, using the standard Domino Writing-style USR rules (though without assigning equipment or spending Combat Gear points). Specialisms in this game should lean heavily toward stereotypes, like Cheerleader, Jock, Redneck, Naive, and Rebellious.

You can determine Narrative Points and Hit Points for the characters, but they probably won’t use them. And don’t forget to create a slasher — make sure it’s got a signature weapon (a clawed glove, a chainsaw) and a gimmick (attacks in dreams, possesses the body of a doll).

When the slasher is ready to start its rampage, roll a die to decide which of the characters is the first victim. If there’s three players, that’s nine characters; roll a d10 to decide which one is first. Other characters may be in the scene, but the current victim gets the spotlight.

Create a scenario for that victim: what they’re doing before the slasher shows up and what they do to escape or fight back. The scenario should have three die rolls built into it. Here’s a few examples.

  • Run away from the slasher (Action)
  • Build a trap from stuff around the campsite (Mind)
  • Try to explain the horror that’s just up ahead to the gullible county sheriff (Ego)
  • Grab a farm implement and start swinging it at the slasher (Action)
  • Summon magical powers you only have in your wildest fantasies to attack the slasher (Mind)
  • Talk the slasher out of fighting back (Ego)


Tell a story with those dice rolls mixed in. It’s a “best two out of three” situation: if the character succeeds at two or three of the rolls, he or she survives... for now. After each character has told his or her own little story, count up the number of survivors. If more than half are alive at the end, the players win, but that’s the end of that horror movie franchise — fans are there for the clever kills, after all. If half the survivors, or fewer, remain, the slasher joins the fraternity with Michael Myers and Ghostface.


What does your slasher look like?

Wednesday, July 26, 2017

USR Wednesdays: Superheroes part 2: Super-Specialisms and hit points

Specialisms for superheroes can be powers - which can be used as weapons and armor, unlike most specialisms – but also personality traits (“billionaire philanthropist,” “mild-mannered reporter”). Because they’re so free form, super power Specialisms don’t have particular damage amounts or limits (for example, how many people are mind-controlled at one time?). Turn to the comics, animation and movies: if you can find an example of the power being used in the media, you can use it, though maybe with the use of a Narrative Point.

Almost every rules-moderate to rules-heavy superhero RPG (including my own Microlite 20 Costumes) has a catalog of super powers for characters to purchase, and which count as Specialisms in superhero USR. As with any Specialism, though, the descriptions that allow for more narration are often more interesting in play. The Punisher’s Lots Of Guns is kind of boring as a Specialism, but the Flash’s Runs Fast Enough To Access The Speed Force is a simple to understand power with a unique twist (lots of heroes have Super-Speed, but don’t also get access to the Speed Force). With the Ice Control Specialism, Iceman of the X-Men can fire ice darts at a villain, but he also creates ice slides to move quickly, duplicates of himself in ice form, and so much more.

A Specialism of Magician means you can do just about anything in a superhero setting. (Also, you were expecting Dr. Strange or Zatanna, right?) (image: King Features Syndicate)

Another superhero-specific element is hit points. Heroes can take a beating, and shrug off most ordinary damage. Boosted Action and Wits stats help represent that, and so does increasing hit points, to (maximum Action die value + maximum Wits die value) x2. Alternately, heroes can be delayed in the hospital, or outright killed, only to return dramatically in the next adventure.


The superhero card game Sentinels of the Multiverse keeps defeated characters in the game until the end with one simple rule. Characters that lose all their hit points can only take one action on a turn, and it has to be used to help another hero who is still in the game. It’s described as inspiring the surviving characters to fight harder. The same concept can be used in USR, with knocked-out heroes offering a +1 to certain kind of die rolls, or a once-per-battle reroll to their surviving allies.

What are your favorite superhero Specialisms?

Thursday, July 20, 2017

USR Wednesdays: Superheroes part 1: Tiers

There are some basic superhero rules in Domino Writing-style USR, mostly to emulate "elite" characters, like demigods in a fantasy world, or comic book super characters in a setting where most costumed heroes are a little more down to earth (think of Batman in Batman or Detective Comics). But with a few alterations, USR works just find for a bigger variety of superheroes (think of Batman in Justice League of America).
There are five tiers of characters in super hero comics:

  1. Non-powered characters, the supporting cast of superhero comics (Mary Jane Watson, Jim Gordon).
  2. Street-level heroes without many powers, like the 1930s/1940s pulp heroes (the Shadow, the Phantom) or characters like the Punisher or Luke Cage.
  3. Standard superheroes, which range from the low end (Robin, Dazzler) to the "average" hero (Spider-Man, the Flash)
  4. High-powered heroes, like Superman and Thor
  5. Cosmic entities that have power beyond what a USR character normally would have (Bat-Mite, Silver Surfer).

So, how to show that difference in the USR rules? First, select your basic character tier, then allow everyone at that tier and above to use the superhero rules (stats of d8, d10 and d12, and rolling twice, using highest result).
For each tier above or below the basic tier, award an additional 2 Narrative points.

A nice variety of heroes: Tier 2, Tier 2, Tier 3, Tier 3, Tier 4, Tier 2. In the back? Probably Tier 4.

Let's take the Avengers, specifically the movie version that's pretty close to the comics, and is really well-known. They're standard superheroes, so they start with stats of d8, d10 and d12. We've already stated that Thor is high-powered, so he starts with those high stats, and an additional 2 Narrative Points to represent his additional Asgardian awesomeness.
On the other end, Nick Fury fights with the good guys, but he's no match in terms of raw power. We'll make him a street-level hero. His stats are d6, d8 and d10, but he also gets 2 additional Narrative Points to help bring him level with Captain America and the rest.
Next week, we'll look at Specialisms and other elements of the genre you can bring to your USR superhero gaming.

(image: screenrant.com)

Thursday, March 30, 2017

Microlite 20 Character Generators

One of the reasons I don't play games like Pathfinder or Rifts often is because they're very statistics-heavy. There's lots of numbers, lots of names, and stuff you have to look up in several different places. Spells, for example: a character sheet may list the names of spells, but (for space reasons as much as copyright ones) there's no description of the spell's effects there. Players have to turn to an entirely different piece of paper — or more often, a book. Kind of reduces the effect of having the entire character on one page.

Microlite 20 doesn't avoid that problem, as spell-casting characters can use any spell, as long as they have the hit points to pay for it. A character could just list signature spells with a brief, Microlite 20-style spell description. That's also why there's pre-generated spell lists (page 25 of Ultimate Microlite Fantasy) and the starter spells (on pages 26 and 27).

It's also why I created the character generator templates, simple Excel spreadsheets that calculate most of the numbers you need to get your character ready to play. There's one for Fantasy and Modern-Day games, and another for Costumes, which calculates the number of Power Points you have to spend.

As the instructions state, you type in the numbers in the purple and blue boxes, and write down the final results listed in the purple and red boxes. Just add description (race, class, equipment, etc.), and you're ready to go. It saves time on the math and makes sure you have all the bonuses and advantages your character should have, which of course can be unwieldy in a d20 System-based game.

Let's walk through character creation in my most popular game, Microlite 20 Costumes. Here's our hero, Remarkable Man, who is not unlike another well-known superhero, the first one ever.

Remarkable Man is Superman, okay?
I don't want to violate copyright law, so I'll just "suggest" who I mean.

1. Level and Power Points: As noted in the Microlite 20 Costumes rules, Remarkable Man's inspiration is a level 15 (superior) hero. That goes in cell B1 and results in 225 Power Points.

2. Races and Classes: Remarkable Man is an ordinary Earth human, who gained his powers in, oh, let's say a lab accident. No aliens here.

3. Stats: Remember, stats above 19 count as powers, so we'll plug that in here and also note it as powers in step 4. He's super-strong. Also remember that stats cost Power Points, unlike other Microlite 20 games.

4. Powers: We already have Super-Strength accounted for. Let's see, our role model has Flight, Energy Blast (two kinds: heat and freezing), Invulnerability (multiple forms), Super-Speed, Tunnel (probably) and X-Ray Vision. And that's the normal list, not even considering all the variations from space rocks or Silver Age comics! Remarkable Man has the big ones, like Flight at rank 15, Energy Blast (heat) at rank 10, Invulnerability (ordinary weapons) at rank 15, and X-Ray Vision at rank 10.

5. Gadgets, Limits and Magic: None for Remarkable Man! He's powerful enough.

6. Skills: In his day job as a mild-mannered... well, no one pays reporters any more, so we'll say he does social media marketing. A skill has a maximum rank of level +5 (20 for our hero). We'll split his 3 Free Bonus as 1 in Knowledge and 2 in Communication. We'll add a little bit in Physical, Knowledge and Communication. Other heroes handle the stealthy stuff.

7. Combat: We're getting to the end of our character generator, with just a few points left to spend (remember, financial status is still out there). He already has the Invulnerability power, but we'll boost his Armor Class to about the same as his Melee/Hand-To-Hand attack bonus, and we'll push up his woeful Initiative bonus.

8. Financial Status and Equipment: A red, blue and yellow costume comes at no cost, and we'll pretend social media marketing pays well enough for a Comfortable status (no points).

9. Flaws: Our inspiration has his weakness to cosmic rocks, usually green, but Remarkable Man doesn't need more Power Points. No flaws for him; plenty while playing the character, but none on the character sheet.

All that leaves us with 8 Power Points, which are dropped into Hit Points. So here's Remarkable Man, as determined using the character calculator:

Level 15
STR 25 (+7), DEX 18 (+4), MIND 16 (+3)
Physical 17, Subterfuge 15, Knowledge 17, Communication 18
Flight 15, Energy Blast (heat) 10, Invulnerability (ordinary weapons) 15, X-Ray Vision 10
Hit Points 97, Initiative +7, Melee/Hand-To-Hand +22, Missile/Ranged +19, Magic/Supernatural +18, Armor Class 27
Heroism Points 10, Financial Status Comfortable

Voila! A superhero character ready to play, without too much cross-referencing and confusion.

(image: Robert Linder)

Saturday, September 17, 2016

M20 and USR: Captain America

"Captain America: Civil War" was released on DVD this week, though if you're reading this, you probably saw it in the theater. As Honest Trailers suggested, it really was Avengers 2.5, and a lot of fun to see all the superheroes together.
The movies are great, but I miss the red swashbuckler boots. And the little wings on the mask.

I created stats for Captain America on the old, now long-gone blog, but I've since updated the rules for Microlite 20 Costumes, so this the revised version. His financial status is Sponsored, to go along with his position in the movies (as an agent of S.H.I.E.L.D.), and to simulate his long career in the comics I might update him to level 14 or even 15.

Microlite 20 Costumes: Level 12, 180 Power Points
STR 21 (+5), DEX 19 (+4), MIND 17 (+3)
Leadership 12, Weapon (Shield): Gadget 12
Physical 17, Subterfuge 16, Knowledge 15, Communication 17
Hit Points 81, Initiative +11, Melee/Hand-To-Hand +18, Missile/Ranged +16, Magic/Supernatural +15, AC 20
Heroism Points: 12, Financial Status: Sponsored

USR superheroes
Action D12, Wits D8, Ego D10
Specialisms: Icon Of Bravery +2, Star-Spangled Avenger +2, Super-Soldier +2
Hit Points: 20
Combat Gear: Body Armor +1, Vibranium Shield +2

Narrative Points: 4