Front Page Heroes
Character Design
Players begin with 15 to 30 points (12+3d6) to spend on
characteristics ranked 1 (lowest) through 7 (highest). Characteristics include:
Strength, Stamina, Speed, Mind, Spirit, Wealth, Skills, and Paranormal Abilities
(PA). During the character generation process, players may spend their points in
increments of no less than .5, and no more than 5. Players must allocate a rank
value for Strength, Stamina, Speed, Mind, Spirit, and Wealth. Paranormal
Abilities are chosen/designed by the player, assigned a rank value, then (if
necessary) adjusted by the referee. For instance: a player decides to choose
teleportation, then spends 3 points on the ranking for that PA. Thus, according
to the tables below, the player-character can teleport a distance of 100 yards.
Other character aspects (origin, appearance, allies, habits, interests, family
relations, weapons, et cetera) can be freely designed by the player. Any allies
or sentient items designed by the player are role-played (read: controlled)
exclusively by the referee.
Approximate Rank Limits
Rank |
Physical, Mental or Skill |
Economic Status |
PA Resilience |
PA Intensity |
PA Speed |
PA Weight Limit |
PA Range |
1 |
Feeble |
destitute |
canvas |
destroy paper |
50 mph |
10 lbs |
touch |
2 |
Average |
lower class |
wood |
heat/crack wood |
100 mph |
75 lbs |
100 feet |
3 |
Exceptional |
middle class |
bronze |
consume/shatter wood |
250 mph |
250 lbs |
100 yards |
4 |
World class |
upper class |
iron |
heat/crack metal |
750 mph |
500 lbs |
1 mile or |
5 |
Superhuman |
millions |
steel |
melt/shatter metal |
1000 mph |
1 ton |
50 miles or |
6 |
Heroic |
multimillions |
titanium |
vaporize steel |
50000 mph |
10 tons |
250 miles or |
7 |
godlike |
billions |
alien/magic |
disintegrate all Earth materials |
150000 mph |
100 tons |
1000 miles |
Skill/PA
Attempts
Skill/PA attempts are resolved by
rolling 1d6 for each rank in the appropriate attribute (or by defaulting to
either the appropriate physical or mental characteristic (i.e., Strength) at a
penalty of -2d6). This roll is compared to a defending roll based upon the
difficulty of the action (an average lock, for instance, would have a rank of 3
for lock-picking, or 4 for breaking). If the attempting player has the higher
sum, s/he succeeds. The amount by which the player fails or succeeds determines
how badly s/he failed, or how well s/he accomplished the objective.
Combat
Action initiative is decided by
rolling 1d6 for each Speed rank. The character with the higher sum acts first;
an aggressor may make an attack, or a defender may attempt to flee (with another
Speed check). Once the attack order is determined, mental, physical, or PA
combat is resolved by rolling 1d6 for each rank in the appropriate
characteristic. This roll is compared to a defending roll based upon the
defender's appropriate rank. The attack succeeds (and the defender is injured)
if the attacker has the higher sum. (For example, the attacker attempts to throw
a punch by rolling 1d6 for each Strength ranking, while the defender attempts to
dodge (or block) the blow by rolling 1d6 for each Speed (or Strength) rank.) If
the defender has a PA defense/evasive ability in effect, s/he adds the PA rank
to the appropriate physical or mental rank, rolling a number of dice equal to
the combined total. Physical or mundane attacks against a physical PA defense
are impossible unless the aggressor's attacking rank (i.e. Strength, PA, or
weapon power) exceeds the defender's PA defense rank by 1. A successful attack
inflicts damage against the defender's Stamina or Spirit rank, depending on
whether the attack was physical or mental. The amount of damage inflicted is
equal to the difference in dice totals divided by 4 (rounded down). The damage
is subtracted from the defender's Stamina or Spirit. A character who reaches a
ranking of 0 in either characteristic is unconscious; falling below -7 is fatal.
Characters heal at a rate of 1 rank (plus bonus) per week. (Note: characters
with 4, 5, 6, or 7 Stamina or Spirit ranks have healing bonuses equal to 1, 2, 3
or 4, respectively. A Stamina bonus only applies to physical healing, i.e.,
restoration of lost Stamina points, and a Spirit bonus applies only to
mental/spiritual healing, i.e., restoration of lost Spirit points.)
Character Progression
The referee will
award rank points based upon goal accomplishment, successful use of
skills/abilities, and good role-playing. These points (usually 1-3) will be
awarded at the end of each complete adventure. Players may use awarded points to
increase any characteristic at the following rates of exchange: Skills (new or
existing) at a cost of 1 rank per 3 awarded points; physical, mental, or Wealth
characteristics at a cost of 1 rank per 4 awarded points; and PA's at a cost of
1 rank per 5 awarded points. (A player may spend accrued points in increments of
.5 or 1.)
Sample Character:
Murphy Alexander, a.k.a. Fireshot
(20 point character)
Strength: 2
Stamina: 2
Speed: 2
Mind: 2
Spirit: 3
Wealth:
2
PA: flight (1), generate heat (3.5)
Form: Human, blonde hair, leather
jacket, fireball while flying
Origin: Developed PA slowly from adolescence
forward.
Skills: Electric guitar (2.5)
Sample
Character:
Witchboy, real name unknown
(34 point
character)
Strength: 5
Stamina: 3
Speed: 5
Mind: 3
Spirit: 3
Wealth:
5
PA: telekinetic flight (5), telekinetic invulnerability (5)
Form:
Human, dark hair, perpetually surrounded by a soft blue glow, a nimbus of
flickering blue light.
Origin: Given telekinetic aura by a metasentient
synthetic entity (created by a long dead alien race). All Witchboy's powers are
TK derrived, including his unnatural strength. His wealth is derrived from a
sneaker deal with Nike: "When battling evil, Witchboy only wears
Nikes."
Skills: Computer game design (unrated rank)