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 
line of sight

5

Superhuman

millions

steel

melt/shatter metal

1000 mph

1 ton

50 miles or 
remote view

6

Heroic

multimillions

titanium

vaporize steel

50000 mph

10 tons

250 miles or 
remote view

7

godlike

billions

alien/magic

disintegrate all Earth materials

150000 mph

100 tons

1000 miles 
or remote view


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)






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