Okay, so maybe it will actually be better if I explain the game system a bit more before I wait for more interest, given that a system game might depend a good bit on the actual game system.
But since I may be the only one who has the rulebook, lets see if I can't sum up a few of the more important points:How does the Supers! system work in general?
The basic game mechanism is pretty straightforward. Everything has a rating of xD(6), be it Resistances (a combination of "attributes" and "hit points"), Aptitudes (mundane skills), and Powers (the super stuff). Collectively these three aspects of a character are called Attributes (so an attribute is pretty much anything that is expressed as an xD6 rating).
To do something you roll as many six-sided dice as your Attribute rating, total all the results, and compare that to either a Target Number (TN) or a Defence Roll by an opponent. If you at least match the TN/Defence you succeed. That's a "normal success". If your result is at least 6 points above the TN it is a "major success" that will deal an extra point of damage, provide a second piece of information, and so on. With a result of at least 12 points above the TN it is a "superior success" for another extra point of damage, very quick work, and so on.
There is an exception to this rule and that's Dice Caps: Aptitudes (the mundane skills) are capped at 3 dice. If you have more dice to roll for an Aptitude check you roll them all, but count only the best 3 and total those 3 results. That may sound rather limiting at first, but shattering brick with your (non-super) martial arts skill might have a TN of 9, disarming a bank's security system might be a TN 12. Even capped at "best 3 of X" those tasks are doable for a hero who has the right skills.For example: Will Scarlet, bowman extraordinaire drives his motorcycle at high speed along a dark and icy road, to catch up with a fleeing gang of gun runners who have a good head start on him. The TN is 12. Will has the Vehicles aptitude at 3D and a Specialization in motorbikes of +1D. He gets to roll 4D6 and keeps the best 3. He rolls a 5, 4, 4, and 1. Totaling the three highest results he gets a 13. That's a Normal Success so he gains a little on the gunrunners, but doesn't catch up with them yet. Without his Specialization he might have ended up with a 5, 4, and 1, not matching the TN and being forced to slow down and lose sight of his target.
(If you really want to be super good with an Aptitude you can buy the "Super Aptitude" power. It works like a normal skill, but doesn't suffer from the normal dice cap on aptitudes. It will cost you more to buy during character creation, but it will allow you to add up all your dice and allow results above the 18 that is the maximum for a normal Aptitude roll.)
So the basics are pretty simple: Roll a bunch of dice and add the results, then compare to some other number. How does combat work?
Basic answer: Exactly the same.
Roll your dice pool, total the result, compare against a defence roll made by your opponent.
There are three important (exceptions not withstanding) notes about combat resolution:
One: You get to make one attack per combat round
. (But as many defence rolls as you need.)
Two: You can use the same Attribute
(Resistance, Aptitude, Power) only once per round
. If you used your Super Strength to attack in this round you'll have to use something else to defend.
Three: But you can use almost any Attribute for attack and defence
, if you can justify it in the way you describe your actions.
I know it may not always make complete sense, but the system is designed to get the creative juices flowing. It is also designed to level the playing field between characters who invest heavily in one or two attributes, and those who spread their abilities a bit wider.
(As always there are exceptions to the basic rules, but I'll get to them in another post. For now lets just stay with the basics of combat.)
If you are hit in combat, how much damage you suffer depends on the "success level" of the attack (see above). But no matter how much damage you suffer, it is subtracted from your Resistances.
Everyone has four Resistances
: Composure (mental stability), Fortitude (physical endurance), Reaction (a combination of speed of mind and swiftness of body), and Will (your capacity to think clearly). An average person has a rating of 1D in each Resistance. Once a Resistance reaches 0D you are out of the fight. Maybe your Composure has dropped to 0 and you have lost your will to fight or are overcome with fear. Maybe you have been ensnared in a net and your Reaction has dropped to 0 as a consequence. Maybe you have succumbed to mind control and your Will has gone down to 0. No matter how it happens, if one of your Resistances reaches 0 (or lower) you can no longer fight effectively.
Where damage is subtracted depends on the type of attack: Social Attacks (seduction, intimidation, etc.) are subtracted from either Composure or Will. Mental Attacks (e.g. mind control) are also subtracted from either Composure or Will. Physical attacks lower Composure, Fortitude, or Reaction. There are a few exceptions, but that's the general rule that should hold true in 95% of all cases. If you suffer damage from an attack you decide where you subtract the damage – and you can split the damage between different Resistances how you see fit!For example: Your character has a rating of 2D in all Resistances and you are hit by a punch (a physical attack) for 2D of damage (a pretty good roll on the part of your opponent, or a clearly superior opponent, if he beats your defence by at least 6 points). If you subtract those 2 points from a single Resistance it drops to 0 and you are out, so you decide to take one point at Composure and one point Fortitude. The blow hurt and you are not sure if you shouldn't quit the fight, but for now you hold on. The next attack hits you for 1 point and you subtract that from Reaction. Now your Composure, Fortitude, and Reaction are all at 1D. You are still in the fight, but the next solid hit will drop you.
And that is pretty much the whole core of the Supers! rules summed up in one post.
(There are exceptions and special cases, but they are just as easy to handle, trust me. I'll talk about Split Actions and the like in another post, but if you have read all this you know almost all you need to know to play in this game, once you made a character.)