Übermensch

Rise of the Meta Humans:

The ATM came free from the wall in a shower of masonry, dust and sparks. The near 7 foot tall hulking Brute stood, debris all about him. His super strong fingers buried deep into the metal casing of the ATM which he now held aloft.

“Ha, there is no one who can stop the might of  “white Rhino“!

A pair of Mall security, brandishing weapons ran forward with side-arms aimed directly at the near inhuman beast of a man. They gave warning but still the monster moved towards them. They fired, bullets bounced and ricocheted Of the beasts torso striking a guard in the upper thigh, sending him spinning to the floor.

What next you ask, well of course this is where you come in. This is my super fast super game. enjoy.

Übermensch. Is an RPG style game of heroes and villains.

This is a D10 system. (but you can use any dice,d4, d6,d8,d12. up to you)

As with any game lets start with Character generation as this will help with understanding the whole concept.

There are just Three statistics in  Übermensch

Physique:

This is anything to do with the physical side of life. Lifting, jumping, throwing and also it gives you your hit points and damage resistance. There are allot more uses but you will get to that later.

Intellect:

This is anything to do with learned side of life. Most skills will be on this. Sciences, piloting, First aid, Languages and so on.

Psyche:

This is your inner self, you mind and your soul. Your willpower, Spirit, sanity and mental defence also your magic abilities are derived from this stat.

Derived Stats are Hip points and Stun points.

Hit Points. This is equal to a base 10 then your Physical + Psyche =

Stun Points. This is your HPs x 5

All Damage comes off your stun first unless the player/GM states it is killing Damage. By that the player means the attack to kill.

So now lets not go any further until we know how to get these numbers. Here we go. It’s a point buying system. You start with 25 points.

Statistics cost 3 points. Powers cost 2 points. Skills cost 1 point. All Statistics start with a base of 1, So a Physique of say 3 would cost you 6 points. Powers on the other hand buy you Ranks, So Flight would cost you 2 points. If you want to be better at flight then you buy a second rank costing 4 points in total. Powers do not start with a base number. Skills cost 1 point. you can have as many as you can afford.

Ok let’s make a Hero.

I have 25 points to buy him with. I have base 1 in every stat. that’s good.  So, I’ll make a speedster. I’ll call him Slipstream.

Physique. No in the need for super strength so il buy just one more rank giving me a 2. That cost me 3 points.

Intellect. He is a scientist so I’ll make him quite smart. giving him a 4. That will cost me 9 points.

Psyche. Mentally I see him as being above average, so I’ll give him a 3 costing me another 6 points.

So, so far i have spent 18 of my 25 total. Now I’ll buy powers.

Super speed is a must. so I buy 2 ranks in Speed costing 4 points. Now my total cost is 22, leaving me with 3 points to spend. Not good for skills but then they only cost 1 point each. I’ll come to them in a bit.

Let me try to show you now how this will work in the game. Ok. the action that is taking place in the mall with “white Rhino”. Slipstream hears on the news channel what is going down. So at super speed he races to the scene. The GM states to get there before the police he will need to roll 10 or better on his dice So here goes.

My speed is 2 it’s a Physical activity so i add my Physique of 2 giving me 4. These now equate to Dice. So i now have 4d10 in my hand. I roll them but I only keep the numbers on the 2 highest dice, these are the ones that match my Physique. If however if a dice rolls a maximum  I get to roll that again and add that on. My roll is 4,7,10,10. So i keep the highest 2 dice, these being to 10s i get to roll them again and add-on so here goes. 8, 1. now my total comes to 29. That is way above what i needed so i arrive at the mall in record time.

Skills:

remember these will cost you 1 point each, so if you have the points you can buy loads. I have 3 points left so i will buy Paramedic 1 rank, computer 1 rank, boxing 1 rank. Lets make a skill roll. Slipstream on arrival at the mall sees the mayhem, decides that the public address system in the malls offices will be a great way to get his orders across to the bulking brute. So heading to the computer room he over rides the system so he can use it. The GM sets the problem a 20 as Slipstream isn’t acquainted with this computer.  This is an Intellect linked task. I have a 4 in Intellect and a 1 rank in computers, giving me a dice pool of 5d10. In this challenge though i get to keep 4 highest dice as this is my Stat total. here goes 2,3,6,8,10. I keep the 4 high rolls and as there is a 10 in there I roll that again and add it on. Rolling a 7. My total is now 34.  Slipstream totally rocks at this.

I thinks its time to explain Initiative.

Initiative starts with a base of 1 + Intellect+ Power= skill= total

So Slipstream has  base 1 + Intellect 4+ speed 2 = 7.

Now this works a little different. There are ten phases in a scene. Each time you roll Initiative you get to roll all the dice, non explode so do not roll again on  a max. Slipstream now rolls 7 dice. here they are. 2,3,5,5,7,8,10. So now this hero will take a turn on each phase he rolled on . As you ca see I rolled two 5s Slipstream will get two goes on phase 5. Wow that really makes him a fast guy.

Ok I think Its time to kick some ass.

Slipstream Is now going to just run up and punch White Rhino. So Initiative is sorted for all involved.

Combat:

slipstream goes first as he is so fast. Attacking is easy. Its a physical event so.  Physical 2 + speed 2 + Boxing 1 = 5d10 but only keep your Stat.

Here is Slipstreams roll. 5,8,9,10,10. i re-roll the 10s for a 1,4. total = 25

White Rhino defence time. Base 10 +power (tough skin) 3 + skill(body building) 1 = 4d10+10 = 28.

Slipstream fails to get through white Rhino‘s hard skin. Rhino hits back.

Physical 4 + super strength 3 ( he has no skill he can use) rolls. 5,7,8,10+ roll on 2 total = 32.

Slipstream Defence. base 10 + speed 2 + boxing 1 = 2,5,7. + 10 = 24. This is not good. He gets a fist to the face doing 32 – 24 = 8. Slipstream takes 8 Stun..

GM time

Now as a GM you will need to understand difficulties. All you have to do is set the challenge number, so go by this rule but you can change up and down as you see fit. the rest of the time its all free flow. lets players use any mix of powers, skills and stats. but

Golden rule :- Remember only one stat + one power + one skill. = total

Task Difficulty
Easy            5 Hard           15 difficult       25 Impossible  35.

Experience points are awarded at the end of a game.

Prestige . 1 or 2 point’s is usual as the cost to buy up stats, powers, skills is the same as at the start.

COMPLETE LIST of super powers add and delete as needed.

B

C

D

E

F

G

G(CONTINUED) 

H

I

J

L

M

N

O

P

SKILLS. Do not feel that you have to use this whole list. Just you top ten favourite maybe.


COMMUNICATIONS
Cryptography
Electronic Counter-Measures (Jamming)
Flag Signalling
Laser Communications
Lighting
Microwave Communications
Optic Systems
Photography
Radar/Sonar Operations
Radio: Basic
Radio: Deep Space
Radio: Scramblers
Radio: Satellite Relay
Sign Language
Sound & Recording
Surveillance Systems
Telephone Networks
T.V./Video

COMPUTER
Artificial Intelligence
Computer Hacking
Computer Imaging
Computer Language
Computer Networks
Computer Operations
Computer Programming
Cyberjacking
Neural Interface
Supercomputers
Virtual Reality & 3-D Systems

COWBOY
Branding
Breaking/Taming Wild Horses
Breed Dogs
Herding Cattle
Roping
Trick Riding

DOMESTIC/CULTURAL
Animal Husbandry
Art
Barbering
Bonsai
Breed Dogs
Calligraphy
Chess
Cook
Courtly Etiquette
Dance
Drawing: Pencil/Ink/Chalk
Falconry
Farming
Fashion & Design
Fishing
Floral Arrangement/Ikebana
Game
Gaming Strategy
Gardening
General Repair & Maintenance
Go
Heraldry
Musical Composition
Play Musical Instrument
Poetry
Recycle
Sculpting & Whittling
Sew
Sing
Weaving

ELECTRICAL
Basic Electronics
Circuit Board Micro-Electronics
Computer Repair
Electrical Engineer
Electricity Generation
Mecha Electronics
Robot Electronics
Veritech Electronics

ESPIONAGE
Assassination Techniques
Binding/Hojo-Jutsu
Command
Concealment
Detect Ambush
Detect Concealment
Disguise
Escape Artist
Fieldcraft
Forgery
Imitate Voices
Impersonation
Intelligence
Interrogation
Land Navigation
Marxism/Leninism/Maoism
Microfilm/Microfiche/Microdot Technology
Palming
Pick Locks
Pick Pockets
Psychological Warfare
Safe Cracking
Seduction
Sniper
Tracking
Trap Construction
Trap/Mine Detection
Wilderness Survival

HORSEMANSHIP
Breaking/Taming Wild Horses
Horsemanship: Cowboy
Horsemanship: Cyber-Knight
Horsemanship: Exotic
Horsemanship: General
Horsemanship: Knight
Horsemanship: Palladin
Horsemanship: Wagons & Chariots
Trick Riding

MECHANICAL
Aircraft Armor & Weaponry
Aircraft Mechanics
Automotive Mechanics
Basic Mechanics
Blacksmith/Metalworking
Carpentry
Cybernetic/Bionic/Bioware Mechanics
Cybernetic/Bionic/Bioware Repair
Drive Repair: Chemical Drive
Drive Repair: Fold Drive
Drive Repair: Gravity Drive
Drive Repair: Heat/Reflex Drive
Drive Repair: Ion Drive
Drive Repair: Phase Drive
Drive Repair: Plasma Drive
Drive Repair: Traction Drive
Fashion Tools & Weapons
Helicopter Mechanics
Jet Aircraft Mechanics
Locksmith
Marine/Naval Engineer
Masonry
Mechanical Engineer
Plumbing
Robot Mechanics
Satellite Systems
Spaceship Mechanics
Submersible Vehicle Mechanics
Veritech Mechanics
Weapons Engineer

MEDICAL
Animal Husbandry
Brewing
Criminal Sciences & Forensics
Dentistry
Doctor of Veterinary Medicine
Entemological Medicine
First Aid
Field Surgery
Holistic Medicine
Juicer Technology
Massage Therapy
Medical Doctor
M.D. in Bionics
M.D. in Cybernetics
M.D. in Genetics
Paramedic
Pathology
Plastic Surgery
Psychotherapy
Sea Holistic Medicine
Surgeon/Primitive Medical Doctor
Torture Methods
Toxicology

MILITARY
Armorer
Assassination Techniques
Camouflage
Defese Systems
Demolitions
Demolitions: Disposal
Find Contraband, Weapons, & Cybernetics
Fortification
Military Etiquette
Naval History
Naval Tactics
Nuclear, Biologocal, & Chemical Warfare (NBC)
Parachuting
Recognize Weapon Quality
Siege Engineer
Sniper
Strategy/Tactics
Trap Construction
Trap/Mine Detection
Underwater Demolitions

PHYSICAL
Acrobatics
Aerobics
Arm Wrestling
Athletics
Body Building & Weight Lifting
Boxing
Climbing
Deadball
Fencing
Forced March
Gymnastics
Juggling
Juicer Football
Kickboxing
Marathon
Meditation
Movement: Gravity
Movement: Zero Gravity
Murderthon
Oxygen Conservation
Pressure Point Control Tactics
Prowl
Running
Skiing
Swimming
Swimming: Competitive
Swimming: S.C.U.B.A.
Track & Field
Tumbling
Vacuum Survival
Wrestling

PILOT
AIR
Airplane
Combat Helicopter
Contragravity Pack
Helicopter
Jet Aircraft
Jet Fighter
Jet Pack
Lighter-than-Air Vehicles
Parachuting

GROUND
Automobile
Bicycle
Combat Pod
Dog Sled
Heavy Machinery
Hovercycle
Hovercraft
Motorcycle
Snowmobiles
Tanks & A.P.C.’s
Titan Transport
Truck
Unicycle

WATER
Advanced Deep Sea Diving
Boat: Motor & Hydrofoils
Boat: Rafts & Canoes
Boat: Sail Type
Boat: Ships
Boat: Warships & Patrol Boats
Seamanship
Submersibles
Waterscooters

SPACE
Extra Vehicular Activity (EVA)
Solar Sailer
Spacecraft
Space Fighter
Space Shuttle
Starship

ROBOTS & POWER ARMOR
Hardsuit/Motoroid
Mecha: Cyclone
Mecha: Destroid
Mecha: Veritech
Mecha: Zentraedi Style Battle Pods
Robots & Power Armor
Underwater Robots & Power Armor

SPECIAL COMBAT PILOT SKILLS
Air-to-Air Combat
Battle Bike Combat
Fighter Combat: Basic
Fighter Combat: Elite
Flight System Combat
Jump Bike Combat
Mecha Combat
Offensive Driving
Robot Combat: Basic
Robot Combat: Elite
Ship-to-Ship Combat

PILOT RELATED
Aerial Navigation
Astrogation
Debris Ring Navigation
Instrument Rating
Interplanetary Navigation
Land Navigation
Navigation: Land, Air, Water
Navigation: Space (Interplanetary, Orbital, Debris Ring)
Orbital Navigation
Radar/Sonar Operations
Read Sensory Equipment
Seamanship
Underwater Navigation
Weapon Systems

POLICE/LAW ENFORCEMENT
Criminal Science
Detect Disguise
Detect Forgery
Investiagtion
Law
Police Etiquette
Police Filing
Search
Streetwise
Surveillance

ROGUE
Appraisal
Bargain/Bribe
Cardsharp
Confidence Talking
Concealment
Contacts
False Divination
Find Contraband, Weapons, & Cybernetics
Gambling (Standard)
Gambling (Dirty Tricks)
Hide/Sneak
Locate Secret Compartments/Doors
Palming
Pick Locks
Pick Pockets
Pool
Pool Shark
Prowl
Safe Cracking
Search
Seduction
Shell Game
Streetwise
Streetwise: Con Games
Streetwise: Drugs
Streetwise: Gambling
Streetwise: Networks
Streetwise: Organized Crime
Use & Recognize Poison

SCIENCE
Anthropology
Archaeology
Astronomy
Astrophysics
Biology
Botany
Chemistry
Chemistry: Alchemical
Chemistry: Analytical
Chemistry: Chinese Alchemical
Chemistry: Pharmaceutical
Cosmology
Cryptozoology
Ecology
Economics
Geology
Horticulture
Hydrology
Marine Biology
Mathematics: Advanced
Mathematics: Basic
Meteorology
Microbiology
Museology
Nuclear Chemistry
Nuclear Engineer
Nuclear Physics
Ocean Geographic Surveying
Oxygen Systems
Paleontology
Parapsychology
Petrology
Physics
Psychology
Psychotherapy
Undersea Farming
Xenology
Zoology

SPATIAL
Extra Vehicular Activity (EVA)
Jury-Rig
Mining (Space)
Recycle
Salvage

STAGE MAGIC & PERFORMING ARTS
Clowning
Concealment
Contortionist
Jesting
Juggling
Mime
Palming
Performance
Pick Locks
Pick Pockets
Public Speaking
Screen Acting
Sleight of Hand
Ventriloquism

TECHNICAL
Accounting
Advanced & Deep Sea Fishing
Advertising
Antiquarianism
Armor & Weapon Decoration
Art
Blacksmithing/Metalworking
Breed Dogs
Brewing
Bureaucracy
Business Management
Calligraphy
Calligraphic Forgery
Candlemaking
Carpentry
Cartography
Chinese Calligraphic Codes & Code Breaking
Chinese Classical Studies
Cobblery
Contacts
Diplomacy
Entrepreneurship
Fashion & Design
Fashion Tools & Weapons
Fire Fighting
Gem Cutting
Gemology
General Repair/Maintenance
Glassworks
Heraldry
History
History: Era-Specialization
Invention
Investigation
Journalism
Language
Language Dialects
Law
Leather Working
Literacy
Literary Criticism
Literature
Lore: Alchemy
Lore: Alien/Galactic
Lore: Animal/Cattle
Lore: Astral
Lore: Chinese Mythology–Buddhist
Lore: Chinese Mythology–Taoist
Lore: Conspiracy
Lore: Cults & Sects
Lore: D-Bee
Lore: Demons & Monsters
Lore: Dimensional
Lore: Dragon
Lore: Dreamstream
Lore: Faerie
Lore: Farm
Lore: Folklore & Mythology
Lore: Geomancy & Ley Lines
Lore: Ghosts & Entities
Lore: Indians
Lore: Japanese Mythology
Lore: Juicer
Lore: Magic
Lore: Nightbane
Lore: Nightlands
Lore: Omens & Superstition
Lore: Psychic
Lore: Religion
Lore: Sea
Lore: “Time of Man”
Lore: Vampires & Undead
Lore: Witches & Supernatural Pacts
Lore: Wormwood
Lore: Zentran & Meltran
Masonry
Milling
Mining
Philosophy
Phonetics
Photography
Plumbing
Pottery
Principles of Magic
Prospecting
Pyrotechnics
Regional Knowledge
Research
Role Playing Game Design
Rope Works
Sculpting & Whittling
Seamanship
Sign Language
Surveying
Undersea Salvage
Writing

TEMPLE
Begging
Fasting
Geomancy
Meditation
Philosophy
Principles of Magic

WEAPON PROFICIENCIES
Recognize Weapon Quality
Sniper
Weapon Improvisation
Weapon Maintenance
Weapon Mastery
W.P. Paired Weapons
W.P. Sharpshooter
W.P. Study

ANCIENT
Archery: Crossbow
Archery: Long Bow
Archery: Short Bow
Battle Axe
Blunt
Bola
Boomerang
Chain
Forked
Grappling Hook
Incendiary Weapons
Knife
Lance
Mouth Weapons
Net
Pole Arms
Shield
Siege Weapons
Slingshot
Small Thrown Weapons
Spear
Staff
Sword
Whip

MODERN
Artillery
Automatic Pistol
Automatic & Semiautomatic Rifles
Black Powder
Bolt Action Rifle
Cyclone Weapon Systems
Deadball
Energy Pistol
Energy Rifle
Flame Thrower
Gallant H-90
Grenade Throwing
Harpoon Gun
Heavy
Heavy Energy Weapons
Revolver
Sub-Machinegun
Torpedo

WILDERNESS
Boat Building
Carpentry
Desert Survival
Dowsing
Farming
Fashion Tools & Weapons
Hunting
Identify Plants & Fruits
Land Navigation
Mountaineering
Preserve Food
Rope Works
Skin & Prepare Animal Hides
Spelunking
Track Animals
Track & Hunt Sea Animals
Trap Construction
Trap/Mine Detection
Undersea & Sea Survival
Underwater Navigation
Wilderness Survival
Winter Survival

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